// 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; float4 tangent; float4 bitangent; }; [[vk::binding(0, 1)]] StructuredBuffer vertexBuffer : register(t2); // Samplers [[vk::binding(0, 2)]] SamplerState mySampler[2] : register(s0); // Materials struct Material { bool hasAlbedo; float3 albedo; bool hasNormal; bool hasMetalness; bool hasRoughness; bool hasAO; float metalnessValue; float roughnessValue; float aoValue; int albedoTextureId; int normalTextureId; int metalnessTextureId; int roughnessTextureId; int aoTextureId; int samplingType; }; [[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; float entityID; }; [[vk::push_constant]] ModelPushConstant pushConstants; // Outputs struct VSOutput { float4 Position : SV_Position; float3 Color : TEXCOORD0; float2 UV : TEXCOORD1; float3 Normal : TEXCOORD2; float3 Tangent : TEXCOORD3; float3 Bitangent : TEXCOORD4; }; float3x3 invert(float3x3 m) { float3 a = m[0]; float3 b = m[1]; float3 c = m[2]; float3 r0 = cross(b, c); float3 r1 = cross(c, a); float3 r2 = cross(a, b); float det = dot(r2, c); // Return identity if not invertible (optional fallback) if (abs(det) < 1e-6) return float3x3(1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0); float invDet = 1.0 / det; return float3x3(r0 * invDet, r1 * invDet, r2 * invDet); } // Main vertex shader VSOutput main(uint vertexIndex : SV_VertexID) { VSOutput output; CameraView camView = cameras[pushConstants.cameraID]; ModelData modelData = model[pushConstants.modelIndex]; // 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.Color = normalize(float3(v.position.xyz)); output.UV = float2(v.uv_x, v.uv_y); float3x3 upper3x3 = (float3x3)modelData.model; float3x3 normalMatrix = transpose(invert(upper3x3)); output.Bitangent = mul(normalMatrix, normalize(v.bitangent.xyz)); output.Normal = mul(normalMatrix, normalize(v.normal.xyz)); output.Tangent = mul(normalMatrix, normalize(v.tangent.xyz)); //output.Normal = v.normal.xyz; return output; }