111 lines
3.3 KiB
C
111 lines
3.3 KiB
C
layout (constant_id = 0) const uint PASSES = 6;
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#extension GL_ARB_shader_draw_parameters : enable
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#if LAYERED
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#extension GL_ARB_shader_viewport_layer_array : enable
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#endif
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#define EXTRA_ATTRIBUTES 1
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#include "../../common/macros.h"
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#include "../../common/structs.h"
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layout (location = 0) in vec3 inPos;
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layout (location = 1) in vec2 inUv;
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layout (location = 2) in vec4 inColor;
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layout (location = 3) in vec2 inSt;
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layout (location = 4) in vec3 inNormal;
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layout (location = 5) in vec4 inTangent;
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layout (location = 6) in uvec2 inId;
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#if SKINNED
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layout (location = 7) in uvec4 inJoints;
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layout (location = 8) in vec4 inWeights;
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#endif
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layout( push_constant ) uniform PushBlock {
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uint pass;
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uint draw;
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} PushConstant;
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#if !BAKING
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layout (binding = 0) uniform Camera {
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Viewport viewport[PASSES];
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} camera;
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#endif
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layout (std140, binding = 1) readonly buffer DrawCommands {
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DrawCommand drawCommands[];
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};
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layout (std140, binding = 2) readonly buffer Instances {
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Instance instances[];
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};
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#if SKINNED
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layout (std140, binding = 3) readonly buffer Joints {
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mat4 joints[];
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};
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#endif
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layout (location = 0) out uvec4 outId;
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layout (location = 1) flat out vec4 outPOS0;
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layout (location = 2) out vec4 outPOS1;
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#if EXTRA_ATTRIBUTES
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layout (location = 3) out vec3 outPosition;
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layout (location = 4) out vec2 outUv;
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layout (location = 5) out vec4 outColor;
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layout (location = 6) out vec2 outSt;
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layout (location = 7) out vec3 outNormal;
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layout (location = 8) out vec3 outTangent;
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#endif
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vec4 snap(vec4 vertex, vec2 resolution) {
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vec4 snappedPos = vertex;
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snappedPos.xyz = vertex.xyz / vertex.w;
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snappedPos.xy = floor(resolution * snappedPos.xy) / resolution;
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snappedPos.xyz *= vertex.w;
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return snappedPos;
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}
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void main() {
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const uint drawID = gl_DrawIDARB;
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const uint triangleID = gl_VertexIndex / 3;
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const uint instanceID = gl_InstanceIndex;
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const DrawCommand drawCommand = drawCommands[drawID];
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const Instance instance = instances[instanceID];
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const uint materialID = instance.materialID;
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const uint jointID = instance.jointID;
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#if BAKING
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const mat4 view = mat4(1);
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const mat4 projection = mat4(1);
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#else
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const mat4 view = camera.viewport[PushConstant.pass].view;
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const mat4 projection = camera.viewport[PushConstant.pass].projection;
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#endif
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#if SKINNED
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const mat4 skinned = joints.length() <= 0 || jointID < 0 ? mat4(1.0) : inWeights.x * joints[jointID + int(inJoints.x)] + inWeights.y * joints[jointID + int(inJoints.y)] + inWeights.z * joints[jointID + int(inJoints.z)] + inWeights.w * joints[jointID + int(inJoints.w)];
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#else
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const mat4 skinned = mat4(1.0);
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#endif
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// const mat4 model = instances.length() <= 0 ? skinned : (instance.model * skinned);
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const mat4 model = instance.model * skinned;
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#if BAKING
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gl_Position = vec4(inSt * 2.0 - 1.0, 0.0, 1.0);
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#else
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gl_Position = projection * view * model * vec4(inPos.xyz, 1.0);
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#endif
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outId = uvec4(drawID, triangleID, instanceID, PushConstant.pass);
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outPOS0 = gl_Position;
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outPOS1 = gl_Position;
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#if EXTRA_ATTRIBUTES
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outPosition = vec3(model * vec4(inPos.xyz, 1.0));
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outUv = inUv;
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outSt = inSt;
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outColor = inColor * instance.color;
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outNormal = normalize(vec3(model * vec4(inNormal.xyz, 0.0)));
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outTangent = normalize(vec3(view * model * vec4(inTangent.xyz, 0.0)));
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#endif
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} |