#include "Utils/header.hlsl" 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; }