88 lines
2.4 KiB
GLSL
88 lines
2.4 KiB
GLSL
#version 450
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layout (set = 0, binding = 0) uniform UniformBufferObject
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{
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mat4 proj;
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mat4 view;
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vec3 camPos;
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float pad;
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} ubo;
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layout (push_constant) uniform PushConstant
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{
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mat4 model;
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vec4 color;
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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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#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 (location = 0) out vec3 outPosition;
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layout (location = 1) out vec3 outNormal;
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layout (location = 2) out vec2 outUV0;
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layout (location = 3) out vec2 outUV1;
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layout (location = 4) out vec4 outColor;
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layout (location = 5) out vec3 outViewPos;
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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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vec3 normalL = 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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normalL = weights[0] * mat3(bone.trans[boneIndex[0]]) * inNormal
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+ weights[1] * mat3(bone.trans[boneIndex[1]]) * inNormal
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+ weights[2] * mat3(bone.trans[boneIndex[2]]) * inNormal
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+ weights[3] * mat3(bone.trans[boneIndex[3]]) * inNormal;
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#else
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vec3 posL = inPosition;
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vec3 normalL = inNormal;
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#endif
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vec4 worldPos = constant.model * vec4(posL, 1.0);
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mat3 normalMat = transpose(inverse(mat3(constant.model)));
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vec3 worldNormal = normalize(normalMat * normalL);
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vec4 viewPos = ubo.view * worldPos; // 相机空间位置
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outPosition = worldPos.xyz;
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outNormal = worldNormal;
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outUV0 = inUV0;
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outUV1 = inUV1;
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outColor = inColor * constant.color;
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outViewPos = viewPos.xyz;
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gl_Position = ubo.proj * ubo.view * worldPos;
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}
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