#version 450 layout(location = 0) out vec4 outPos; 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; } projUniform; layout(set = 1, binding = 0) uniform ViewUniform { mat4 matrix; } viewUniform; layout(set = 4, binding = 0) readonly buffer FaceBuffer { uint faces[]; }; layout(push_constant) uniform pc { vec4 ModelOffset; vec4 Padding0; vec4 Padding1; vec4 Padding2; } push_constants; const uint TRI_TO_CORNER[6] = uint[6](0u, 1u, 2u, 0u, 2u, 3u); const vec3 NORMALS[6] = vec3[6]( vec3( 0.0, 1.0, 0.0), vec3( 0.0, -1.0, 0.0), vec3( 1.0, 0.0, 0.0), vec3(-1.0, 0.0, 0.0), vec3( 0.0, 0.0, 1.0), vec3( 0.0, 0.0, -1.0) ); const vec3 TANGENTS[6] = vec3[6]( vec3( 1.0, 0.0, 0.0), vec3( 1.0, 0.0, 0.0), vec3( 0.0, 0.0, -1.0), vec3( 0.0, 0.0, 1.0), vec3( 1.0, 0.0, 0.0), vec3(-1.0, 0.0, 0.0) ); const vec3 BITANGENTS[6] = vec3[6]( vec3( 0.0, 0.0, 1.0), vec3( 0.0, 0.0, -1.0), vec3( 0.0, 1.0, 0.0), vec3( 0.0, 1.0, 0.0), vec3( 0.0, 1.0, 0.0), vec3( 0.0, 1.0, 0.0) ); const vec2 CORNER_UVS[16] = vec2[16]( vec2(0.5, 0.0), vec2(0.5, 0.5), vec2(1.0, 0.5), vec2(1.0, 0.0), vec2(0.0, 0.5), vec2(0.0, 1.0), vec2(0.5, 1.0), vec2(0.5, 0.5), vec2(0.5, 0.0), vec2(0.5, 0.5), vec2(1.0, 0.5), vec2(1.0, 0.0), vec2(0.5, 0.0), vec2(0.5, 0.5), vec2(1.0, 0.5), vec2(1.0, 0.0) ); const vec3 FACE_CORNERS[6][4] = vec3[6][4]( vec3[4](vec3(0.0, 1.0, 0.0), vec3(0.0, 1.0, 1.0), vec3(1.0, 1.0, 1.0), vec3(1.0, 1.0, 0.0)), // Face 0 (+Y) vec3[4](vec3(0.0, 0.0, 0.0), vec3(1.0, 0.0, 0.0), vec3(1.0, 0.0, 1.0), vec3(0.0, 0.0, 1.0)), // Face 1 (-Y) vec3[4](vec3(1.0, 0.0, 0.0), vec3(1.0, 1.0, 0.0), vec3(1.0, 1.0, 1.0), vec3(1.0, 0.0, 1.0)), // Face 2 (+X) vec3[4](vec3(0.0, 0.0, 0.0), vec3(0.0, 0.0, 1.0), vec3(0.0, 1.0, 1.0), vec3(0.0, 1.0, 0.0)), // Face 3 (-X) vec3[4](vec3(0.0, 0.0, 1.0), vec3(1.0, 0.0, 1.0), vec3(1.0, 1.0, 1.0), vec3(0.0, 1.0, 1.0)), // Face 4 (+Z) vec3[4](vec3(0.0, 0.0, 0.0), vec3(0.0, 1.0, 0.0), vec3(1.0, 1.0, 0.0), vec3(1.0, 0.0, 0.0)) // Face 5 (-Z) ); void main() { viewMatrix = viewUniform.matrix; uint faceRecordIndex = uint(gl_VertexIndex) / 6u; uint triangleVertex = (uint(gl_VertexIndex))% 6u; uint cornerIndex = TRI_TO_CORNER[triangleVertex]; //uint faceRecordIndex = uint(gl_VertexIndex) / 6u; //uint triangleVertex = uint(gl_VertexIndex) % 6u; //uint cornerIndex = TRI_TO_CORNER[triangleVertex]; uint packedFace = faces[faceRecordIndex]; uint voxelX = packedFace & 0x1Fu; uint voxelY = (packedFace >> 5u) & 0x1Fu; uint voxelZ = (packedFace >> 10u) & 0x1Fu; uint faceId = (packedFace >> 15u) & 0x7u; uint matId = (packedFace >> 18u) & 0xFFu; faceId = min(faceId, 5u); matId = min(matId, 3u); vec3 localPos = vec3(voxelX, voxelY, voxelZ) + FACE_CORNERS[faceId][cornerIndex]; vec3 worldPos = localPos + push_constants.ModelOffset.xyz * 16.0; vec4 worldPosVec4 = vec4(worldPos, 1.0); gl_Position = projUniform.matrix * viewUniform.matrix * worldPosVec4; outPos = worldPosVec4; outNormal = NORMALS[faceId]; outTangent = TANGENTS[faceId]; outBitangent = BITANGENTS[faceId]; outTextCoords = CORNER_UVS[cornerIndex + (matId << 2u)]; }