added materials in shaders

This commit is contained in:
J3oss
2021-06-10 02:47:50 +02:00
parent a9f4459e63
commit 1803873675
2 changed files with 43 additions and 17 deletions

View File

@@ -1,11 +1,15 @@
#version 450
#extension GL_EXT_nonuniform_qualifier : require
struct Material {
vec3 baseColor;
};
layout(location = 0) in vec3 normal;
layout(location = 1) in Material material;
layout(location = 0) out vec4 outColor;
void main() {
outColor = vec4(normal, 1.0);
outColor = vec4(material.baseColor, 1.0);
}

View File

@@ -8,33 +8,55 @@ struct Vertex {
vec2 uv[2];
};
struct Material {
vec3 baseColor;
};
struct Mesh {
uint indexBufferIndex;
uint vertexBufferIndex;
uint materialBufferIndex;
};
layout( push_constant ) uniform constants
{
mat4 render_matrix;
uint meshIndex;
} PushConstants;
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 = 1, binding = 0) buffer MeshBuffer {
layout(align = 16) Mesh mesh;
} MeshBuffers[];
layout(set = 1, binding = 1) buffer PositionBuffer {
uint resources[];
} PositionBuffers[];
layout(set = 1, binding = 1) buffer VertexBuffer {
layout(align = 16) Vertex vertices[];
} VertexBuffers[];
layout(set = 1, binding = 2) buffer ColorBuffer {
layout(align = 16) vec3 resources[];
} ColorBuffers[];
layout(set = 1, binding = 2) buffer IndexBuffer {
uint indices[];
} IndexBuffers[];
layout(set = 1, binding = 3) buffer ccBuffer {
layout(align = 16) vec3 resources[];
} ssBuffers[];
layout(set = 1, binding = 3) buffer MaterialBuffer {
layout(align = 16) Material material;
} MaterialBuffers[];
layout(location = 0) out vec3 normal;
layout(location = 1) out Material material;
void main() {
Vertex vertex = ResourceBuffers[ nonuniformEXT(0) ].resources[PositionBuffers[ nonuniformEXT(0) ].resources[gl_VertexIndex] ];
void main()
{
Mesh mesh = MeshBuffers[PushConstants.meshIndex].mesh;
material = MaterialBuffers[ mesh.materialBufferIndex ].material;
uint index = IndexBuffers[ mesh.indexBufferIndex ].indices[gl_VertexIndex];
Vertex vertex = VertexBuffers[ mesh.vertexBufferIndex ].vertices[ index ];
normal = vertex.normal.xyz;
float scale = 0.3;
gl_Position = vec4(vertex.position.x * scale - 0.1, vertex.position.y * scale - 0.7, (vertex.position.z * scale * -1.0 + 0.9), 1.0);
gl_Position = Camera.projection * Camera.view * PushConstants.render_matrix * vec4(vertex.position.x * scale - 0.1, vertex.position.y * scale - 0.7, (vertex.position.z * scale * -1.0 + 0.9), 1.0);
}