#version 450 layout (constant_id = 0) const uint PASSES = 6; layout (location = 0) in vec3 inPos; layout (location = 1) in vec2 inUv; layout (location = 2) in vec3 inNormal; layout (location = 3) in vec4 inTangent; layout (location = 4) in ivec2 inId; layout (location = 5) in vec4 inJoints; layout (location = 6) in vec4 inWeights; layout( push_constant ) uniform PushBlock { uint pass; uint draw; } PushConstant; layout (binding = 3) uniform UBO { mat4 view[PASSES]; mat4 projection[PASSES]; } ubo; layout (std140, binding = 4) readonly buffer Models { mat4 models[]; }; layout (std140, binding = 5) readonly buffer Joints { mat4 joints[]; }; layout (location = 0) out vec2 outUv; layout (location = 1) out vec4 outColor; layout (location = 2) out vec3 outNormal; layout (location = 3) out mat3 outTBN; layout (location = 6) out vec3 outPosition; layout (location = 7) out ivec4 outId; 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 = vec4(1.0); outId = ivec4(inId, PushConstant.pass, PushConstant.draw); mat4 model = models.length() <= 0 ? mat4(1.0) : models[int(inId.x)]; mat4 skinnedMatrix = joints.length() <= 0 ? mat4(1.0) : inWeights.x * joints[int(inJoints.x)] + inWeights.y * joints[int(inJoints.y)] + inWeights.z * joints[int(inJoints.z)] + inWeights.w * joints[int(inJoints.w)]; outPosition = vec3(ubo.view[PushConstant.pass] * model * skinnedMatrix * vec4(inPos.xyz, 1.0)); outNormal = vec3(ubo.view[PushConstant.pass] * model * vec4(inNormal.xyz, 0.0)); outNormal = normalize(outNormal); { vec3 T = vec3(ubo.view[PushConstant.pass] * model * vec4(inTangent.xyz, 0.0)); vec3 N = outNormal; vec3 B = cross(N, T) * inTangent.w; outTBN = mat3( T, B, N ); } gl_Position = ubo.projection[PushConstant.pass] * ubo.view[PushConstant.pass] * model * skinnedMatrix * vec4(inPos.xyz, 1.0); }