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prism/engine/base/shaders/mesh.vert.nocompile.glsl
Joshua Goins ca2c2c9d3d Move all engine-specific models, materials etc. to a new base directory
This is a huge change, and basically breaks everything (as per usual!)

First of, this includes stuff like shaders so anything involving those
are broken and then fixed. A new BuildAssets cmake file is added to
aid in running AssetCompiler, and it seems to work fine on the engine
base assets.

The File API will eventually be revamped to handle this new way of
organizing the files and domains will eventually be gotten rid of all
together since I probably will replace it with game directory
priorities. As it stands right now, there isn't a way to easily
replace say - render_options.cfg with your own game-specific version.

Apple builds are probably broken by this commit (since I'm moving
around content and shader directories) to be fixed later.
2022-05-21 18:28:48 -04:00

125 lines
3.6 KiB
GLSL

layout (constant_id = 0) const int max_materials = 25;
layout (constant_id = 1) const int max_lights = 25;
layout (constant_id = 2) const int max_spot_lights = 4;
layout (constant_id = 3) const int max_probes = 4;
layout (location = 0) in vec3 inPosition;
layout (location = 1) in vec3 inNormal;
layout (location = 2) in vec2 inUV;
layout (location = 3) in vec3 inTangent;
layout (location = 4) in vec3 inBitangent;
#ifdef BONE
layout (location = 5) in ivec4 inBoneID;
layout (location = 6) in vec4 inBoneWeight;
#endif
layout (location = 0) out vec3 outFragPos;
layout (location = 1) out vec3 outNormal;
layout (location = 2) out vec2 outUV;
layout (location = 4) out vec4 fragPosLightSpace;
layout (location = 5) out mat3 outTBN;
layout (location = 14) out vec4 fragPostSpotLightSpace[max_spot_lights];
layout (location = 13) out flat int outMaterialIndex;
struct Material {
vec4 color, info;
};
struct Light {
vec4 positionType;
vec4 directionPower;
vec4 color;
};
struct Probe {
vec4 position, size;
};
layout(std430, binding = 1) buffer readonly SceneInformation {
vec4 options;
vec4 camPos;
mat4 vp, lightSpace;
mat4 spotLightSpaces[max_spot_lights];
Material materials[max_materials];
Light lights[max_lights];
Probe probes[max_probes];
int numLights;
} scene;
#ifdef CUBEMAP
layout(push_constant) uniform readonly PushConstant{
mat4 model, view;
};
#else
layout(push_constant) uniform readonly PushConstant{
mat4 model;
};
#endif
const mat4 biasMat = mat4(
0.5, 0.0, 0.0, 0.0,
0.0, 0.5, 0.0, 0.0,
0.0, 0.0, 1.0, 0.0,
0.5, 0.5, 0.0, 1.0);
#ifdef BONE
layout(std430, binding = 14) buffer readonly BoneInformation {
mat4 bones[128];
};
#endif
void main() {
const mat3 mat = mat3(model);
const vec3 T = normalize(mat * inTangent);
const vec3 N = normalize(mat * inNormal);
const vec3 B = normalize(mat * inBitangent);
const mat3 TBN = mat3(T, B, N);
#ifdef BONE
mat4 BoneTransform = bones[inBoneID[0]] * inBoneWeight[0];
BoneTransform += bones[inBoneID[1]] * inBoneWeight[1];
BoneTransform += bones[inBoneID[2]] * inBoneWeight[2];
BoneTransform += bones[inBoneID[3]] * inBoneWeight[3];
BoneTransform = model * BoneTransform;
vec4 bPos = BoneTransform * vec4(inPosition, 1.0);
vec4 bNor = BoneTransform * vec4(inNormal, 0.0);
gl_Position = scene.vp * bPos;
outFragPos = vec3(model * vec4(inPosition, 1.0));
outNormal = bNor.xyz;
outUV = inUV;
fragPosLightSpace = (biasMat * scene.lightSpace) * bPos;
for(int i = 0; i < max_spot_lights; i++) {
fragPostSpotLightSpace[i] = (biasMat * scene.spotLightSpaces[i]) * bPos;
}
#else
#ifdef CUBEMAP
gl_Position = scene.vp * view * model * vec4(inPosition, 1.0);
outFragPos = vec3(model * vec4(inPosition, 1.0));
outNormal = mat3(model) * inNormal;
outUV = inUV;
fragPosLightSpace = (biasMat * scene.lightSpace * model) * vec4(inPosition, 1.0);
for(int i = 0; i < max_spot_lights; i++) {
fragPostSpotLightSpace[i] = (biasMat * scene.spotLightSpaces[i] * model) * vec4(inPosition, 1.0);
}
#else
gl_Position = scene.vp * model * vec4(inPosition, 1.0);
outFragPos = vec3(model * vec4(inPosition, 1.0));
outNormal = mat3(model) * inNormal;
outUV = inUV;
fragPosLightSpace = (biasMat * scene.lightSpace * model) * vec4(inPosition, 1.0);
for(int i = 0; i < max_spot_lights; i++) {
fragPostSpotLightSpace[i] = (biasMat * scene.spotLightSpaces[i] * model) * vec4(inPosition, 1.0);
}
#endif
#endif
outTBN = TBN;
outMaterialIndex = gl_BaseInstance;
}