New meshes and tangents
Signed-off-by: Robear Selwans <robear.selwans@outlook.com>
This commit is contained in:
+13
-17
@@ -15,8 +15,9 @@ struct Material {
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struct Vertex {
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vec4 position;
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vec4 normal;
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vec4 color;
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vec2 uv[2];
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vec4 tangent;
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vec4 bitangent; // No longer needed. // TODO remove
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};
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struct Light {
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@@ -57,31 +58,26 @@ layout(set = 2, binding = 2) buffer IndexBuffer {
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uint indices[];
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} IndexBuffers[];
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layout(set = 2, binding = 3) buffer MaterialBuffer {
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layout(align = 16) Material materials[];
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} MaterialBuffers;
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layout(set = 2, binding = 4) uniform sampler2D texSampler[];
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layout(location = 0) out vec3 normal;
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layout(location = 1) out vec3 color;
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layout(location = 2) out Material material;
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layout(location = 0) out vec2 uv;
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layout(location = 1) smooth out mat3 TBN;
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void main()
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{
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material = MaterialBuffers.materials[ PushConstants.materialBufferIndex ];
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uint index = IndexBuffers[ PushConstants.indexBufferIndex ].indices[gl_VertexIndex];
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Vertex vertex = VertexBuffers[ PushConstants.vertexBufferIndex ].vertices[ index ];
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color = texture(texSampler[material.albedoTexture], vertex.uv[0]).xyz;
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uv = vertex.uv[0];
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if(material.normalTexture != 0) {
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normal = texture(texSampler[material.normalTexture], vertex.uv[0]).xyz;
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}
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else {
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normal = vertex.normal.xyz;
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}
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mat3 model = transpose(inverse(mat3(PushConstants.render_matrix)));
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vec3 T = normalize(vec3(vertex.tangent));
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vec3 N = normalize(vec3(vertex.normal));
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vec3 B = normalize(vec3(vertex.bitangent));
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/* T = normalize(T - dot(T, N) * N); // Re-orthoganize T with respect to N */
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/* vec3 B = normalize(cross(N, T)); */
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TBN = mat3(T, B, N);
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gl_Position = Camera.projection * Camera.view * PushConstants.render_matrix * vec4(vertex.position.xyz, 1.0);
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}
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