#version 450 // Shadow pass vertex:光源视角写深度。 // GPUDriven:模型矩阵经 gl_InstanceIndex 从实例缓冲取(与 Forward // 共用同一份数据),push 只带 lightVP(全 pass 一次)。 // 骨骼蒙皮与 Forward 同一套数据(binding 3/4),阴影与主体形变一致。 layout(location = 0) in vec3 inPosition; layout(location = 4) in uvec4 inBoneIds; // 骨骼槽(palette 下标) layout(location = 5) in vec4 inWeights; // 蒙皮权重(无骨骼顶点 = (1,0,0,0)) layout(std430, set = 0, binding = 1) readonly buffer ObjectBuffer { mat4 models[]; } objects; // 骨骼蒙皮:与 simple_shader.vert 同布局(Set0 binding 3/4) layout(std430, set = 0, binding = 3) readonly buffer SkinOffsetBuffer { uint skinBases[]; } skinOffsets; layout(std430, set = 0, binding = 4) readonly buffer SkinPaletteBuffer { mat4 bones[]; } skinPalettes; layout(push_constant) uniform PushConstants { mat4 lightVP; } pc; 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 skin = SkinMatrix(); vec3 skinnedPos = (skin * vec4(inPosition, 1.0)).xyz; gl_Position = pc.lightVP * objects.models[gl_InstanceIndex] * vec4(skinnedPos, 1.0); }