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xsl
2025-09-04 10:54:47 +08:00
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#version 320 es
/* Copyright (c) 2019-2025, Arm Limited and Contributors
*
* SPDX-License-Identifier: Apache-2.0
*
* Licensed under the Apache License, Version 2.0 the "License";
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#define MAX_SCENE_MESH_COUNT 2048
layout(location = 0) in vec3 position;
layout(location = 1) in vec2 texcoord_0;
layout(location = 2) in vec3 normal;
struct MVPUniform
{
mat4 model;
mat4 view_proj;
mat4 scale;
mat4 padding;
};
layout(set = 0, binding = 1) buffer MVPUniformArray
{
MVPUniform uniform_data[MAX_SCENE_MESH_COUNT];
} mvp_array;
layout (location = 0) out vec4 o_pos;
layout (location = 1) out vec2 o_uv;
layout (location = 2) out vec3 o_normal;
void main(void)
{
o_pos = mvp_array.uniform_data[gl_InstanceIndex].model * mvp_array.uniform_data[gl_InstanceIndex].scale * vec4(position, 1.0);
o_uv = texcoord_0;
o_normal = mat3(mvp_array.uniform_data[gl_InstanceIndex].model) * normal;
gl_Position = mvp_array.uniform_data[gl_InstanceIndex].view_proj * o_pos;
}