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GLSL

#version 460
/*
** Physical based render code, develop by engineer: qiutanguu.
*/
#extension GL_EXT_nonuniform_qualifier : enable
#extension GL_GOOGLE_include_directive : enable
#include "StaticMeshCommon.glsl"
#include "SDSM_Common.glsl"
struct VS2PS
{
vec2 uv0;
};
layout (set = 1, binding = 0) buffer BindlessSSBOVertices{ StaticMeshVertexRaw data[]; } verticesArray[];
layout (set = 2, binding = 0) buffer BindlessSSBOIndices{ uint data[]; } indicesArray[];
layout (set = 3, binding = 0) uniform texture2D bindlessTexture2D[];
layout (set = 4, binding = 0) uniform sampler bindlessSampler[];
layout (set = 5, binding = 0) readonly buffer SSBOPerObject{ PerObjectData objectDatas[]; };
layout (set = 6, binding = 0) readonly buffer SSBOIndirectDraws { DrawIndirectCommand indirectCommands[]; };
vec4 texlod(uint texId, uint samplerId, vec2 uv, float lod)
{
return textureLod(sampler2D(bindlessTexture2D[nonuniformEXT(texId)], bindlessSampler[nonuniformEXT(samplerId)]), uv, lod);
}
vec4 tex(uint texId,uint samplerId,vec2 uv)
{
return texture(sampler2D(bindlessTexture2D[nonuniformEXT(texId)], bindlessSampler[nonuniformEXT(samplerId)]), uv);
}
layout(push_constant) uniform PushConsts
{
uint cascadeId;
uint perCascadeMaxCount;
};
#ifdef VERTEX_SHADER ///////////// vertex shader start
layout(location = 0) out flat uint outObjectId;
layout(location = 1) out VS2PS vsOut;
void main()
{
// Draw id need bias cascade.
const uint drawId = gl_DrawID + cascadeId * perCascadeMaxCount;
// Load object data.
outObjectId = indirectCommands[drawId].objectId;
const PerObjectData objectData = objectDatas[outObjectId];
// We get bindless array id first.
const uint indicesId = objectData.indicesArrayId;
const uint verticesId = objectData.verticesArrayId;
// Vertex count same with index count, so vertex index same with index index.
const uint indexId = gl_VertexIndex;
// Then fetech vertex index from indices array.
const uint vertexId = indicesArray[nonuniformEXT(indicesId)].data[indexId];
// Finally we get vertex info.
const StaticMeshVertexRaw rawVertex = verticesArray[nonuniformEXT(verticesId)].data[vertexId];
const StaticMeshVertex vertex = buildVertex(rawVertex);
vsOut.uv0 = vertex.uv0;
// All ready, start to do vertex space-transform.
const mat4 modelMatrix = objectData.modelMatrix;
// Local vertex position.
const vec4 localPosition = vec4(vertex.position, 1.0f);
const vec4 worldPosition = modelMatrix * localPosition;
// Convert to clip space.
gl_Position = cascadeInfos[cascadeId].viewProj * worldPosition;
}
#endif /////////////////////////// vertex shader end
#ifdef PIXEL_SHADER ////////////// pixel shader start
layout(location = 0) in flat uint inObjectId;
layout(location = 1) in VS2PS vsIn;
layout(location = 0) out vec4 outColor;
void main()
{
const PerObjectData objectData = objectDatas[inObjectId];
const StaticMeshStandardPBR mat = objectData.material;
const vec4 baseColor = tex(mat.baseColorId, mat.baseColorSampler, vsIn.uv0);
if(baseColor.a < mat.cutoff)
{
discard;
}
outColor = vec4(0.0f);
}
#endif //////////////////////////// pixel shader end