plumageRender/data/shaders/pbr.vert

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#version 450
layout (location = 0) in vec3 inPos;
layout (location = 1) in vec3 inNormal;
layout (location = 2) in vec2 inUV0;
layout (location = 3) in vec2 inUV1;
layout (location = 4) in vec4 inJoint0;
layout (location = 5) in vec4 inWeight0;
layout (location = 6) in vec4 inColor0;
layout (set = 0, binding = 0) uniform UBO
{
mat4 projection;
mat4 model;
mat4 view;
vec3 camPos;
} ubo;
#define MAX_NUM_JOINTS 128
layout (set = 2, binding = 0) uniform UBONode {
mat4 matrix;
mat4 jointMatrix[MAX_NUM_JOINTS];
float jointCount;
} node;
layout (location = 0) out vec3 outWorldPos;
layout (location = 1) out vec3 outNormal;
layout (location = 2) out vec2 outUV0;
layout (location = 3) out vec2 outUV1;
layout (location = 4) out vec4 outColor0;
void main()
{
outColor0 = inColor0;
vec4 locPos;
if (node.jointCount > 0.0) {
// Mesh is skinned
mat4 skinMat =
inWeight0.x * node.jointMatrix[int(inJoint0.x)] +
inWeight0.y * node.jointMatrix[int(inJoint0.y)] +
inWeight0.z * node.jointMatrix[int(inJoint0.z)] +
inWeight0.w * node.jointMatrix[int(inJoint0.w)];
locPos = ubo.model * node.matrix * skinMat * vec4(inPos, 1.0);
outNormal = normalize(transpose(inverse(mat3(ubo.model * node.matrix * skinMat))) * inNormal);
} else {
locPos = ubo.model * node.matrix * vec4(inPos, 1.0);
outNormal = normalize(transpose(inverse(mat3(ubo.model * node.matrix))) * inNormal);
}
locPos.y = -locPos.y;
outWorldPos = locPos.xyz / locPos.w;
outUV0 = inUV0;
outUV1 = inUV1;
gl_Position = ubo.projection * ubo.view * vec4(outWorldPos, 1.0);
}