#version 450 const int MAX_LIGHTS = 4; struct Light { vec4 direction; vec4 color; }; layout(location = 0) in vec3 inPosition; layout(location = 1) in vec3 inNormal; layout(location = 2) in vec2 inUV; layout(location = 3) in vec3 inTangent; layout(location = 0) out vec2 fragUV; layout(location = 1) out vec3 fragNormal; layout(location = 2) out vec3 fragWorldPos; layout(location = 3) out float fragViewDepth; // CSM:视图深度(级联选择) layout(location = 4) out vec2 fragVelocity; // TAA:clip 空间运动向量 layout(location = 5) out vec3 fragTangent; // 世界空间切线(法线贴图) // GPUDriven:模型矩阵从实例缓冲按实例索引取。 // 同一 mesh 的 N 个实体 = 1 次 drawIndexed(instanceCount=N), // draw 侧用 firstInstance 指向该 batch 在实例数组中的起始下标。 layout(std430, set = 0, binding = 1) readonly buffer ObjectBuffer { mat4 models[]; // 连续 mat4 数组(16B 对齐,std430/std140 布局一致) } objects; // 上一帧实例矩阵(与 ObjectBuffer 同下标 = 同一实例的上一帧姿态) layout(std430, set = 0, binding = 2) readonly buffer PrevObjectBuffer { mat4 prevModels[]; } prevObjects; layout(set = 0, binding = 0) uniform UniformBufferObject { mat4 view; mat4 proj; mat4 lightSpace[3]; // CSM 各级联光空间 VP vec4 cascadeSplits; // xyz = 级联 0..2 远边界(视图深度) vec4 ambientColor; Light lights[MAX_LIGHTS]; mat4 projNoJitter; mat4 prevView; mat4 prevProj; vec4 cameraPos; } ubo; void main() { mat4 model = objects.models[gl_InstanceIndex]; vec4 worldPos = model * vec4(inPosition, 1.0); gl_Position = ubo.proj * ubo.view * worldPos; // ---- TAA velocity:当前帧与上一帧的 clip 空间位置差(UV 空间)---- // 抖动只进光栅化 gl_Position,不进 velocity(否则抖动本身被当成运动) vec4 currClip = ubo.projNoJitter * ubo.view * worldPos; vec4 prevWorldPos = prevObjects.prevModels[gl_InstanceIndex] * vec4(inPosition, 1.0); vec4 prevClip = ubo.prevProj * ubo.prevView * prevWorldPos; fragVelocity = (currClip.xy / currClip.w - prevClip.xy / prevClip.w) * 0.5; fragWorldPos = worldPos.xyz; // CSM:视图深度(正值,与 cascadeSplits 同尺度) fragViewDepth = -(ubo.view * worldPos).z; mat3 normalMatrix = mat3(transpose(inverse(model))); fragNormal = normalize(normalMatrix * inNormal); // 切线随模型变换(法线贴图 TBN;无切线数据保持零,frag 侧退回几何法线) fragTangent = normalize(mat3(model) * inTangent); // 零向量 normalize 产生 NaN,这里直接透传零,frag 判长度 fragTangent = dot(inTangent, inTangent) > 0.0 ? fragTangent : vec3(0.0); fragUV = inUV; }