56 lines
1.6 KiB
GLSL
56 lines
1.6 KiB
GLSL
#version 450
|
|
#pragma shader_stage(vertex)
|
|
#extension GL_EXT_shader_explicit_arithmetic_types_int64 : enable
|
|
#extension GL_EXT_buffer_reference : require
|
|
|
|
layout(location=0) out vec4 outWorldNormal;
|
|
layout(location=1) out vec4 outWorldPosition;
|
|
layout(location=2) out vec4 outColor;
|
|
layout(location=3) out vec2 outUV0;
|
|
|
|
struct VertexData {
|
|
vec4 Normal;
|
|
vec2 TexCoord0;
|
|
vec2 TexCoord1;
|
|
vec4 Color;
|
|
};
|
|
|
|
layout(std430, buffer_reference, buffer_reference_align=16) readonly buffer VPositionRef {
|
|
vec4 Positions[];
|
|
};
|
|
|
|
layout(std430, buffer_reference, buffer_reference_align=16) readonly buffer VDataRef {
|
|
VertexData Data[];
|
|
};
|
|
|
|
layout(set=1, binding=0) uniform Camera {
|
|
mat4 View; // 64
|
|
mat4 Projection; // 128
|
|
mat4 InvView; // 192
|
|
mat4 InvProjection; // 256
|
|
vec4 Position; // 272
|
|
} camera;
|
|
|
|
layout(push_constant) uniform Constants {
|
|
mat4 globalTransform;
|
|
VPositionRef vertexPos;
|
|
VDataRef vertexDat;
|
|
uint64_t materialIdx;
|
|
} pcb;
|
|
|
|
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 ),
|
|
};
|
|
|
|
gl_Position = camera.Projection * camera.View * pcb.globalTransform * vec4(pcb.vertexPos.Positions[gl_VertexIndex].xyz, 1.0f);
|
|
outColor = vec4(pcb.vertexDat.Data[gl_VertexIndex].Color.rgb, 1.0f); //vec3(colors[gl_VertexIndex % 3]);
|
|
|
|
// TODO
|
|
// layout(location=0) out vec4 outWorldNormal;
|
|
// layout(location=1) out vec4 outWorldPosition;
|
|
// layout(location=2) out vec4 outColor;
|
|
// layout(location=3) out vec2 outUV0;
|
|
} |