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