Files
Nuake/Data/Shaders/Vulkan/triangle.vert
2025-02-01 22:16:50 -05:00

125 lines
2.7 KiB
GLSL

// Transforms
struct ModelData
{
float4x4 model;
};
[[vk::binding(0, 0)]]
StructuredBuffer<ModelData> model : register(t1);
// Vertex
struct Vertex
{
float3 position;
float uv_x;
float3 normal;
float uv_y;
float3 tangent;
float3 bitangent;
};
[[vk::binding(0, 1)]]
StructuredBuffer<Vertex> vertexBuffer : register(t2);
// Samplers
[[vk::binding(0, 2)]]
SamplerState mySampler : register(s0);
// Materials
struct Material
{
bool hasAlbedo;
float3 albedo;
bool hasNormal;
bool hasMetalness;
bool hasRoughness;
bool hasAO;
float metalnessValue;
float roughnessValue;
float aoValue;
int albedoTextureId;
int normalTextureId;
int metalnessTextureId;
int roughnessTextureId;
int aoTextureId;
};
[[vk::binding(0, 3)]]
StructuredBuffer<Material> material;
// Textures
[[vk::binding(0, 4)]]
Texture2D textures[];
// Lights
struct Light
{
float3 position;
int type;
float4 color;
float3 direction;
float outerConeAngle;
float innerConeAngle;
bool castShadow;
int shadowMapTextureId[4];
int transformId[4];
};
[[vk::binding(0, 5)]]
StructuredBuffer<Light> lights;
// Cameras
struct CameraView {
float4x4 View;
float4x4 Projection;
float4x4 ViewProjection;
float4x4 InverseView;
float4x4 InverseProjection;
float3 Position;
float Near;
float Far;
};
[[vk::binding(0, 6)]]
StructuredBuffer<CameraView> cameras;
struct ModelPushConstant
{
int modelIndex; // Push constant data
int materialIndex;
int cameraID;
float entityID;
};
[[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;
CameraView camView = cameras[pushConstants.cameraID];
ModelData modelData = model[pushConstants.modelIndex];
// 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.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;
}