engine/bin/data/shaders/gltf/instanced.vert.glsl
2021-04-15 00:00:00 -05:00

65 lines
2.0 KiB
GLSL

#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 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 (binding = 3) uniform UBO {
mat4 view[PASSES];
mat4 projection[PASSES];
} ubo;
layout (std140, binding = 4) readonly buffer Models {
mat4 models[];
};
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;
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(ubo.projection[PushConstant.pass] * ubo.view[PushConstant.pass] * model * vec4(inPos.xyz, 1.0));
// outPosition = vec3(ubo.view[PushConstant.pass] * model * vec4(inPos.xyz, 1.0));
outPosition = vec3(model * vec4(inPos.xyz, 1.0));
// outNormal = vec3(ubo.view[PushConstant.pass] * model * vec4(inNormal.xyz, 0.0));
outNormal = vec3(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 * vec4(inPos.xyz, 1.0);
// gl_Position = snap( gl_Position, vec2(256.0, 224.0) );
}