Refactoring

This commit is contained in:
mklefrancois 2021-09-07 09:42:21 +02:00
parent 3e399adf0a
commit d90ce79135
222 changed files with 9045 additions and 5734 deletions

View file

@ -21,46 +21,30 @@
#extension GL_ARB_separate_shader_objects : enable
#extension GL_EXT_scalar_block_layout : enable
#extension GL_GOOGLE_include_directive : enable
#extension GL_EXT_shader_explicit_arithmetic_types_int64 : require
#extension GL_EXT_buffer_reference2 : require
#include "binding.glsl"
#include "gltf.glsl"
#include "host_device.h"
// clang-format off
layout(buffer_reference, scalar) buffer Matrices { mat4 m[]; };
layout( set = 0, binding = B_SCENEDESC ) readonly buffer SceneDesc_ { SceneDesc sceneDesc; };
// clang-format on
layout(binding = 0) uniform UniformBufferObject
layout(binding = 0) uniform _GlobalUniforms
{
mat4 view;
mat4 proj;
mat4 viewI;
}
ubo;
GlobalUniforms uni;
};
layout(push_constant) uniform shaderInformation
layout(push_constant) uniform _PushConstantRaster
{
vec3 lightPosition;
uint instanceId;
float lightIntensity;
int lightType;
int materialId;
}
pushC;
PushConstantRaster pcRaster;
};
layout(location = 0) in vec3 inPosition;
layout(location = 1) in vec3 inNormal;
layout(location = 2) in vec2 inTexCoord;
layout(location = 0) in vec3 i_position;
layout(location = 1) in vec3 i_normal;
layout(location = 2) in vec2 i_texCoord;
//layout(location = 0) flat out int matIndex;
layout(location = 1) out vec2 fragTexCoord;
layout(location = 2) out vec3 fragNormal;
layout(location = 3) out vec3 viewDir;
layout(location = 4) out vec3 worldPos;
layout(location = 1) out vec3 o_worldPos;
layout(location = 2) out vec3 o_worldNrm;
layout(location = 3) out vec3 o_viewDir;
layout(location = 4) out vec2 o_texCoord;
out gl_PerVertex
{
@ -70,18 +54,12 @@ out gl_PerVertex
void main()
{
Matrices matrices = Matrices(sceneDesc.matrixAddress);
mat4 objMatrix = matrices.m[pushC.instanceId];
vec3 origin = vec3(uni.viewInverse * vec4(0, 0, 0, 1));
mat4 objMatrixIT = transpose(inverse(objMatrix));
o_worldPos = vec3(pcRaster.modelMatrix * vec4(i_position, 1.0));
o_viewDir = vec3(o_worldPos - origin);
o_texCoord = i_texCoord;
o_worldNrm = mat3(pcRaster.modelMatrix) * i_normal;
vec3 origin = vec3(ubo.viewI * vec4(0, 0, 0, 1));
worldPos = vec3(objMatrix * vec4(inPosition, 1.0));
viewDir = vec3(worldPos - origin);
fragTexCoord = inTexCoord;
fragNormal = vec3(objMatrixIT * vec4(inNormal, 0.0));
// matIndex = inMatID;
gl_Position = ubo.proj * ubo.view * vec4(worldPos, 1.0);
gl_Position = uni.viewProj * vec4(o_worldPos, 1.0);
}