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

45 lines
1.1 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[3];
float uv[2];
};
layout(std430, set = 0, binding = 0) readonly buffer Vertices {
VertexData data[];
} vertexBuffer[];
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 textureHandle;
uint vertexBufferHandle;
};
void main() {
outUV = GetUV(vertexBufferHandle, gl_VertexIndex);
gl_Position = ubo.proj * ubo.view * ubo.model * vec4(GetPosition(vertexBufferHandle, gl_VertexIndex), 1.0f);
}