project-aster/samples/04_scenes/shader/model.vert.glsl

44 lines
1.4 KiB
GLSL

#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;
}