HDR, Bloom and SSR

This commit is contained in:
Halbear 2026-09-04 00:23:48 +01:00
parent 577836a03f
commit 04befce27d
44 changed files with 1377 additions and 269 deletions

View file

@ -11,7 +11,7 @@ layout(location = 1) out vec3 outNormal;
layout(location = 2) out vec3 outTangent;
layout(location = 3) out vec3 outBitangent;
layout(location = 4) out vec2 outTextCoords;
layout(location = 5) out mat4 viewMatrix;
layout(set = 0, binding = 0) uniform ProjUniform{
mat4 matrix;
@ -27,6 +27,7 @@ layout(push_constant) uniform pc{
void main()
{
viewMatrix = viewUniform.matrix;
vec4 worldPos = push_constants.modelMatrix * vec4(inPos,1);
gl_Position = projUniform.matrix * viewUniform.matrix * push_constants.modelMatrix * vec4(inPos,1);
mat3 mNormal = transpose(inverse(mat3(push_constants.modelMatrix)));