#version 460 core #pragma shader_stage(vertex) #extension GL_EXT_nonuniform_qualifier : enable //layout(location = 0) out vec2 outUV; struct VertexData { float position[4]; // float uv[2]; }; struct MaterialData { float m_AlbedoFactor[4]; float m_EmissionFactor[3]; float m_MetalFactor; float m_RoughFactor; uint m_AlbedoTex; uint m_NormalTex; uint m_MetalRoughTex; uint m_OcclusionTex; uint m_EmissionTex; }; layout(std430, set = 0, binding = 0) readonly buffer Vertices { VertexData data[]; } vertexBuffer[]; layout(std430, set = 0, binding = 0) readonly buffer Materials { MaterialData data[]; } materialsBuffer[]; vec3 GetPosition(uint bufferId, uint vertexIdx) { return vec3( vertexBuffer[bufferId].data[vertexIdx].position[0], vertexBuffer[bufferId].data[vertexIdx].position[1], vertexBuffer[bufferId].data[vertexIdx].position[2] ); } //vec2 GetUV(uint bufferId, uint vertexIdx) { // return vec2( // vertexBuffer[bufferId].data[vertexIdx].uv[0], // vertexBuffer[bufferId].data[vertexIdx].uv[1] // ); //} layout(set = 1, binding = 0) uniform Camera { mat4 model; mat4 view; mat4 proj; } ubo; layout(push_constant) uniform Block { uint vertexBufferHandle; uint materialBufferHandle; uint materialIdx; }; void main() { // outUV = GetUV(vertexBufferHandle, gl_VertexIndex); gl_Position = ubo.proj * ubo.view * ubo.model * vec4(GetPosition(vertexBufferHandle, gl_VertexIndex), 1.0f); }