#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 = 0) out vec2 fragUV; layout(location = 1) out vec3 fragNormal; layout(location = 2) out vec3 fragWorldPos; layout(location = 3) out vec4 fragLightPos; // 光空间裁剪坐标(阴影采样用) layout(push_constant) uniform PushConstants { mat4 model; } pc; layout(set = 0, binding = 0) uniform UniformBufferObject { mat4 view; mat4 proj; mat4 lightSpace; // 主光(lights[0])的正交光空间变换 vec4 ambientColor; Light lights[MAX_LIGHTS]; } ubo; void main() { vec4 worldPos = pc.model * vec4(inPosition, 1.0); gl_Position = ubo.proj * ubo.view * worldPos; fragWorldPos = worldPos.xyz; mat3 normalMatrix = mat3(transpose(inverse(pc.model))); fragNormal = normalize(normalMatrix * inNormal); fragUV = inUV; fragLightPos = ubo.lightSpace * worldPos; }