#version 450 #extension GL_GOOGLE_include_directive : require #extension GL_EXT_buffer_reference : require #include "input_structures.glsl" layout (location = 0) out vec3 outNormal; layout (location = 1) out vec3 outColor; layout (location = 2) out vec2 outUV; layout (location = 3) out vec3 outWorldPos; layout (location = 4) out vec4 outTangent; // xyz: world tangent, w: sign struct Vertex { vec3 position; float uv_x; vec3 normal; float uv_y; vec4 color; vec4 tangent; }; layout(buffer_reference, std430) readonly buffer VertexBuffer{ Vertex vertices[]; }; //push constants block (must match GPUDrawPushConstants layout in C++) layout(push_constant) uniform constants { mat4 render_matrix; VertexBuffer vertexBuffer; uint objectID; } PushConstants; void main() { Vertex v = PushConstants.vertexBuffer.vertices[gl_VertexIndex]; vec4 worldPos = PushConstants.render_matrix * vec4(v.position, 1.0f); gl_Position = sceneData.viewproj * worldPos; outNormal = (PushConstants.render_matrix * vec4(v.normal, 0.f)).xyz; vec3 worldTangent = (PushConstants.render_matrix * vec4(v.tangent.xyz, 0.f)).xyz; outTangent = vec4(normalize(worldTangent), v.tangent.w); // Pass pure vertex color; apply baseColorFactor only in fragment outColor = v.color.xyz; outUV.x = v.uv_x; outUV.y = v.uv_y; outWorldPos = worldPos.xyz; }