SHADE_Y3/Assets/Shaders/TestCube_VS.glsl

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#version 450
#extension GL_KHR_vulkan_glsl : enable
//#include "ShaderDescriptorDefinitions.glsl"
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layout(location = 0) in vec3 aVertexPos;
layout(location = 1) in vec2 aUV;
layout(location = 2) in vec3 aNormal;
layout(location = 3) in vec3 aTangent;
layout(location = 4) in mat4 worldTransform;
layout(location = 8) in uvec2 integerData;
layout(location = 9) in uvec4 aBoneIndices;
layout(location = 10) in vec4 aBoneWeights;
layout(location = 11) in uint firstBoneIndex;
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layout(location = 0) out struct
{
vec4 vertPos; // location 0
vec2 uv; // location = 1
vec4 normal; // location = 2
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vec4 worldPos; // location = 3
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vec3 worldNormal; // location = 4
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} Out;
// material stuff
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layout(location = 5) out struct
{
int materialIndex;
uint eid;
uint lightLayerIndex;
} Out2;
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layout(set = 1, binding = 0) uniform CameraData
{
vec4 position;
mat4 vpMat;
mat4 viewMat;
mat4 projMat;
} cameraData;
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void main()
{
Out2.materialIndex = gl_InstanceIndex;
Out2.eid = integerData[0];
Out2.lightLayerIndex = integerData[1];
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// for transforming gBuffer position and normal data
mat4 modelViewMat = cameraData.viewMat * worldTransform;
// gBuffer position will be in view space
Out.vertPos = modelViewMat * vec4(aVertexPos, 1.0f);
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Out.worldPos = worldTransform * vec4 (aVertexPos, 1.0f);
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// uvs for texturing in fragment shader
Out.uv = aUV;
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mat3 mvTransInv = mat3 (transpose(inverse(modelViewMat)));
mat3 modelTransInv = mat3 (transpose(inverse(worldTransform)));
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// normals are also in view space
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Out.normal.rgb = mvTransInv * aNormal.rgb;
Out.normal.rgb = normalize (Out.normal.rgb);
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Out.worldNormal = normalize (modelTransInv * aNormal);
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// clip space for rendering
gl_Position = cameraData.vpMat * worldTransform * vec4 (aVertexPos, 1.0f);
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}