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use of ssbo and texturebuffer in vertex shader
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#version 460 | |
#extension GL_GOOGLE_include_directive : require | |
// ------------------------------------------------------------------------ | |
// INPUTS ----------------------------------------------------------------- | |
// ------------------------------------------------------------------------ | |
layout(location = 0) in vec3 VS_IN_Position; | |
layout(location = 1) in vec2 VS_IN_Texcoord; | |
layout(location = 2) in vec3 VS_IN_Normal; | |
layout(location = 3) in vec3 VS_IN_Tangent; | |
layout(location = 4) in vec3 VS_IN_Bitangent; | |
// // ------------------------------------------------------------------------ | |
// // OUTPUTS ---------------------------------------------------------------- | |
// // ------------------------------------------------------------------------ | |
// layout(location = 0) out vec3 FS_IN_FragPos; | |
// layout(location = 1) out vec2 FS_IN_Texcoord; | |
out gl_PerVertex | |
{ | |
vec4 gl_Position; | |
}; | |
// ------------------------------------------------------------------------ | |
// PUSH CONSTANTS --------------------------------------------------------- | |
// ------------------------------------------------------------------------ | |
layout(push_constant) uniform PushConstants | |
{ | |
mat4 model; | |
mat4 prev_model; | |
uint material_idx; | |
uint mesh_id; | |
} ubo; | |
layout (set = 0, binding = 0) uniform samplerBuffer u_bone_idx; | |
layout (set = 0, binding = 1) uniform samplerBuffer u_bone_weight; | |
layout (set = 0, binding = 3, std430) readonly buffer Matrices | |
{ | |
mat4 matrices[]; | |
} Skeletons; | |
void main() | |
{ | |
gl_Position = vec4(0.0); | |
ivec4 bones = ivec4(texelFetch(u_bone_idx, gl_VertexIndex).xyzw); | |
vec4 weights = texelFetch(u_bone_weight, gl_VertexIndex).xyzw; | |
for (int i = 0; i < 4; i++) | |
{ | |
gl_Position += weights[i] * Skeletons.matrices[bones[i]] * vec4(VS_IN_Position, 1.0); | |
} | |
} | |
//to compile with glslc | |
//glslc -Os --target-env=vulkan1.2 -o sample.vert.spv -fshader-stage=vertex sample.vert |
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