#version 450 layout (location = 0) in vec3 inPos; layout (location = 1) in vec2 inUv; layout (location = 2) in vec3 inNormal; layout (location = 3) in uint inId; layout( push_constant ) uniform PushBlock { uint pass; } PushConstant; struct Matrices { mat4 model; mat4 view[2]; mat4 projection[2]; }; layout (binding = 0) uniform UBO { Matrices matrices; vec4 color; } ubo; layout (location = 0) noperspective out vec2 outUv; layout (location = 1) out vec4 outColor; layout (location = 2) out vec3 outNormal; layout (location = 3) out vec3 outPosition; layout (location = 4) flat out uint outId; layout (location = 5) out float affine; out gl_PerVertex { vec4 gl_Position; }; vec4 snap(vec4 vertex, vec2 resolution) { vec4 snappedPos = vertex; snappedPos.xyz = vertex.xyz / vertex.w; snappedPos.xy = floor(resolution * snappedPos.xy) / resolution; snappedPos.xyz *= vertex.w; return snappedPos; } void main() { outUv = inUv; outColor = ubo.color; outPosition = vec3(ubo.matrices.view[PushConstant.pass] * ubo.matrices.model * vec4(inPos.xyz, 1.0)); outNormal = vec3(ubo.matrices.view[PushConstant.pass] * ubo.matrices.model * vec4(inNormal.xyz, 0.0)); outNormal = normalize(outNormal); outId = inId; gl_Position = ubo.matrices.projection[PushConstant.pass] * ubo.matrices.view[PushConstant.pass] * ubo.matrices.model * vec4(inPos.xyz, 1.0); // gl_Position = snap( gl_Position, vec2(320.0, 240.0) ); // gl_Position = snap( gl_Position, vec2(480.0, 270.0) ); // gl_Position = snap( gl_Position, vec2(640.0, 480.0) ); affine = 1; }