Files
Nuake/Resources/Shaders/Vulkan/shadow.vert
2025-01-10 16:09:45 -05:00

77 lines
1.4 KiB
GLSL

struct Camera
{
float4x4 view;
float4x4 proj;
float4x4 invView;
float4x4 invProj;
float3 position;
};
[[vk::binding(0, 0)]]
StructuredBuffer<Camera> camera : register(t0);
struct ModelData
{
float4x4 model;
};
[[vk::binding(0, 1)]]
StructuredBuffer<ModelData> model : register(t1);
struct Vertex
{
float3 position;
float uv_x;
float3 normal;
float uv_y;
float3 tangent;
float3 bitangent;
};
[[vk::binding(0, 2)]]
StructuredBuffer<Vertex> vertexBuffer : register(t2);
struct ModelPushConstant
{
int modelIndex; // Push constant data
int materialIndex;
};
struct Light
{
float3 position;
int type;
float4 color;
float3 direction;
float outerConeAngle;
float innerConeAngle;
bool castShadow;
int shadowMapTextureId;
int transformId;
};
[[vk::binding(0, 6)]]
StructuredBuffer<Light> lights;
[[vk::push_constant]]
ModelPushConstant pushConstants;
// Outputs
struct VSOutput {
float4 Position : SV_Position;
};
// Main vertex shader
VSOutput main(uint vertexIndex : SV_VertexID)
{
VSOutput output;
Camera camData = camera[0];
ModelData modelData = model[pushConstants.modelIndex];
// Load vertex data from the buffer
Vertex v = vertexBuffer[vertexIndex];
// Output the position of each vertex
output.Position = mul(camData.proj, mul(camData.view, mul(modelData.model, float4(v.position, 1.0f))));
return output;
}