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.
58 lines
1.6 KiB
GLSL
58 lines
1.6 KiB
GLSL
layout (constant_id = 0) const int max_materials = 25;
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layout (constant_id = 1) const int max_lights = 25;
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layout (constant_id = 2) const int max_spot_lights = 4;
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layout (location = 0) in vec3 inPosition;
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layout (location = 1) in vec3 inNormal;
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layout (location = 2) in vec2 inUV;
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layout (location = 0) out vec3 outFragPos;
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layout (location = 1) out vec3 outNormal;
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layout (location = 2) out vec2 outUV;
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layout (location = 3) out flat int outMaterialId;
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layout (location = 4) out vec4 fragPosLightSpace;
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layout (location = 5) out vec4 fragPostSpotLightSpace[max_spot_lights];
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struct Material {
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vec4 color, info;
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};
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struct Light {
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vec4 positionType;
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vec4 directionPower;
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vec4 color;
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};
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layout(std430, binding = 5) buffer readonly SceneInformation {
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vec4 camPos;
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mat4 projection, lightSpace;
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vec4 skyColor;
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mat4 spotLightSpaces[max_spot_lights];
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Material materials[max_materials];
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Light lights[max_lights];
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int numLights;
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} scene;
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layout(push_constant) uniform readonly PushConstant{
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mat4 model, view;
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int materialOffset;
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};
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const mat4 biasMat = mat4(
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0.5, 0.0, 0.0, 0.0,
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0.0, 0.5, 0.0, 0.0,
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0.0, 0.0, 1.0, 0.0,
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0.5, 0.5, 0.0, 1.0);
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void main() {
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gl_Position = scene.projection * view * model * vec4(inPosition, 1.0);
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outFragPos = vec3(model * vec4(inPosition, 1.0));
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outNormal = mat3(model) * inNormal;
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outUV = inUV;
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outMaterialId = materialOffset;
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fragPosLightSpace = (biasMat * scene.lightSpace * model) * vec4(inPosition, 1.0);
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for(int i = 0; i < max_spot_lights; i++) {
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fragPostSpotLightSpace[i] = (biasMat * scene.spotLightSpaces[i] * model) * vec4(inPosition, 1.0);
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}
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}
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