50 lines
1.3 KiB
GLSL
50 lines
1.3 KiB
GLSL
#version 450
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#pragma shader_stage(vertex)
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layout (constant_id = 0) const uint PASSES = 6;
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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 vec2 inSt;
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layout (location = 3) in vec3 inNormal;
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layout (location = 4) in vec4 inTangent;
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layout (location = 5) in ivec2 inId;
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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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layout (std140, binding = 1) readonly buffer Models {
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mat4 models[];
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};
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layout (location = 0) out vec2 outUv;
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layout (location = 1) out vec4 outColor;
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layout (location = 2) out vec3 outNormal;
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layout (location = 3) out mat3 outTBN;
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layout (location = 6) out vec3 outPosition;
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layout (location = 7) out ivec4 outId;
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out gl_PerVertex {
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vec4 gl_Position;
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};
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void main() {
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outUv = inUv;
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outColor = vec4(1.0);
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outId = ivec4(inId, PushConstant.pass, PushConstant.draw);
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mat4 model = models.length() <= 0 ? mat4(1.0) : models[int(inId.x)];
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outPosition = vec3(model * vec4(inPos.xyz, 1.0));
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outNormal = vec3(model * vec4(inNormal.xyz, 0.0));
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outNormal = normalize(outNormal);
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{
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vec3 T = vec3(model * vec4(inTangent.xyz, 0.0));
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vec3 N = outNormal;
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vec3 B = cross(N, T) * inTangent.w;
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outTBN = mat3( T, B, N );
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}
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gl_Position = vec4(inSt * 2.0 - 1.0, 0.0, 1.0);
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} |