Files
QuaternionEngine/shaders/mesh.vert

55 lines
1.3 KiB
GLSL

#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;
mat3 normal_matrix;
VertexBuffer vertexBuffer;
uint objectID;
} PushConstants;
void main()
{
Vertex v = PushConstants.vertexBuffer.vertices[gl_VertexIndex];
mat3 normalMatrix = PushConstants.normal_matrix;
vec4 worldPos = PushConstants.render_matrix * vec4(v.position, 1.0);
gl_Position = sceneData.viewproj * worldPos;
outNormal = normalize(normalMatrix * v.normal);
vec3 worldTangent = normalize(normalMatrix * v.tangent.xyz);
outTangent = vec4(worldTangent, v.tangent.w);
outColor = v.color.xyz;
outUV = vec2(v.uv_x, v.uv_y);
outWorldPos = worldPos.xyz;
}