// Transforms struct ModelData { float4x4 model; }; [[vk::binding(0, 0)]] StructuredBuffer model : register(t1); // Vertex struct Vertex { float3 position; float uv_x; float3 normal; float uv_y; float3 tangent; float3 bitangent; }; [[vk::binding(0, 1)]] StructuredBuffer vertexBuffer : register(t2); // Samplers [[vk::binding(0, 2)]] SamplerState mySampler : register(s0); // Materials struct Material { float hasAlbedo; float3 albedo; int hasNormal; int hasMetalness; int hasRoughness; int hasAO; float metalnessValue; float roughnessValue; float aoValue; int albedoTextureId; int normalTextureId; int metalnessTextureId; int roughnessTextureId; int aoTextureId; }; [[vk::binding(0, 3)]] StructuredBuffer material; // Textures [[vk::binding(0, 4)]] Texture2D textures[]; // Lights struct Light { float3 position; int type; float4 color; float3 direction; float outerConeAngle; float innerConeAngle; bool castShadow; int shadowMapTextureId[4]; int transformId[4]; }; [[vk::binding(0, 5)]] StructuredBuffer lights; // Cameras struct CameraView { float4x4 View; float4x4 Projection; float4x4 ViewProjection; float4x4 InverseView; float4x4 InverseProjection; float3 Position; float Near; float Far; }; [[vk::binding(0, 6)]] StructuredBuffer cameras; struct ModelPushConstant { int modelIndex; // Push constant data int materialIndex; int cameraID; }; [[vk::push_constant]] ModelPushConstant pushConstants; // Outputs struct VSOutput { float4 Position : SV_Position; }; float LinearizeDepth(float depth, float nearPlane, float farPlane, bool reverseDepth) { if (reverseDepth) { // Reverse depth (near plane = 1.0, far plane = 0.0) return nearPlane * farPlane / lerp(farPlane, nearPlane, depth); } else { // Standard depth (near plane = 0.0, far plane = 1.0) return (2.0 * nearPlane * farPlane) / (farPlane + nearPlane - depth * (farPlane - nearPlane)); } } // Main vertex shader VSOutput main(uint vertexIndex : SV_VertexID) { VSOutput output; ModelData modelData = model[pushConstants.modelIndex]; CameraView camView = cameras[pushConstants.cameraID]; // Load vertex data from the buffer Vertex v = vertexBuffer[vertexIndex]; // Output the position of each vertex output.Position = mul(camView.Projection, mul(camView.View,mul(modelData.model, float4(v.position, 1.0f)))); //output.Position.z = LinearizeDepth(output.Position.z, camView.Near, camView.Far, false); return output; }