/* SET0: Per draw primitive settings */ #define M_PI 3.14159265359 #define MAX_LIGHT_TEXTURES 1024 #define MAX_RENDER_LIGHTS 256 #define FLAGS_INSTANCING_STRIDE_MASK 0xF #define FLAGS_INSTANCING_ENABLED (1<<4) #define FLAGS_INSTANCING_HAS_COLORS (1 << 5) #define FLAGS_INSTANCING_COLOR_8BIT (1 << 6) #define FLAGS_INSTANCING_HAS_CUSTOM_DATA (1 << 7) #define FLAGS_INSTANCING_CUSTOM_DATA_8_BIT (1 << 8) #define FLAGS_CLIP_RECT_UV (1 << 9) #define FLAGS_TRANSPOSE_RECT (1 << 10) #define FLAGS_USING_LIGHT_MASK (1 << 11) #define FLAGS_NINEPACH_DRAW_CENTER (1 << 12) #define FLAGS_USING_PARTICLES (1 << 13) #define FLAGS_USE_PIXEL_SNAP (1 << 14) #define FLAGS_NINEPATCH_H_MODE_SHIFT 16 #define FLAGS_NINEPATCH_V_MODE_SHIFT 18 #define FLAGS_LIGHT_COUNT_SHIFT 20 #define FLAGS_DEFAULT_NORMAL_MAP_USED (1 << 26) #define FLAGS_DEFAULT_SPECULAR_MAP_USED (1 << 27) layout(push_constant, binding = 0, std430) uniform DrawData { vec2 world_x; vec2 world_y; vec2 world_ofs; uint flags; uint specular_shininess; #ifdef USE_PRIMITIVE vec2 points[3]; vec2 uvs[3]; uint colors[6]; #else vec4 modulation; vec4 ninepatch_margins; vec4 dst_rect; //for built-in rect and UV vec4 src_rect; vec2 pad; #endif vec2 color_texture_pixel_size; uint lights[4]; } draw_data; // The values passed per draw primitives are cached within it layout(set = 0, binding = 1) uniform texture2D color_texture; layout(set = 0, binding = 2) uniform texture2D normal_texture; layout(set = 0, binding = 3) uniform texture2D specular_texture; layout(set = 0, binding = 4) uniform sampler texture_sampler; layout(set = 0, binding = 5) uniform textureBuffer instancing_buffer; /* SET1: Is reserved for the material */ // /* SET2: Is the skeleton */ #ifdef USE_ATTRIBUTES layout(set = 2, binding = 0) uniform textureBuffer skeleton_buffer; layout(set = 2, binding = 1, std140) uniform SkeletonData { mat4 skeleton_transform; //in world coordinates mat4 skeleton_transform_inverse; } skeleton_data; #endif /* SET3: Per Scene settings */ layout(set = 3, binding = 0, std140) uniform CanvasData { mat4 canvas_transform; mat4 screen_transform; mat4 canvas_normal_transform; vec4 canvas_modulation; //uint light_count; } canvas_data; #define LIGHT_FLAGS_TEXTURE_MASK 0xFFFF #define LIGHT_FLAGS_BLEND_MASK (3<<16) #define LIGHT_FLAGS_BLEND_MODE_ADD (0<<16) #define LIGHT_FLAGS_BLEND_MODE_SUB (1<<16) #define LIGHT_FLAGS_BLEND_MODE_MIX (2<<16) #define LIGHT_FLAGS_BLEND_MODE_MASK (3<<16) #define LIGHT_FLAGS_HAS_SHADOW (1<<20) #define LIGHT_FLAGS_FILTER_SHIFT 22 #define LIGHT_FLAGS_FILTER_MASK (3<<22) #define LIGHT_FLAGS_SHADOW_NEAREST (0<<22) #define LIGHT_FLAGS_SHADOW_PCF5 (1<<22) #define LIGHT_FLAGS_SHADOW_PCF13 (2<<22) struct Light { mat2x4 matrix; //light to texture coordinate matrix (transposed) mat2x4 shadow_matrix; //light to shadow coordinate matrix (transposed) vec4 color; vec4 shadow_color; vec2 position; uint flags; //index to light texture float height; float shadow_softness; float shadow_pixel_size; float pad0; float pad1; }; layout(set = 3, binding = 1, std140) uniform LightData { Light data[MAX_RENDER_LIGHTS]; } light_array; layout(set = 3, binding = 2) uniform texture2D light_textures[MAX_LIGHT_TEXTURES]; layout(set = 3, binding = 3) uniform texture2D shadow_textures[MAX_LIGHT_TEXTURES]; layout(set = 3, binding = 4) uniform sampler shadow_sampler;