#version 460 #include "model.glsl" layout(location = 0) out vec3 v_normal; layout(location = 1) out vec2 v_uv; layout(location = 2) out vec2 v_lightmapUv; layout(location = 3) out vec3 v_world; // The same depth in the depth pre-pass and the scene pass (else the compiler, dropping what the pre-pass // doesn't use, can round it differently and the scene pass fails its depth test in patches). invariant gl_Position; void main() { Vertex vx = VERTEX(VERTEX_ID); uvec2 sk = SKIN(VERTEX_ID); vec4 w = unpackUnorm4x8(sk.y); mat4 m = JOINT(sk.x & 0xFFu) * w.x + JOINT((sk.x >> 8) & 0xFFu) * w.y + JOINT((sk.x >> 16) & 0xFFu) * w.z + JOINT(sk.x >> 24) * w.w; vec4 world = m * vec4(vx.px, vx.py, vx.pz, 1.0); v_normal = normalize(mat3(m) * vec3(vx.nx, vx.ny, vx.nz)); v_uv = vec2(vx.u, vx.v); v_lightmapUv = vec2(0.0); v_world = world.xyz; gl_Position = pc.viewProj * world; }