#version 450 // HitProxy 顶点:UE 式 GPU 拾取——Forward 同结构画一遍(无光照无纹理), // 输出 per-instance 实体 id。位置变换与 simple_shader.vert 完全同源 //(模型矩阵 + 蒙皮),保证拾取像素与可见画面像素一致。 // // Set0 与 simple_shader 共用同一 uboSetLayout(SceneGpu 契约); // 本 shader 只声明用到的绑定,描述符集合里未用的绑定合法。 layout(location = 0) in vec3 inPosition; layout(location = 4) in uvec4 inBoneIds; // 骨骼槽(palette 下标) layout(location = 5) in vec4 inWeights; // 无骨骼顶点 = (1,0,0,0) layout(location = 0) flat out uint outEntityId; // 整数 varying 必须 flat layout(std430, set = 0, binding = 1) readonly buffer ObjectBuffer { mat4 models[]; } objects; layout(std430, set = 0, binding = 3) readonly buffer SkinOffsetBuffer { uint skinBases[]; } skinOffsets; layout(std430, set = 0, binding = 4) readonly buffer SkinPaletteBuffer { mat4 bones[]; } skinPalettes; // per-instance 实体 id(与 models 平行对齐,SceneRenderer 收集时写入) layout(std430, set = 0, binding = 5) readonly buffer EntityIdBuffer { uint ids[]; } entityIds; // 只用 view/proj:std140 前两个 mat4 与完整 UBO 的布局前缀一致 layout(set = 0, binding = 0) uniform Ubo { mat4 view; mat4 proj; } ubo; // 4 权重混合的蒙皮矩阵(与 simple_shader.vert 同逻辑) mat4 SkinMatrix() { uint base = skinOffsets.skinBases[gl_InstanceIndex]; return skinPalettes.bones[base + inBoneIds.x] * inWeights.x + skinPalettes.bones[base + inBoneIds.y] * inWeights.y + skinPalettes.bones[base + inBoneIds.z] * inWeights.z + skinPalettes.bones[base + inBoneIds.w] * inWeights.w; } void main() { mat4 model = objects.models[gl_InstanceIndex]; mat4 skin = SkinMatrix(); vec3 skinnedPos = (skin * vec4(inPosition, 1.0)).xyz; vec4 worldPos = model * vec4(skinnedPos, 1.0); gl_Position = ubo.proj * ubo.view * worldPos; outEntityId = entityIds.ids[gl_InstanceIndex]; }