初始化内容
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#version 450
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// 级联级数,创建管线时可覆盖
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layout(constant_id = 0) const int SHADOW_MAP_CASCADE_COUNT = 4;
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#ifdef BONE
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layout(location = 0) in vec3 inPosition;
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layout(location = 1) in vec2 inUV0;
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layout(location = 2) in vec2 inUV1;
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layout(location = 3) in vec3 inNormal;
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layout(location = 4) in vec3 inTangent;
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layout(location = 5) in vec3 boneWeight;
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layout(location = 6) in uvec4 boneIndex;
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layout(location = 7) in vec4 inColor;
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#else
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layout(location = 0) in vec3 inPosition;
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layout(location = 1) in vec2 inUV0;
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layout(location = 2) in vec2 inUV1;
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layout(location = 3) in vec3 inNormal;
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layout(location = 4) in vec3 inTangent;
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layout(location = 5) in vec4 inColor;
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#endif
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layout (push_constant) uniform PushConstant
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{
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mat4 model;
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uint cascadeIndex;
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} constant;
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#ifdef BONE
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layout (set = 2, binding = 0) uniform UniformBufferBone
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{
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mat4 trans[256];
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} bone;
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#endif
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// 注意与标准的位置不一样
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layout (set = 0, binding = 0) uniform UniformBufferCascade
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{
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mat4 viewProj[SHADOW_MAP_CASCADE_COUNT];
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} cascade;
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layout (location = 0) out vec2 outUV;
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void main()
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{
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#ifdef BONE
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vec4 weights;
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weights.x = boneWeight.x;
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weights.y = boneWeight.y;
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weights.z = boneWeight.z;
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weights.w = 1.0 - weights.x - weights.y - weights.z;
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vec3 posL = vec3(0, 0, 0);
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posL = weights[0] * (bone.trans[boneIndex[0]] * vec4(inPosition,1)).xyz
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+ weights[1] * (bone.trans[boneIndex[1]] * vec4(inPosition,1)).xyz
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+ weights[2] * (bone.trans[boneIndex[2]] * vec4(inPosition,1)).xyz
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+ weights[3] * (bone.trans[boneIndex[3]] * vec4(inPosition,1)).xyz;
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#else
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vec3 posL = inPosition;
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#endif
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outUV = inUV0;
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vec4 pos = constant.model * vec4(posL, 1.0);
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gl_Position = cascade.viewProj[constant.cascadeIndex] * pos;
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}
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