bevy/assets/shaders/custom_material.vert

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1 KiB
GLSL
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#version 450
layout(location = 0) in vec3 Vertex_Position;
layout(location = 1) in vec3 Vertex_Normal;
layout(location = 2) in vec2 Vertex_Uv;
layout(location = 0) out vec2 v_Uv;
layout(set = 0, binding = 0) uniform CameraViewProj {
mat4 ViewProj;
mat4 View;
mat4 InverseView;
mat4 Projection;
vec3 WorldPosition;
float width;
float height;
};
struct Mesh {
mat3x4 Model;
mat4 InverseTransposeModel;
uint flags;
};
#ifdef PER_OBJECT_BUFFER_BATCH_SIZE
layout(set = 2, binding = 0) uniform Mesh Meshes[#{PER_OBJECT_BUFFER_BATCH_SIZE}];
#else
layout(set = 2, binding = 0) readonly buffer _Meshes {
Mesh Meshes[];
};
#endif // PER_OBJECT_BUFFER_BATCH_SIZE
mat4 affine_to_square(mat3x4 affine) {
return transpose(mat4(
affine[0],
affine[1],
affine[2],
vec4(0.0, 0.0, 0.0, 1.0)
));
}
void main() {
v_Uv = Vertex_Uv;
gl_Position = ViewProj
* affine_to_square(Meshes[gl_InstanceIndex].Model)
* vec4(Vertex_Position, 1.0);
}