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

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2.2 KiB
GLSL

#version 450
/* Copyright (c) 2024, Mobica Limited
*
* 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 (set = 0, binding = 0) uniform UBO {
mat4 projection;
mat4 view;
} ubo;
layout(push_constant) uniform Push_Constants {
mat4 model;
vec4 base_color_factor;
float metallic_factor;
float roughness_factor;
uint baseTextureIndex;
uint normalTextureIndex;
uint metallicRoughnessTextureIndex;
} push_constants;
layout (location = 0) out vec3 outNormal;
layout (location = 1) out vec2 outUV;
layout (location = 2) out vec3 outViewVec;
layout (location = 3) out vec3 outLightVec;
layout (location = 4) out vec4 outBaseColorFactor;
layout (location = 5) out float outMetallicFactor;
layout (location = 6) out float outRoughnessFactor;
layout (location = 7) out uint outBaseTextureIndex;
layout (location = 8) out uint outNormalTextureIndex;
layout (location = 9) out uint outMetallicRoughnessTextureIndex;
void main()
{
outUV = inUV;
vec4 localPos = ubo.view * push_constants.model * vec4(inPos, 1.0);
gl_Position = ubo.projection * localPos;
outNormal = mat3(ubo.view * push_constants.model) * inNormal;
vec3 lightPos = vec3(10.0, -10.0, 10.0);
outLightVec = lightPos.xyz;
outViewVec = -localPos.xyz;
outBaseColorFactor = push_constants.base_color_factor;
outMetallicFactor = push_constants.metallic_factor;
outRoughnessFactor = push_constants.roughness_factor;
outBaseTextureIndex = push_constants.baseTextureIndex;
outNormalTextureIndex = push_constants.normalTextureIndex;
outMetallicRoughnessTextureIndex = push_constants.metallicRoughnessTextureIndex;
}