#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 tranform; 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; float near = 10; float far = 0.1; void main() { uint index = IndexBuffers[ PushConstants.indexBufferIndex ].indices[gl_VertexIndex]; Vertex vertex = VertexBuffers[ PushConstants.vertexBufferIndex ].vertices[ index ]; mat4 lightView = transpose(inverse( LightsBuffer.lights[0].tranform)); mat4 lightProjection = mat4(1.0); lightProjection[3][2] = -(far+near)/(far-near); lightProjection[2][2] = -2/(far-near); mat4 lightSpaceMatrix = lightProjection * lightView; gl_Position = lightSpaceMatrix * PushConstants.transform * vec4(vertex.position.xyz, 1.0); }