Files
QuaternionEngine/shaders/mesh.vert
2025-11-01 17:32:14 +09:00

51 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
layout( push_constant ) uniform constants
{
mat4 render_matrix;
VertexBuffer vertexBuffer;
} 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;
}