Files
Nuake/Data/Shaders/Vulkan/triangle.vert
2025-04-26 19:23:28 -04:00

74 lines
1.9 KiB
GLSL

#include "Utils/header.hlsl"
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;
float3 Tangent : TEXCOORD3;
float3 Bitangent : TEXCOORD4;
};
float3x3 invert(float3x3 m)
{
float3 a = m[0];
float3 b = m[1];
float3 c = m[2];
float3 r0 = cross(b, c);
float3 r1 = cross(c, a);
float3 r2 = cross(a, b);
float det = dot(r2, c);
// Return identity if not invertible (optional fallback)
if (abs(det) < 1e-6)
return float3x3(1.0, 0.0, 0.0,
0.0, 1.0, 0.0,
0.0, 0.0, 1.0);
float invDet = 1.0 / det;
return float3x3(r0 * invDet,
r1 * invDet,
r2 * invDet);
}
// 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);
float3x3 upper3x3 = (float3x3)modelData.model;
float3x3 normalMatrix = transpose(invert(upper3x3));
output.Bitangent = mul(normalMatrix, normalize(v.bitangent.xyz));
output.Normal = mul(normalMatrix, normalize(v.normal.xyz));
output.Tangent = mul(normalMatrix, normalize(v.tangent.xyz));
//output.Normal = v.normal.xyz;
return output;
}