[vulkan] Move matrices uniform def to a header file

Too many places to keep up to date.
This commit is contained in:
Bill Currie 2022-11-21 20:02:18 +09:00
parent 5df9b506e0
commit b7947b48a5
14 changed files with 55 additions and 78 deletions

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@ -1,11 +1,9 @@
#version 450 #version 450
#extension GL_GOOGLE_include_directive : enable
layout (set = 0, binding = 0) uniform Matrices { layout (set = 0, binding = 0) uniform
mat4 Projection3d; #include "matrices.h"
mat4 View; ;
mat4 Sky;
mat4 Projection2d;
};
layout (push_constant) uniform PushConstants { layout (push_constant) uniform PushConstants {
mat4 Model; mat4 Model;

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@ -1,11 +1,9 @@
#version 450 #version 450
#extension GL_GOOGLE_include_directive : enable
layout (set = 0, binding = 0) uniform Matrices { layout (set = 0, binding = 0) uniform
mat4 Projection3d; #include "matrices.h"
mat4 View; ;
mat4 Sky;
mat4 Projection2d;
};
layout (push_constant) uniform PushConstants { layout (push_constant) uniform PushConstants {
mat4 Model; mat4 Model;

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@ -3,12 +3,9 @@
#include "entity.h" #include "entity.h"
layout (set = 0, binding = 0) uniform Matrices { layout (set = 0, binding = 0) uniform
mat4 Projection3d; #include "matrices.h"
mat4 View; ;
mat4 Sky;
mat4 Projection2d;
};
layout (set = 1, binding = 0) buffer Entities { layout (set = 1, binding = 0) buffer Entities {
Entity entities[]; Entity entities[];

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@ -3,12 +3,9 @@
#include "entity.h" #include "entity.h"
layout (set = 0, binding = 0) uniform Matrices { layout (set = 0, binding = 0) uniform
mat4 Projection3d; #include "matrices.h"
mat4 View; ;
mat4 Sky;
mat4 Projection2d;
};
layout (set = 1, binding = 0) buffer Entities { layout (set = 1, binding = 0) buffer Entities {
Entity entities[]; Entity entities[];

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@ -1,11 +1,9 @@
#version 450 #version 450
#extension GL_GOOGLE_include_directive : enable
layout (set = 0, binding = 0) uniform Matrices { layout (set = 0, binding = 0) uniform
mat4 Projection3d; #include "matrices.h"
mat4 View; ;
mat4 Sky;
mat4 Projection2d;
};
layout (set = 1, binding = 0) uniform textureBuffer glyph_data; layout (set = 1, binding = 0) uniform textureBuffer glyph_data;
// per instance data // per instance data

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@ -1,13 +1,11 @@
#version 450 #version 450
#extension GL_GOOGLE_include_directive : enable
layout (constant_id = 0) const bool IQMDepthOnly = false; layout (constant_id = 0) const bool IQMDepthOnly = false;
layout (set = 0, binding = 0) uniform Matrices { layout (set = 0, binding = 0) uniform
mat4 Projection3d; #include "matrices.h"
mat4 View; ;
mat4 Sky;
mat4 Projection2d;
};
layout (set = 2, binding = 0) buffer Bones { layout (set = 2, binding = 0) buffer Bones {
// NOTE these are transposed, so v * m // NOTE these are transposed, so v * m

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@ -1,11 +1,9 @@
#version 450 #version 450
#extension GL_GOOGLE_include_directive : enable
layout (set = 0, binding = 0) uniform Matrices { layout (set = 0, binding = 0) uniform
mat4 Projection3d; #include "matrices.h"
mat4 View; ;
mat4 Sky;
mat4 Projection2d;
};
layout (location = 0) in vec2 vertex; layout (location = 0) in vec2 vertex;
layout (location = 1) in vec2 uv; layout (location = 1) in vec2 uv;
layout (location = 2) in vec4 vcolor; layout (location = 2) in vec4 vcolor;

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@ -0,0 +1,6 @@
Matrices {
mat4 Projection3d;
mat4 View;
mat4 Sky;
mat4 Projection2d;
}

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@ -1,11 +1,9 @@
#version 450 #version 450
#extension GL_GOOGLE_include_directive : enable
layout (set = 0, binding = 0) uniform Matrices { layout (set = 0, binding = 0) uniform
mat4 Projection3d; #include "matrices.h"
mat4 View; ;
mat4 Sky;
mat4 Projection2d;
};
layout (push_constant) uniform PushConstants { layout (push_constant) uniform PushConstants {
mat4 Model; mat4 Model;

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@ -3,12 +3,9 @@
#include "entity.h" #include "entity.h"
layout (set = 0, binding = 0) uniform Matrices { layout (set = 0, binding = 0) uniform
mat4 Projection3d; #include "matrices.h"
mat4 View; ;
mat4 Sky;
mat4 Projection2d;
};
layout (set = 1, binding = 0) buffer Entities { layout (set = 1, binding = 0) buffer Entities {
Entity entities[]; Entity entities[];

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@ -1,11 +1,9 @@
#version 450 #version 450
#extension GL_GOOGLE_include_directive : enable
layout (set = 0, binding = 0) uniform Matrices { layout (set = 0, binding = 0) uniform
mat4 Projection3d; #include "matrices.h"
mat4 View; ;
mat4 Sky;
mat4 Projection2d;
};
layout (set = 1, binding = 0) uniform textureBuffer glyph_data; layout (set = 1, binding = 0) uniform textureBuffer glyph_data;
// per instance data // per instance data

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@ -1,11 +1,9 @@
#version 450 #version 450
#extension GL_GOOGLE_include_directive : enable
layout (set = 0, binding = 0) uniform Matrices { layout (set = 0, binding = 0) uniform
mat4 Projection3d; #include "matrices.h"
mat4 View; ;
mat4 Sky;
mat4 Projection2d;
};
layout (set = 1, binding = 0) uniform Vertices { layout (set = 1, binding = 0) uniform Vertices {
vec4 xyuv[4]; vec4 xyuv[4];

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@ -1,11 +1,9 @@
#version 450 #version 450
#extension GL_GOOGLE_include_directive : enable
layout (set = 0, binding = 0) uniform Matrices { layout (set = 0, binding = 0) uniform
mat4 Projection3d; #include "matrices.h"
mat4 View; ;
mat4 Sky;
mat4 Projection2d;
};
layout (set = 1, binding = 0) uniform Vertices { layout (set = 1, binding = 0) uniform Vertices {
vec4 xyuv[4]; vec4 xyuv[4];

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@ -1,11 +1,9 @@
#version 450 #version 450
#extension GL_GOOGLE_include_directive : enable
layout (set = 0, binding = 0) uniform Matrices { layout (set = 0, binding = 0) uniform
mat4 Projection3d; #include "matrices.h"
mat4 View; ;
mat4 Sky;
mat4 Projection2d;
};
/** Vertex position. /** Vertex position.
x, y, s, t x, y, s, t