quakeforge/libs/video/renderer/vulkan/shader/bsp_shadow.vert
Bill Currie a08261c620 [vulkan] Use a buffer for entity transform and color data
This allows the use of an entity id to index into the entity data and
fetch the transform and colormod data in the vertex shader, thus making
instanced rendering possible. Non-world brush entities are still not
rendered, but the world entity is using both the entity data buffer and
entid buffer.
2022-05-25 00:17:57 +09:00

21 lines
426 B
GLSL

#version 450
#extension GL_GOOGLE_include_directive : enable
#include "entity.h"
layout (set = 1, binding = 0) buffer Entities {
Entity entities[];
};
layout (location = 0) in vec4 vertex;
layout (location = 2) in uint entid;
layout (location = 0) out int InstanceIndex;
void
main (void)
{
vec3 vert = vertex * entities[entid].transform;
gl_Position = vec4 (vert, 1);;
InstanceIndex = gl_InstanceIndex;
}