Files
dl/shader/3d.vert
T
2026-09-16 14:07:40 +08:00

88 lines
2.4 KiB
GLSL

#version 450
layout (set = 0, binding = 0) uniform UniformBufferObject
{
mat4 proj;
mat4 view;
vec3 camPos;
float pad;
} ubo;
layout (push_constant) uniform PushConstant
{
mat4 model;
vec4 color;
} constant;
#ifdef BONE
layout (set = 2, binding = 0) uniform UniformBufferBone
{
mat4 trans[256];
} bone;
#endif
#ifdef BONE
layout(location = 0) in vec3 inPosition;
layout(location = 1) in vec2 inUV0;
layout(location = 2) in vec2 inUV1;
layout(location = 3) in vec3 inNormal;
layout(location = 4) in vec3 inTangent;
layout(location = 5) in vec3 boneWeight;
layout(location = 6) in uvec4 boneIndex;
layout(location = 7) in vec4 inColor;
#else
layout(location = 0) in vec3 inPosition;
layout(location = 1) in vec2 inUV0;
layout(location = 2) in vec2 inUV1;
layout(location = 3) in vec3 inNormal;
layout(location = 4) in vec3 inTangent;
layout(location = 5) in vec4 inColor;
#endif
layout (location = 0) out vec3 outPosition;
layout (location = 1) out vec3 outNormal;
layout (location = 2) out vec2 outUV0;
layout (location = 3) out vec2 outUV1;
layout (location = 4) out vec4 outColor;
layout (location = 5) out vec3 outViewPos;
void main()
{
#ifdef BONE
vec4 weights;
weights.x = boneWeight.x;
weights.y = boneWeight.y;
weights.z = boneWeight.z;
weights.w = 1.0 - weights.x - weights.y - weights.z;
vec3 posL = vec3(0, 0, 0);
vec3 normalL = vec3(0, 0, 0);
posL = weights[0] * (bone.trans[boneIndex[0]] * vec4(inPosition,1)).xyz
+ weights[1] * (bone.trans[boneIndex[1]] * vec4(inPosition,1)).xyz
+ weights[2] * (bone.trans[boneIndex[2]] * vec4(inPosition,1)).xyz
+ weights[3] * (bone.trans[boneIndex[3]] * vec4(inPosition,1)).xyz;
normalL = weights[0] * mat3(bone.trans[boneIndex[0]]) * inNormal
+ weights[1] * mat3(bone.trans[boneIndex[1]]) * inNormal
+ weights[2] * mat3(bone.trans[boneIndex[2]]) * inNormal
+ weights[3] * mat3(bone.trans[boneIndex[3]]) * inNormal;
#else
vec3 posL = inPosition;
vec3 normalL = inNormal;
#endif
vec4 worldPos = constant.model * vec4(posL, 1.0);
mat3 normalMat = transpose(inverse(mat3(constant.model)));
vec3 worldNormal = normalize(normalMat * normalL);
vec4 viewPos = ubo.view * worldPos; // 相机空间位置
outPosition = worldPos.xyz;
outNormal = worldNormal;
outUV0 = inUV0;
outUV1 = inUV1;
outColor = inColor * constant.color;
outViewPos = viewPos.xyz;
gl_Position = ubo.proj * ubo.view * worldPos;
}