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Vulkan-Samples/shaders/fragment_shading_rate_dynamic/scene.vert
T
2025-09-04 10:54:47 +08:00

65 lines
1.8 KiB
GLSL

#version 450
/* Copyright (c) 2020-2021, Holochip
*
* 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(location = 1) in vec3 inNormal;
layout(location = 2) in vec2 inUV;
layout(binding = 0) uniform UBO
{
mat4 projection;
mat4 modelview;
mat4 skybox_modelview;
int color_shading_rates;
}
ubo;
layout(location = 0) out vec2 outUV;
layout(location = 1) out vec3 outPos;
layout(location = 2) out vec3 outNormal;
layout(location = 3) out vec3 outViewVec;
layout(location = 4) out vec3 outLightVec;
layout(push_constant) uniform Push_Constants
{
vec4 offset;
int object_type;
}
push_constants;
void main()
{
switch (push_constants.object_type)
{
case 0: // Skysphere
outPos = vec3(mat3(ubo.skybox_modelview) * inPos);
gl_Position = vec4(ubo.projection * vec4(outPos, 1.0));
break;
case 1: // Object
vec3 localPos = inPos + push_constants.offset.xyz;
outPos = vec3(ubo.modelview * vec4(localPos, 1.0));
gl_Position = ubo.projection * ubo.modelview * vec4(localPos, 1.0);
break;
}
outUV = inUV;
outNormal = mat3(ubo.modelview) * inNormal;
vec3 lightPos = mat3(ubo.modelview) * vec3(0.0, -10.0, -10.0);
outLightVec = lightPos.xyz - outPos.xyz;
outViewVec = -outPos.xyz;
}