44 lines
1.4 KiB
GLSL
44 lines
1.4 KiB
GLSL
#version 460
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#pragma shader_stage(vertex)
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#extension GL_EXT_shader_explicit_arithmetic_types_int64 : enable
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#extension GL_EXT_buffer_reference : require
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#extension GL_EXT_nonuniform_qualifier : require
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#include "bindless_structs.glsl"
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#include "graphics_bindings.glsl"
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layout(location=0) out vec4 outWorldPosition;
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layout(location=1) out vec4 outWorldNormal;
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layout(location=2) out vec4 outColor;
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layout(location=3) out vec2 outUV0;
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layout(location=4) out uint drawID;
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//
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//layout(push_constant) uniform Constants {
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// mat4 globalTransform;
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// VPositionRef pVertexPosition;
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// VDataRef pVertexData;
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// uint64_t materialIdx;
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//};
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layout (push_constant) uniform Const {
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NodeRef nodes;
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};
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void main() {
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vec3 colors[] = {
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vec3( 1.0f, 0.0f, 0.0f ),
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vec3( 0.0f, 1.0f, 0.0f ),
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vec3( 0.0f, 0.0f, 1.0f ),
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};
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drawID = gl_DrawID;
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Node n = nodes.nodes[gl_DrawID];
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outWorldNormal = normalize(n.globalTransform * vec4(n.pVertexData.Data[gl_VertexIndex].Normal.xyz, 0.0f));
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outWorldPosition = n.globalTransform * vec4(n.pVertexPosition.Positions[gl_VertexIndex].xyz, 1.0f);
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gl_Position = camera.m_Projection * camera.m_View * outWorldPosition;
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outColor = vec4(n.pVertexData.Data[gl_VertexIndex].Color.rgb, 1.0f);
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// outColor = vec4(colors[gl_VertexIndex % 3], 1.0f);
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outUV0 = n.pVertexData.Data[gl_VertexIndex].TexCoord0;
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} |