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74 lines
1.9 KiB
GLSL
74 lines
1.9 KiB
GLSL
#include "Utils/header.hlsl"
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struct ModelPushConstant
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{
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int modelIndex; // Push constant data
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int materialIndex;
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int cameraID;
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float entityID;
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};
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[[vk::push_constant]]
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ModelPushConstant pushConstants;
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// Outputs
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struct VSOutput
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{
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float4 Position : SV_Position;
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float3 Color : TEXCOORD0;
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float2 UV : TEXCOORD1;
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float3 Normal : TEXCOORD2;
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float3 Tangent : TEXCOORD3;
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float3 Bitangent : TEXCOORD4;
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};
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float3x3 invert(float3x3 m)
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{
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float3 a = m[0];
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float3 b = m[1];
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float3 c = m[2];
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float3 r0 = cross(b, c);
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float3 r1 = cross(c, a);
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float3 r2 = cross(a, b);
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float det = dot(r2, c);
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// Return identity if not invertible (optional fallback)
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if (abs(det) < 1e-6)
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return float3x3(1.0, 0.0, 0.0,
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0.0, 1.0, 0.0,
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0.0, 0.0, 1.0);
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float invDet = 1.0 / det;
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return float3x3(r0 * invDet,
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r1 * invDet,
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r2 * invDet);
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}
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// Main vertex shader
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VSOutput main(uint vertexIndex : SV_VertexID)
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{
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VSOutput output;
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CameraView camView = cameras[pushConstants.cameraID];
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ModelData modelData = model[pushConstants.modelIndex];
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// Load vertex data from the buffer
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Vertex v = vertexBuffer[vertexIndex];
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// Output the position of each vertex
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output.Position = mul(camView.Projection, mul(camView.View, mul(modelData.model, float4(v.position, 1.0f))));
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output.Color = normalize(float3(v.position.xyz));
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output.UV = float2(v.uv_x, v.uv_y);
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float3x3 upper3x3 = (float3x3)modelData.model;
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float3x3 normalMatrix = transpose(invert(upper3x3));
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output.Bitangent = mul(normalMatrix, normalize(v.bitangent.xyz));
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output.Normal = mul(normalMatrix, normalize(v.normal.xyz));
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output.Tangent = mul(normalMatrix, normalize(v.tangent.xyz));
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//output.Normal = v.normal.xyz;
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return output;
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} |