Files
Nuake/Resources/Shaders/Vulkan/shading.vert
2025-01-09 19:08:04 -05:00

59 lines
1.0 KiB
GLSL

struct Camera
{
float4x4 view;
float4x4 proj;
float4x4 invView;
float4x4 invProj;
};
[[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 ShadingPushConstant
{
int AlbedoInputTextureId;
int DepthInputTextureId;
int NormalInputTextureId;
int MaterialInputTextureId;
};
[[vk::push_constant]]
ShadingPushConstant pushConstants;
// Outputs
struct VSOutput {
float4 Position : SV_Position;
float2 UV : TEXCOORD0;
};
// Main vertex shader
VSOutput main(uint vertexIndex : SV_VertexID)
{
VSOutput output;
Vertex v = vertexBuffer[vertexIndex];
output.UV = float2(v.uv_x, v.uv_y);
output.Position = float4(v.position, 1.0f);
return output;
}