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