project-aster/samples/03_model_render/shader/model.vert.glsl

61 lines
1.5 KiB
GLSL

#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[4];
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);
}