2022-11-23 13:02:33 +08:00
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#version 450
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#extension GL_KHR_vulkan_glsl : enable
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//#include "ShaderDescriptorDefinitions.glsl"
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layout(location = 0) in vec3 aVertexPos;
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layout(location = 1) in vec2 aUV;
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layout(location = 2) in vec3 aNormal;
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layout(location = 3) in vec3 aTangent;
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layout(location = 4) in mat4 worldTransform;
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layout(location = 8) in uvec2 integerData;
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struct MatPropData
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{
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vec2 tileMult;
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uint textureIndex;
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};
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layout(location = 0) out struct
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{
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vec4 vertPos; // location 0
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vec2 uv; // location = 1
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vec4 normal; // location = 2
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} Out;
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// material stuff
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layout(location = 3) out struct
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{
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int materialIndex;
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uint eid;
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uint lightLayerIndex;
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} Out2;
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2022-12-28 20:47:20 +08:00
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layout(set = 1, binding = 0) uniform CameraData
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2022-11-23 13:02:33 +08:00
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{
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vec4 position;
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mat4 vpMat;
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mat4 viewMat;
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2022-12-28 10:22:01 +08:00
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mat4 projMat;
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2022-11-23 13:02:33 +08:00
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} cameraData;
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2022-12-28 20:47:20 +08:00
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layout (std430, set = 2, binding = 0) buffer MaterialProperties // For materials
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2022-11-23 13:02:33 +08:00
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{
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MatPropData data[];
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} MatProp;
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void main()
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{
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Out2.materialIndex = gl_InstanceIndex;
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Out2.eid = integerData[0];
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Out2.lightLayerIndex = integerData[1];
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// for transforming gBuffer position and normal data
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mat4 modelViewMat = cameraData.viewMat * worldTransform;
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// gBuffer position will be in view space
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Out.vertPos = modelViewMat * vec4(aVertexPos, 1.0f);
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// uvs for texturing in fragment shader
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Out.uv = aUV * MatProp.data[gl_InstanceIndex].tileMult;
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mat3 transposeInv = mat3 (transpose(inverse(modelViewMat)));
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// normals are also in view space
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Out.normal.rgb = transposeInv * aNormal.rgb;
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Out.normal.rgb = normalize (Out.normal.rgb);
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// clip space for rendering
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gl_Position = cameraData.vpMat * worldTransform * vec4 (aVertexPos, 1.0f);
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}
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