feat: support uniform blocks

This commit is contained in:
2025-10-23 22:43:03 +02:00
parent 1440fd847c
commit 063b228b97
2 changed files with 21 additions and 5 deletions

View File

@ -1,13 +1,23 @@
#version 410 core
#version 460 core
// Input vertex attributes
layout (location = 0) in vec3 position; // Vertex position in local space (model space)
layout (location = 3) in mat4 instanceModel; // Vertex texture uv
// layout (std140, binding = 1) uniform Matrices
// {
// mat4 projection;
// mat4 view;
// };
// Uniforms for transformation matrices
uniform mat4 u_model; // Model matrix: transforms from local space to world space
uniform mat4 u_lightSpace;
uniform bool u_isInstanced;
void main()
{
gl_Position = u_lightSpace * u_model * vec4(position, 1.0);
mat4 model = u_isInstanced ? instanceModel : u_model;
gl_Position = u_lightSpace * model * vec4(position, 1.0);
}

View File

@ -6,6 +6,12 @@ layout (location = 1) in vec3 normal; // vertex normal
layout (location = 2) in vec2 texCoord; // Vertex texture uv
layout (location = 3) in mat4 instanceModel; // Vertex texture uv
layout (std140, binding = 1) uniform Matrices
{
mat4 projection;
mat4 view;
};
// Output to fragment shader
out vec3 vertexPos;
out vec3 vertexNormal;
@ -14,8 +20,8 @@ out vec4 fragPosLightSpace;
// Uniforms for transformation matrices
uniform mat4 u_model; // Model matrix: transforms from local space to world space
uniform mat4 u_view; // View matrix: transforms from world space to camera space (view space)
uniform mat4 u_projection; // Projection matrix: transforms from camera space to clip space
// uniform mat4 u_view;
// uniform mat4 u_projection;
uniform bool u_isInstanced;
void main()
@ -32,5 +38,5 @@ void main()
// fragPosLightSpace = u_lightSpace * vec4(vertexPos, 1.0);
gl_Position = u_projection * u_view * vec4(vertexPos, 1.0);
gl_Position = projection * view * vec4(vertexPos, 1.0);
}