#version 450 #pragma shader_stage(vertex) layout (constant_id = 0) const uint PASSES = 6; layout (location = 0) in vec3 inPos; layout (location = 1) in vec2 inUv; layout (location = 2) in vec2 inSt; layout (location = 3) in vec3 inNormal; layout (location = 4) in vec4 inTangent; layout (location = 5) in ivec2 inId; layout( push_constant ) uniform PushBlock { uint pass; uint draw; } PushConstant; layout (std140, binding = 0) readonly buffer Models { mat4 models[]; }; 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; }; 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)]; outPosition = vec3(model * vec4(inPos.xyz, 1.0)); outNormal = vec3(model * vec4(inNormal.xyz, 0.0)); outNormal = normalize(outNormal); { vec3 T = vec3(model * vec4(inTangent.xyz, 0.0)); vec3 N = outNormal; vec3 B = cross(N, T) * inTangent.w; outTBN = mat3( T, B, N ); } gl_Position = vec4(inSt * 2.0 - 1.0, 0.0, 1.0); }