#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 = 9) in uvec4 aBoneIndices; layout(location = 10) in vec4 aBoneWeights; layout(location = 11) in uint firstBoneIndex; 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 = 1, binding = 0) uniform CameraData { vec4 position; mat4 vpMat; mat4 viewMat; mat4 projMat; } cameraData; layout (std430, set = 2, binding = 1) buffer AnimBoneMatrices { mat4 data[]; } BoneMatrices; void main() { Out2.materialIndex = gl_InstanceIndex; Out2.eid = integerData[0]; Out2.lightLayerIndex = integerData[1]; // 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); // uvs for texturing in fragment shader Out.uv = aUV; mat3 transposeInv = mat3 (transpose(inverse(modelViewMat))); // normals are also in view space Out.normal.rgb = transposeInv * aNormal.rgb; Out.normal.rgb = normalize (Out.normal.rgb); // Compute bone matrix mat4 boneMatrix = BoneMatrices.data[firstBoneIndex + aBoneIndices[0]] * aBoneWeights[0]; boneMatrix += BoneMatrices.data[firstBoneIndex + aBoneIndices[1]] * aBoneWeights[1]; boneMatrix += BoneMatrices.data[firstBoneIndex + aBoneIndices[2]] * aBoneWeights[2]; boneMatrix += BoneMatrices.data[firstBoneIndex + aBoneIndices[3]] * aBoneWeights[3]; // clip space for rendering gl_Position = cameraData.vpMat * worldTransform * boneMatrix * vec4 (aVertexPos, 1.0f); }