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; #if SKINNED layout (location = 6) in ivec4 inJoints; layout (location = 7) in vec4 inWeights; #endif layout( push_constant ) uniform PushBlock { uint pass; uint draw; } PushConstant; struct Matrices { #if !INSTANCED mat4 model; #endif mat4 view[PASSES]; mat4 projection[PASSES]; }; layout (binding = 3) uniform UBO { Matrices matrices; #if !INSTANCED vec4 color; #endif } ubo; #if SKINNED && INSTANCED layout (std140, binding = 4) readonly buffer Models { mat4 models[]; }; layout (std140, binding = 5) readonly buffer Joints { mat4 joints[]; }; #elif SKINNED layout (std140, binding = 4) readonly buffer Joints { mat4 joints[]; }; #elif INSTANCED layout (std140, binding = 4) readonly buffer Models { mat4 models[]; }; #endif layout (location = 0) out vec2 outUv; layout (location = 1) out vec2 outSt; layout (location = 2) out vec4 outColor; layout (location = 3) out vec3 outNormal; layout (location = 4) out mat3 outTBN; layout (location = 7) out vec3 outPosition; layout (location = 8) out ivec4 outId; 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; outSt = inSt; #if INSTANCED outColor = vec4(1); #else outColor = ubo.color; #endif outId = ivec4(inId, PushConstant.pass, PushConstant.draw); #if SKINNED mat4 skinned = 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)]; #else mat4 skinned = mat4(1.0); #endif #if INSTANCED mat4 model = models.length() <= 0 ? skinned : (models[int(inId.x)] * skinned); #else mat4 model = ubo.matrices.model * skinned; #endif outPosition = vec3(model * vec4(inPos.xyz, 1.0)); outNormal = vec3(model * vec4(inNormal.xyz, 0.0)); outNormal = normalize(outNormal); vec3 T = vec3(ubo.matrices.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.matrices.projection[PushConstant.pass] * ubo.matrices.view[PushConstant.pass] * model * vec4(inPos.xyz, 1.0); }