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51 lines
1.3 KiB
GLSL
51 lines
1.3 KiB
GLSL
#include "Utils/header.hlsl"
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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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{
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float4 Position : SV_Position;
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float2 UV : TEXCOORD0;
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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.UV = float2(v.uv_x, v.uv_y);
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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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} |