63 lines
1.8 KiB
GLSL
63 lines
1.8 KiB
GLSL
#version 450
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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 vec3 inNormal;
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layout (location = 3) in vec4 inTangent;
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layout (location = 4) in ivec2 inId;
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layout( push_constant ) uniform PushBlock {
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uint pass;
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} PushConstant;
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struct Matrices {
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mat4 model;
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mat4 view[PASSES];
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mat4 projection[PASSES];
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};
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layout (binding = 2) uniform UBO {
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Matrices matrices;
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vec4 color;
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} ubo;
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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 ivec2 outId;
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out gl_PerVertex {
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vec4 gl_Position;
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};
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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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outUv = inUv;
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outColor = ubo.color;
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outId = inId;
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outPosition = vec3(ubo.matrices.view[PushConstant.pass] * ubo.matrices.model * vec4(inPos.xyz, 1.0));
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outNormal = vec3(ubo.matrices.view[PushConstant.pass] * ubo.matrices.model * vec4(inNormal.xyz, 0.0));
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outNormal = normalize(outNormal);
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{
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vec3 T = vec3(ubo.matrices.view[PushConstant.pass] * ubo.matrices.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 = ubo.matrices.projection[PushConstant.pass] * ubo.matrices.view[PushConstant.pass] * ubo.matrices.model * vec4(inPos.xyz, 1.0);
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// gl_Position = snap( gl_Position, vec2(320.0, 240.0) );
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} |