#version 450 /* Copyright (c) 2023, Google * * 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. */ layout (location = 0) in vec3 inPos; //////////////////////////////////////// layout(set = 0, binding = 0) uniform SceneConstants { mat4 projection; mat4 view; float background_grayscale; uint sortFragments; uint fragmentMaxCount; uint sortedFragmentCount; } sceneConstants; const uint kInstanceCount = 64; struct Instance { mat4 model; vec4 color; }; layout (binding = 1) uniform InstanceData { Instance instance[kInstanceCount]; } instanceData; //////////////////////////////////////// layout (location = 0) out vec4 outColor; //////////////////////////////////////// void main() { const Instance instance = instanceData.instance[gl_InstanceIndex]; gl_Position = sceneConstants.projection * sceneConstants.view * instance.model * vec4(inPos, 1.0f); outColor = instance.color; }