engine/bin/data/shaders/gltf/base.vert.h

92 lines
2.6 KiB
C

layout (constant_id = 0) const uint PASSES = 6;
#include "../common/structs.h"
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;
layout (binding = 3) uniform Camera {
Viewport viewport[PASSES];
} camera;
#if SKINNED && INSTANCED
layout (std140, binding = 4) readonly buffer Models {
mat4 models[];
};
layout (std140, binding = 5) readonly buffer Joints {
mat4 joints[];
};
#else
layout (binding = 4) uniform UBO {
mat4 model;
} ubo;
#if SKINNED
layout (std140, binding = 5) readonly buffer Joints {
mat4 joints[];
};
#elif INSTANCED
layout (std140, binding = 5) readonly buffer Models {
mat4 models[];
};
#endif
#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;
outColor = vec4(1); // ubo.color;
outId = ivec4(inId, PushConstant.pass, PushConstant.draw);
const mat4 view = camera.viewport[PushConstant.pass].view;
const mat4 projection = camera.viewport[PushConstant.pass].projection;
#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.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(view * model * vec4(inTangent.xyz, 0.0));
vec3 N = outNormal;
vec3 B = cross(N, T) * inTangent.w;
outTBN = mat3( T, B, N );
gl_Position = projection * view * model * vec4(inPos.xyz, 1.0);
}