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default_vertex_shader_source.cpp

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    demiralp authored
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    default_vertex_shader_source.cpp 2.51 KiB
    //------------------------------------------------------------------------------
    // Project Phoenix
    //
    // Copyright (c) 2017-2018 RWTH Aachen University, Germany,
    // Virtual Reality & Immersive Visualization Group.
    //------------------------------------------------------------------------------
    //                                 License
    //
    // Licensed under the 3-Clause BSD License (the "License");
    // you may not use this file except in compliance with the License.
    // See the file LICENSE for the full text.
    // You may obtain a copy of the License at
    //
    //     https://opensource.org/licenses/BSD-3-Clause
    //
    // Unless required by applicable law or agreed to in writing, software
    // distributed under the License is distributed on an "AS IS" BASIS,
    // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
    // See the License for the specific language governing permissions and
    // limitations under the License.
    //------------------------------------------------------------------------------
    
    #include "phx/default_vertex_shader_source.hpp"
    
    #include <string>
    
    namespace phx {
    std::string default_vertex_shader_source = R"(
    #version 450
    
    #ifdef VULKAN
    
    #else
    #extension GL_ARB_explicit_attrib_location : enable
    #endif
    
    struct _transform
    {
      mat4 model     ;
    };
    struct _camera
    {
      mat4 view      ;
      mat4 projection;
    };
    
    layout(std430, binding = 0) readonly buffer transform
    {
      uvec4      transforms_metadata; // x size
      _transform transforms[];
    };
    layout(std430, binding = 2) readonly buffer camera
    {
      uvec4      cameras_metadata; // x size, y index
      _camera    cameras   [];
    };
    
    layout(location = 0) in vec3  vertex;
    layout(location = 1) in vec3  normal;
    layout(location = 2) in vec2  texture_coordinate;
    layout(location = 3) in uvec2 instance_attribute; // x transform id, y material id
    
    layout(location = 0) out vs_output_type 
    {
      vec3      vertex            ;
      vec3      normal            ;
      vec2      texture_coordinate;
      flat uint material_index    ;
    } vs_output;
    
    #ifdef VULKAN
    out gl_PerVertex
    {
      vec4 gl_Position;
    };
    #endif
    
    void main()
    {
      mat4 model_view   = cameras[cameras_metadata.y].view * transforms[instance_attribute.x].model;
      vec4 trans_vertex = model_view * vec4(vertex, 1.0);
      
      vs_output.vertex             = trans_vertex.xyz;
      vs_output.normal             = normalize((model_view * vec4(normal, 0.0f)).xyz);
      vs_output.texture_coordinate = texture_coordinate;
      vs_output.material_index     = instance_attribute.y;
    
      gl_Position = cameras[cameras_metadata.y].projection * trans_vertex;
    }
    )";
    }  // namespace phx