Files
Nuake/Resources/Shaders/Vulkan/triangle.vert
2025-01-04 21:39:46 -05:00

70 lines
1.6 KiB
GLSL

struct Camera
{
float4x4 view;
float4x4 proj;
};
[[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;
};
[[vk::push_constant]]
ModelPushConstant pushConstants;
// Outputs
struct VSOutput {
float4 Position : SV_Position;
float3 Color : TEXCOORD0;
float2 UV : TEXCOORD1;
float3 Normal : TEXCOORD2;
float3x3 TBN : TEXCOORD3;
};
// 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))));
output.Color = normalize(float3(v.position.xyz));
output.UV = float2(v.uv_x, v.uv_y);
output.Normal = normalize(v.normal);
float3 T = normalize(mul((float3x3)modelData.model, normalize(v.tangent.xyz)));
float3 B = normalize(mul((float3x3)modelData.model, normalize(v.bitangent.xyz)));
float3 N = normalize(mul((float3x3)modelData.model, normalize(v.normal)).xyz);
output.TBN = transpose(float3x3(T, B, N));
return output;
}