#version 450 core layout(location = 0) in vec3 Vertex; layout(location = 1) in vec3 Normal; layout(binding=0) uniform WorldMatrix // hgl/math/Math.h { mat4 ortho; mat4 projection; mat4 inverse_projection; mat4 modelview; mat4 inverse_modelview; mat4 mvp; mat4 inverse_mvp; vec4 view_pos; vec2 canvas_resolution; vec2 viewport_resolution; }world; layout(push_constant) uniform Consts { mat4 local_to_world; }pc; layout(binding=1) uniform ColorMaterial { vec4 color; vec4 amibent; } color_material; layout(binding=2) uniform Sun { vec3 direction; }sun; layout(location=0) out vec4 FragmentColor; float GetSunlightIntensity() { return max(dot(normalize(Normal*mat3(world.mvp)),sun.direction),0.0); } void main() { FragmentColor=color_material.color*GetSunlightIntensity()+color_material.amibent; gl_Position=vec4(Vertex,1.0)*(pc.local_to_world*world.mvp); }