42 lines
1.0 KiB
GLSL
42 lines
1.0 KiB
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 = 16;
|
|
|
|
layout (binding = 0, std140) uniform UBO
|
|
{
|
|
mat4 projection;
|
|
mat4 view;
|
|
Instance instance[instanceCount];
|
|
} ubo;
|
|
|
|
layout (location = 0) out vec2 outUV;
|
|
layout (location = 1) out flat float lambda;
|
|
|
|
void main()
|
|
{
|
|
outUV = inUV;
|
|
lambda = gl_InstanceIndex+0.5;
|
|
mat4 modelView = ubo.view * ubo.instance[gl_InstanceIndex].model;
|
|
gl_Position = ubo.projection * modelView * inPos;
|
|
}
|