#define M_PI 3.14159265359 #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) // In vulkan, sets should always be ordered using the following logic: // Lower Sets: Sets that change format and layout less often // Higher sets: Sets that change format and layout very often // This is because changing a set for another with a different layout or format, // invalidates all the upper ones. /* SET0: Draw Primitive */ 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 */ #ifdef USE_MATERIAL_SAMPLERS layout(set = 1, binding = 0) uniform sampler material_samplers[12]; #endif /* SET2: Canvas Item State (including lighting) */ layout(set = 2, binding = 0, std140) uniform CanvasData { mat4 canvas_transform; mat4 screen_transform; mat4 canvas_normal_transform; vec4 canvas_modulation; vec2 screen_pixel_size; float time; float time_pad; //uint light_count; } canvas_data; layout(set = 2, binding = 1) uniform textureBuffer skeleton_buffer; layout(set = 2, binding = 2, std140) uniform SkeletonData { mat4 skeleton_transform; //in world coordinates mat4 skeleton_transform_inverse; } skeleton_data; #ifdef USE_LIGHTING #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_pixel_size; float pad0; float pad1; float pad2; }; layout(set = 2, binding = 3, std140) uniform LightData { Light data[MAX_LIGHTS]; } light_array; layout(set = 2, binding = 4) uniform texture2D light_textures[MAX_LIGHT_TEXTURES]; layout(set = 2, binding = 5) uniform texture2D shadow_textures[MAX_LIGHT_TEXTURES]; layout(set = 2, binding = 6) uniform sampler shadow_sampler; #endif /* SET3: Render Target Data */ #ifdef SCREEN_TEXTURE_USED layout(set = 3, binding = 0) uniform texture2D screen_texture; #endif