#version 450 #extension GL_KHR_vulkan_glsl : enable //#include "ShaderDescriptorDefinitions.glsl" 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 = 0) out struct { vec4 vertPos; // location 0 vec2 uv; // location = 1 vec4 normal; // location = 2 } Out; // material stuff layout(location = 3) out struct { int materialIndex; uint eid; uint lightLayerIndex; } Out2; layout(set = 2, binding = 0) uniform CameraData { vec4 position; mat4 vpMat; } cameraData; void main() { Out2.materialIndex = gl_InstanceIndex; Out2.eid = integerData[0]; Out2.lightLayerIndex = integerData[1]; Out.vertPos = worldTransform * vec4(aVertexPos, 1.0f); Out.uv = aUV; Out.normal.rgb = mat3 (transpose (inverse (worldTransform))) * aNormal.rgb; gl_Position = cameraData.vpMat * worldTransform * vec4 (aVertexPos, 1.0f); }