quakeforge/libs/video/renderer/vulkan/shader/iqm.vert
Bill Currie ff27da4a05 [vulkan] Use the shadow matrices when rendering maps
It turns out bsp faces are still back-face culled despite the null point
being on the front of every possible plane... or really, because it's on
the front of every possible plane: sometimes the back face is the front
face, and this breaks the face selection code (a separate traversal
function will be needed for non-culling rendering).

Despite that, other than having to deal with different pipelines,
getting the model renderers working went better than expected.
2023-07-30 11:52:13 +09:00

68 lines
1.9 KiB
GLSL

#version 450
#extension GL_GOOGLE_include_directive : enable
#extension GL_EXT_multiview : enable
layout (constant_id = 0) const bool IQMDepthOnly = false;
layout (constant_id = 1) const bool IQMShadow = false;
layout (set = 0, binding = 0) uniform
#include "matrices.h"
;
layout (set = 1, binding = 0) buffer ShadowView {
mat4x4 shadowView[];
};
layout (set = 3, binding = 0) buffer Bones {
// NOTE these are transposed, so v * m
mat3x4 bones[];
};
layout (push_constant) uniform PushConstants {
mat4 Model;
float blend;
uint MatrixBase;
};
layout (location = 0) in vec3 vposition;
layout (location = 1) in uvec4 vbones;
layout (location = 2) in vec4 vweights;
layout (location = 3) in vec2 vtexcoord;
layout (location = 4) in vec3 vnormal;
layout (location = 5) in vec4 vtangent;
layout (location = 6) in vec4 vcolor;
layout (location = 0) out vec2 texcoord;
layout (location = 1) out vec4 position;
layout (location = 2) out vec3 normal;
layout (location = 3) out vec3 tangent;
layout (location = 4) out vec3 bitangent;
layout (location = 5) out vec4 color;
void
main (void)
{
mat3x4 m = bones[vbones.x] * vweights.x;
m += bones[vbones.y] * vweights.y;
m += bones[vbones.z] * vweights.z;
m += bones[vbones.w] * vweights.w;
vec4 pos = Model * vec4 (vec4(vposition, 1) * m, 1);
if (IQMShadow) {
gl_Position = shadowView[MatrixBase + gl_ViewIndex] * pos;
} else {
gl_Position = Projection3d * (View[gl_ViewIndex] * pos);
}
if (!IQMDepthOnly) {
position = pos;
mat3 adjTrans = mat3 (cross(m[1].xyz, m[2].xyz),
cross(m[2].xyz, m[0].xyz),
cross(m[0].xyz, m[1].xyz));
normal = normalize (mat3 (Model) * vnormal * adjTrans);
tangent = mat3 (Model) * vtangent.xyz * adjTrans;
tangent = normalize (tangent - dot (tangent, normal) * normal);
bitangent = cross (normal, tangent) * vtangent.w;
texcoord = vtexcoord;
color = vcolor;
}
}