#include "Utils/header.hlsl" struct ModelPushConstant { int modelIndex; // Push constant data int materialIndex; int cameraID; }; [[vk::push_constant]] ModelPushConstant pushConstants; // Outputs struct VSOutput { float4 Position : SV_Position; float2 UV : TEXCOORD0; }; 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.UV = float2(v.uv_x, v.uv_y); //output.Position.z = LinearizeDepth(output.Position.z, camView.Near, camView.Far, false); return output; }