36 lines
888 B
GLSL
36 lines
888 B
GLSL
#version 450
|
|
|
|
#extension GL_GOOGLE_include_directive : require
|
|
#extension GL_EXT_buffer_reference : require
|
|
|
|
#include "input_structures.glsl"
|
|
|
|
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[];
|
|
};
|
|
|
|
layout(push_constant) uniform PushConsts {
|
|
mat4 render_matrix;
|
|
VertexBuffer vertexBuffer;
|
|
uint objectID;
|
|
uint cascadeIndex; // which cascade this pass renders
|
|
// pad to 16-byte boundary implicitly
|
|
} PC;
|
|
|
|
void main()
|
|
{
|
|
Vertex v = PC.vertexBuffer.vertices[gl_VertexIndex];
|
|
vec4 worldPos = PC.render_matrix * vec4(v.position, 1.0);
|
|
// Use cascaded matrix; cascade 0 is the legacy near/simple map
|
|
uint ci = min(PC.cascadeIndex, uint(3));
|
|
gl_Position = sceneData.lightViewProjCascades[ci] * worldPos;
|
|
}
|
|
|