engine/bin/data/shaders/gltf/baking/bake.vert.glsl

50 lines
1.3 KiB
GLSL

#version 450
#pragma shader_stage(vertex)
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 uvec2 inId;
layout( push_constant ) uniform PushBlock {
uint pass;
uint draw;
} PushConstant;
layout (std140, binding = 0) readonly buffer Models {
mat4 models[];
};
layout (location = 0) out vec2 outUv;
layout (location = 1) out vec4 outColor;
layout (location = 2) out vec3 outNormal;
layout (location = 3) out mat3 outTBN;
layout (location = 6) out vec3 outPosition;
layout (location = 7) out ivec4 outId;
out gl_PerVertex {
vec4 gl_Position;
};
void main() {
outUv = inUv;
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(model * vec4(inPos.xyz, 1.0));
outNormal = vec3(model * vec4(inNormal.xyz, 0.0));
outNormal = normalize(outNormal);
{
vec3 T = vec3(model * vec4(inTangent.xyz, 0.0));
vec3 N = outNormal;
vec3 B = cross(N, T) * inTangent.w;
outTBN = mat3( T, B, N );
}
gl_Position = vec4(inSt * 2.0 - 1.0, 0.0, 1.0);
}