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how-to-vulkan/ktx/tests/loadtests/vkloadtests/shaders/texture3d/instancing3d.vert
T
2026-06-14 19:09:18 +01:00

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GLSL

// Copyright 2017 Mark Callow
// SPDX-License-Identifier: Apache-2.0
#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
layout (location = 0) in vec4 inPos;
layout (location = 1) in vec2 inUV;
struct Instance
{
mat4 model;
};
// Keep the default value small to avoid MoltenVK issue 1420.
// https://github.com/KhronosGroup/MoltenVK/issues/1420
//layout(constant_id = 1) const int instanceCount = 1;
// Sadly the above does not work on iOS, only macOS so declare
// roughly the max size expected and in the app allocate the size
// as declared.
layout(constant_id = 1) const int instanceCount = 30;
layout (binding = 0, std140) uniform UBO
{
mat4 projection;
mat4 view;
Instance instance[instanceCount];
} ubo;
// Workaround MoltenVK issue 1421 by passing instanceCount as a push constant.
// https://github.com/KhronosGroup/MoltenVK/issues/1421.
layout(push_constant) uniform PushConstants
{
uint instanceCount;
} constants;
layout (location = 0) out vec3 outUVW;
void main()
{
float divisor = max(1.0, constants.instanceCount - 1);
//float divisor = max(1.0, instanceCount - 1);
outUVW = vec3(inUV, gl_InstanceIndex / divisor);
mat4 modelView = ubo.view * ubo.instance[gl_InstanceIndex].model;
gl_Position = ubo.projection * modelView * inPos;
}