-
Notifications
You must be signed in to change notification settings - Fork 3
/
Copy pathmask_depth.vert
64 lines (55 loc) · 1.94 KB
/
mask_depth.vert
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
#version 460
#extension GL_GOOGLE_include_directive : require
#extension GL_EXT_shader_8bit_storage : require
#extension GL_EXT_shader_16bit_storage : require
#extension GL_EXT_buffer_reference : require
#extension GL_EXT_buffer_reference2 : require
#extension GL_EXT_shader_explicit_arithmetic_types_int8 : require
#extension GL_EXT_shader_explicit_arithmetic_types_int16 : require
#extension GL_EXT_shader_explicit_arithmetic_types_int64 : require
#define VERTEX_SHADER
#include "indexing.glsl"
#include "types.glsl"
#define HAS_VARIADIC_OUT HAS_BASE_COLOR_TEXTURE || HAS_COLOR_ALPHA_ATTRIBUTE
layout (constant_id = 0) const uint TEXCOORD_COMPONENT_TYPE = 6; // FLOAT
layout (constant_id = 1) const uint COLOR_COMPONENT_TYPE = 6; // FLOAT
layout (location = 0) flat out uint outNodeIndex;
layout (location = 1) flat out uint outMaterialIndex;
#if HAS_VARIADIC_OUT
layout (location = 2) out VS_VARIADIC_OUT {
#if HAS_BASE_COLOR_TEXTURE
vec2 baseColorTexcoord;
#endif
#if HAS_COLOR_ALPHA_ATTRIBUTE
float colorAlpha;
#endif
} variadic_out;
#endif
layout (set = 0, binding = 0) readonly buffer PrimitiveBuffer {
Primitive primitives[];
};
layout (set = 0, binding = 1, std430) readonly buffer NodeBuffer {
uint instancedTransformStartIndices[];
};
layout (set = 0, binding = 2) readonly buffer InstancedTransformBuffer {
mat4 instancedTransforms[];
};
layout (set = 0, binding = 3, std430) readonly buffer MaterialBuffer {
Material materials[];
};
layout (push_constant) uniform PushConstant {
mat4 projectionView;
} pc;
#include "vertex_pulling.glsl"
void main(){
outNodeIndex = NODE_INDEX;
outMaterialIndex = MATERIAL_INDEX;
#if HAS_BASE_COLOR_TEXTURE
variadic_out.baseColorTexcoord = getTexcoord(uint(MATERIAL.baseColorTexcoordIndex));
#endif
#if HAS_COLOR_ALPHA_ATTRIBUTE
variadic_out.colorAlpha = getColorAlpha();
#endif
vec3 inPosition = getPosition();
gl_Position = pc.projectionView * TRANSFORM * vec4(inPosition, 1.0);
}