Files
Nuake/Data/Shaders/Vulkan/shadow.vert

51 lines
1.3 KiB
GLSL

#include "Utils/header.hlsl"
struct ModelPushConstant
{
int modelIndex; // Push constant data
int materialIndex;
int cameraID;
};
[[vk::push_constant]]
ModelPushConstant pushConstants;
// Outputs
struct VSOutput
{
float4 Position : SV_Position;
float2 UV : TEXCOORD0;
};
float LinearizeDepth(float depth, float nearPlane, float farPlane, bool reverseDepth)
{
if (reverseDepth)
{
// Reverse depth (near plane = 1.0, far plane = 0.0)
return nearPlane * farPlane / lerp(farPlane, nearPlane, depth);
}
else
{
// Standard depth (near plane = 0.0, far plane = 1.0)
return (2.0 * nearPlane * farPlane) / (farPlane + nearPlane - depth * (farPlane - nearPlane));
}
}
// Main vertex shader
VSOutput main(uint vertexIndex : SV_VertexID)
{
VSOutput output;
ModelData modelData = model[pushConstants.modelIndex];
CameraView camView = cameras[pushConstants.cameraID];
// 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.UV = float2(v.uv_x, v.uv_y);
//output.Position.z = LinearizeDepth(output.Position.z, camView.Near, camView.Far, false);
return output;
}