added camera set in shader

This commit is contained in:
J3oss
2021-06-09 12:22:37 +02:00
parent aad7ae5e11
commit 2f2d28dbb1
2 changed files with 17 additions and 7 deletions

View File

@@ -1,8 +1,11 @@
#version 450
#extension GL_EXT_nonuniform_qualifier : require
layout(location = 0) in vec3 normal;
layout(location = 0) out vec4 outColor;
void main() {
outColor = vec4(1.0, 0.0, 1.0, 1.0);
outColor = vec4(normal, 1.0);
}

View File

@@ -8,25 +8,32 @@ struct Vertex {
vec2 uv[2];
};
layout(set = 0, binding = 0) buffer ResourceBuffer {
layout(set = 0, binding = 0) uniform CameraParam {
mat4 projection;
mat4 view;
} Camera;
layout(set = 1, binding = 0) buffer ResourceBuffer {
layout(align = 16) Vertex resources[];
} ResourceBuffers[];
layout(set = 0, binding = 1) buffer PositionBuffer {
layout(set = 1, binding = 1) buffer PositionBuffer {
uint resources[];
} PositionBuffers[];
layout(set = 0, binding = 2) buffer ColorBuffer {
layout(set = 1, binding = 2) buffer ColorBuffer {
layout(align = 16) vec3 resources[];
} ColorBuffers[];
layout(set = 0, binding = 3) buffer ccBuffer {
layout(set = 1, binding = 3) buffer ccBuffer {
layout(align = 16) vec3 resources[];
} ssBuffers[];
layout(location = 0) out vec3 normal;
void main() {
Vertex vertex = ResourceBuffers[ nonuniformEXT(0) ].resources[PositionBuffers[ nonuniformEXT(0) ].resources[gl_VertexIndex] ];
gl_Position = vec4(vertex.position.x, vertex.position.y, vertex.position[3], 1.0);
normal = vertex.normal.xyz;
gl_Position = vec4(vertex.position.x, vertex.position.y, vertex.position.z, 1.0);
}