2023-02-22 16:39:21 +08:00
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#version 450
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#extension GL_KHR_vulkan_glsl : enable
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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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layout(location = 9) in uvec4 aBoneIndices;
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layout(location = 10) in vec4 aBoneWeights;
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layout(location = 11) in uint firstBoneIndex;
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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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vec4 worldPos; // location = 3
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vec3 worldNormal; // location = 4
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} Out;
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struct GenericData
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{
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//! Delta time
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float dt;
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//! Elapsed time of the application
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float elapsedTime;
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//! Viewport width of the scene (excluding imgui, that means smaller than window)
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uint viewportWidth;
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//! Ditto but for height
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uint viewportHeight;
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};
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// material stuff
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layout(location = 5) 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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vec3 screenSpacePos;
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} Out2;
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layout(set = 1, binding = 0) uniform CameraData
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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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mat4 projMat;
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} cameraData;
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layout (set = 0, binding = 0) uniform GenericDataBuffer
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{
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GenericData data;
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} genericDataBuffer;
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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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Out.worldPos = worldTransform * vec4 (aVertexPos, 1.0f);
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// uvs for texturing in fragment shader
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Out.uv = aUV;
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mat3 mvTransInv = mat3 (transpose(inverse(modelViewMat)));
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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;
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Out.normal.rgb = normalize (Out.normal.rgb);
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Out.worldNormal = normalize (modelTransInv * aNormal);
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// Get center of object in world position
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vec4 worldPos = vec4(worldTransform[3][0], worldTransform[3][1], worldTransform[3][2], 1.0f);
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// transform to clip space
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worldPos = cameraData.vpMat * worldPos;
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worldPos.xyz /= worldPos.w;
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// transform to screen space
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worldPos.xy = ((worldPos.xy + vec2(1.0f)) * vec2 (0.5f)) * vec2 (genericDataBuffer.data.viewportWidth, genericDataBuffer.data.viewportHeight);
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Out2.screenSpacePos = worldPos.xyz;
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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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