feat: draw meshes with instanced multi-draw indirect
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@@ -8,6 +8,7 @@ layout (location = 0) out vec3 outPos;
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layout (location = 1) out vec2 outUV;
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layout (location = 2) out vec3 outNormal;
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layout (location = 3) out vec4 outTangent;
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layout (location = 4) flat out uint outMaterialID;
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// The depth pre-pass reuses this shader, positions have to match bit for bit
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// so the main pass can depth test against it with LESS_OR_EQUAL
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@@ -15,9 +16,11 @@ invariant gl_Position;
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void main()
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{
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Vertex v = pcs.vertexBuffer.vertices[gl_VertexIndex];
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// gl_InstanceIndex already includes the indirect command's firstInstance
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InstanceData instance = pcs.instanceBuffer.instances[gl_InstanceIndex];
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Vertex v = instance.vertexBuffer.vertices[gl_VertexIndex];
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vec4 worldPos = pcs.transform * vec4(v.position, 1.0f);
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vec4 worldPos = instance.transform * vec4(v.position, 1.0f);
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gl_Position = pcs.sceneData.viewProj * worldPos;
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outPos = worldPos.xyz;
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@@ -25,9 +28,10 @@ void main()
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// A bit inefficient, but okay - this is needed for non-uniform scale
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// models. See: http://www.lighthouse3d.com/tutorials/glsl-12-tutorial/the-normal-matrix/
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// Simpler case, when everything is uniform
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// outNormal = (pcs.transform * vec4(v.normal, 0.0)).xyz;
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outNormal = mat3(transpose(inverse(pcs.transform))) * v.normal;
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// outNormal = (instance.transform * vec4(v.normal, 0.0)).xyz;
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outNormal = mat3(transpose(inverse(instance.transform))) * v.normal;
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// w is the bitangent sign, the fragment shader builds the TBN from the interpolated vectors
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outTangent = vec4(mat3(pcs.transform) * v.tangent.xyz, v.tangent.w);
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outTangent = vec4(mat3(instance.transform) * v.tangent.xyz, v.tangent.w);
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outMaterialID = instance.materialID;
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}
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