493afb05e6
This is working repository now. I had to clean this up due to my f_ups, that made this simple repo around 200MB large. Signed-off-by: Piotr Krygier <piotrkrygier@everyonecancode@xyz>
80 lines
1.8 KiB
GLSL
80 lines
1.8 KiB
GLSL
#version 450
|
|
|
|
layout(binding = 0) uniform UniformBufferObject {
|
|
mat4 model;
|
|
mat4 view;
|
|
mat4 proj;
|
|
} ubo;
|
|
|
|
#define MAX_INSTANCES 1024
|
|
|
|
struct InstanceData
|
|
{
|
|
vec3 pos;
|
|
vec3 rot;
|
|
float scale;
|
|
uint texture_id;
|
|
};
|
|
|
|
layout(binding = 1) uniform InstanceUniformBuffer {
|
|
InstanceData instances[MAX_INSTANCES];
|
|
};
|
|
|
|
layout(location = 0) in vec3 inPosition;
|
|
layout(location = 1) in vec3 inColor;
|
|
layout(location = 2) in vec2 inTexCoord;
|
|
|
|
layout(location = 0) out vec3 fragColor;
|
|
layout(location = 1) out vec2 fragTexCoord;
|
|
layout(location = 2) out uint outInstanceTextureId;
|
|
|
|
|
|
void main()
|
|
{
|
|
InstanceData instance = instances[gl_InstanceIndex];
|
|
mat4 gRotMat;
|
|
mat3 mx, my, mz;
|
|
|
|
// rotate around x
|
|
float s = sin(instance.rot.x + 0);
|
|
float c = cos(instance.rot.x + 0);
|
|
|
|
mx[0] = vec3(1, 0.0, 0.0);
|
|
mx[1] = vec3(0, c, -s);
|
|
mx[2] = vec3(0.0, s, c);
|
|
|
|
// rotate around y
|
|
s = sin(instance.rot.y + 0);
|
|
c = cos(instance.rot.y + 0);
|
|
|
|
my[0] = vec3(c, 0.0, s);
|
|
my[1] = vec3(0.0, 1.0, 0.0);
|
|
my[2] = vec3(-s, 0.0, c);
|
|
|
|
// rot around z
|
|
s = sin(instance.rot.z + 0);
|
|
c = cos(instance.rot.z + 0);
|
|
|
|
mz[0] = vec3(c, -s, 0.0);
|
|
mz[1] = vec3(s, c, 0.0);
|
|
mz[2] = vec3(0.0, 0.0, 1);
|
|
|
|
mat3 rotMat = mz * my * mx;
|
|
|
|
s = sin(instance.rot.y + 0);
|
|
c = cos(instance.rot.y + 0);
|
|
gRotMat[0] = vec4(c, 0.0, s, 0.0);
|
|
gRotMat[1] = vec4(0.0, 1.0, 0.0, 0.0);
|
|
gRotMat[2] = vec4(-s, 0.0, c, 0.0);
|
|
gRotMat[3] = vec4(0.0, 0.0, 0.0, 1.0);
|
|
|
|
vec4 locPos = vec4(inPosition.xyz * rotMat, 1.0);
|
|
vec4 pos = vec4((locPos.xyz * instance.scale) + instance.pos, 1.0);
|
|
|
|
gl_Position = ubo.proj * ubo.view * ubo.model * pos;
|
|
|
|
fragColor = inColor;
|
|
fragTexCoord = inTexCoord;
|
|
outInstanceTextureId = instance.texture_id;
|
|
}
|