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

108 lines
2.3 KiB
GLSL

struct Camera
{
float4x4 view;
float4x4 proj;
float4x4 invView;
float4x4 invProj;
float3 position;
};
[[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;
int cameraID;
};
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, 6)]]
StructuredBuffer<Light> lights;
struct CameraView {
float4x4 View;
float4x4 Projection;
float4x4 ViewProjection;
float4x4 InverseView;
float4x4 InverseProjection;
float3 Position;
float Near;
float Far;
};
[[vk::binding(0, 7)]]
StructuredBuffer<CameraView> cameras;
[[vk::push_constant]]
ModelPushConstant pushConstants;
// Outputs
struct VSOutput {
float4 Position : SV_Position;
};
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;
Camera camData = camera[0];
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.Position.z = LinearizeDepth(output.Position.z, camView.Near, camView.Far, false);
return output;
}