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drawid_instanceid.vert.glsl
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drawid_instanceid.vert.glsl
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/*
* Copyright (c) 2021, NVIDIA CORPORATION. All rights reserved.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* 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.
*
* SPDX-FileCopyrightText: Copyright (c) 2021 NVIDIA CORPORATION
* SPDX-License-Identifier: Apache-2.0
*/
#version 460 core
/**/
#extension GL_GOOGLE_include_directive : enable
#extension GL_EXT_buffer_reference : enable
#extension GL_EXT_scalar_block_layout : enable
#extension GL_EXT_shader_explicit_arithmetic_types_int64 : enable
#include "common.h"
#include "per_draw_inputs.glsl"
///////////////////////////////////////////////////////////
// Bindings
layout(set=0, binding=DRAW_UBO_SCENE, scalar) uniform sceneBuffer {
SceneData scene;
};
layout(set=0, binding=DRAW_SSBO_MATRIX, scalar) buffer matrixBuffer {
MatrixData matrices[];
};
///////////////////////////////////////////////////////////
// Input
in layout(location = ATTRIB_VERTEX_POS_OCTNORMAL) vec4 inPosNormal;
///////////////////////////////////////////////////////////
// Output
layout(location=0) out Interpolants {
vec3 wPos;
vec3 wNormal;
flat uint partIndex;
} OUT;
///////////////////////////////////////////////////////////
// oct functions from http://jcgt.org/published/0003/02/01/paper.pdf
vec2 oct_signNotZero(vec2 v) {
return vec2((v.x >= 0.0) ? +1.0 : -1.0, (v.y >= 0.0) ? +1.0 : -1.0);
}
vec3 oct_to_float32x3(vec2 e) {
vec3 v = vec3(e.xy, 1.0 - abs(e.x) - abs(e.y));
if (v.z < 0) v.xy = (1.0 - abs(v.yx)) * oct_signNotZero(v.xy);
return normalize(v);
}
vec2 float32x3_to_oct(in vec3 v) {
// Project the sphere onto the octahedron, and then onto the xy plane
vec2 p = v.xy * (1.0 / (abs(v.x) + abs(v.y) + abs(v.z)));
// Reflect the folds of the lower hemisphere over the diagonals
return (v.z <= 0.0) ? ((1.0 - abs(p.yx)) * oct_signNotZero(p)) : p;
}
void main()
{
vec3 inNormal = oct_to_float32x3(unpackSnorm2x16(floatBitsToUint(inPosNormal.w)));
MatrixData matrix = matrices[getMatrixIndex()];
vec3 wPos = (matrix.worldMatrix * vec4(inPosNormal.xyz,1)).xyz;
vec3 wNormal = mat3(matrix.worldMatrixIT) * inNormal;
gl_Position = scene.viewProjMatrix * vec4(wPos,1);
OUT.partIndex = getPartId();
OUT.wPos = wPos;
OUT.wNormal = wNormal;
#ifndef USE_PUSHCONSTANTS
OUT_DRAWID.drawId = getDrawId();
#endif
}