#version 460 #pragma shader_stage(vertex) #extension GL_EXT_shader_explicit_arithmetic_types_int64 : enable #extension GL_EXT_buffer_reference : require #extension GL_EXT_nonuniform_qualifier : require #include "bindless_structs.glsl" #include "graphics_bindings.glsl" layout(location=0) out vec4 outWorldPosition; layout(location=1) out vec4 outWorldNormal; layout(location=2) out vec4 outColor; layout(location=3) out vec2 outUV0; layout(location=4) out uint drawID; // //layout(push_constant) uniform Constants { // mat4 globalTransform; // VPositionRef pVertexPosition; // VDataRef pVertexData; // uint64_t materialIdx; //}; layout (push_constant) uniform Const { NodeRef nodes; }; void main() { vec3 colors[] = { vec3( 1.0f, 0.0f, 0.0f ), vec3( 0.0f, 1.0f, 0.0f ), vec3( 0.0f, 0.0f, 1.0f ), }; drawID = gl_DrawID; Node n = nodes.nodes[gl_DrawID]; outWorldNormal = normalize(n.globalTransform * vec4(n.pVertexData.Data[gl_VertexIndex].Normal.xyz, 0.0f)); outWorldPosition = n.globalTransform * vec4(n.pVertexPosition.Positions[gl_VertexIndex].xyz, 1.0f); gl_Position = camera.m_Projection * camera.m_View * outWorldPosition; outColor = vec4(n.pVertexData.Data[gl_VertexIndex].Color.rgb, 1.0f); // outColor = vec4(colors[gl_VertexIndex % 3], 1.0f); outUV0 = n.pVertexData.Data[gl_VertexIndex].TexCoord0; }