#version 450 #extension GL_EXT_nonuniform_qualifier : require struct Vertex { vec4 position; vec4 normal; vec2 uv[2]; vec4 tangent; vec4 bitangent; // No longer needed. // TODO remove }; struct Light { mat4 transform; vec4 color; float intensity; }; layout( push_constant ) uniform constants { mat4 transform; uint indexBufferIndex; uint vertexBufferIndex; } PushConstants; layout(set = 0, binding = 1) buffer VertexBuffer { layout(align = 16) Vertex vertices[]; } VertexBuffers[]; layout(set = 0, binding = 2) buffer IndexBuffer { uint indices[]; } IndexBuffers[]; const int MAX_LIGHT_COUNT = 128; layout(set = 1, binding = 0) uniform LightBuffer { layout(align = 16) Light lights[MAX_LIGHT_COUNT]; } LightsBuffer; mat4 get_orthographicMatrix(float l, float r, float b, float t, float f, float n) { mat4 M = mat4(0); // set OpenGL perspective projection matrix M[0][0] = 2 / (r - l); M[0][1] = 0; M[0][2] = 0; M[0][3] = 0; M[1][0] = 0; M[1][1] = -2 / (t - b); M[1][2] = 0; M[1][3] = 0; M[2][0] = 0; M[2][1] = 0; M[2][2] = -2 / (f - n); M[2][3] = 0; M[0][3] = -(r + l) / (r - l); M[1][3] = -(t + b) / (t - b); M[2][3] = -(f + n) / (f - n); M[3][3] = 1; return M; } void main() { uint index = IndexBuffers[ PushConstants.indexBufferIndex ].indices[gl_VertexIndex]; Vertex vertex = VertexBuffers[ PushConstants.vertexBufferIndex ].vertices[ index ]; mat4 lightView = inverse( LightsBuffer.lights[0].transform); mat4 lightProjection = get_orthographicMatrix(-1, 1, -1, 1, 100, 0.1); mat4 lightSpaceMatrix = lightProjection * lightView; gl_Position = lightSpaceMatrix * PushConstants.transform * vec4(vertex.position.xyz, 1.0); }