57 lines
1.3 KiB
GLSL
57 lines
1.3 KiB
GLSL
//*VERTEX*
|
|
#version 460
|
|
|
|
|
|
struct SpotShadowMapSet
|
|
{
|
|
uint entity_id;
|
|
uint shadow_id;
|
|
uint shadow_texture_id;
|
|
uint frame_buffer_id;
|
|
float far_plane;
|
|
uint padding[3];
|
|
mat4 light_space_proj;
|
|
mat4 light_space_view;
|
|
};
|
|
|
|
layout(binding = 1) readonly buffer positions_buffer
|
|
{
|
|
mat4 model_matrix[];
|
|
};
|
|
|
|
layout (std430, binding = 6) readonly buffer spot_shadow_map_sets
|
|
{
|
|
SpotShadowMapSet spot_shadows[];
|
|
};
|
|
|
|
layout(binding = 0) uniform shadow_per_frame
|
|
{
|
|
vec3 camera_pos;
|
|
uint shadow_idxs;
|
|
};
|
|
|
|
layout (location = 0) in vec3 inPos; //12 bytes : 0
|
|
layout (location = 1) in vec2 inUV; //8 Bytes : 12
|
|
layout (location = 2) in uvec3 inChunkID; //12 Bytes : 20
|
|
layout (location = 3) in vec3 inNormal; //8 Bytes : 12
|
|
layout (location = 4) in vec3 inBiTangent;
|
|
layout (location = 5) in vec3 inTangent;
|
|
|
|
layout (location=0) out VS_OUT
|
|
{
|
|
vec2 vsUV;
|
|
flat uint vsMaterialID;
|
|
}vs_out;
|
|
|
|
void main()
|
|
{
|
|
uint chunkid = inChunkID[0];
|
|
mat4 model = model_matrix[chunkid];
|
|
mat4 proj = spot_shadows[shadow_idxs].light_space_proj;
|
|
mat4 view = spot_shadows[shadow_idxs].light_space_view;
|
|
//view = mat4(1);
|
|
//proj = mat4(1);
|
|
gl_Position = proj * view * model * vec4(inPos, 1.0);
|
|
vs_out.vsUV = inUV;
|
|
vs_out.vsMaterialID = inChunkID[1];
|
|
} |