// 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 { 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; }; [[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; float3x3 TBN : TEXCOORD3; }; // 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); output.Normal = normalize(v.normal); float3 T = normalize(mul((float3x3)modelData.model, normalize(v.tangent.xyz))); float3 B = normalize(mul((float3x3)modelData.model, normalize(v.bitangent.xyz))); float3 N = normalize(mul((float3x3)modelData.model, normalize(v.normal)).xyz); output.TBN = transpose(float3x3(T, B, N)); return output; }