#version 450 const int MAX_LIGHTS = 4; struct Light { vec4 color; // rgb = 颜色,a = 强度 vec4 direction; // 方向光:xyz = 方向(已归一) vec4 position; // 点光:xyz = 世界位置 vec4 params; // x = 类型(0=方向,1=点),y = 衰减半径 }; 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 = 4) in uvec4 inBoneIds; // 骨骼槽(palette 下标,非全局节点号) layout(location = 5) in vec4 inWeights; // 蒙皮权重(无骨骼顶点 = (1,0,0,0)) 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; // 骨骼蒙皮:每实例一个 palette 基址(与 models 平行),骨骼矩阵全局扁平 layout(std430, set = 0, binding = 3) readonly buffer SkinOffsetBuffer { uint skinBases[]; // 实例 → palette 基址 } skinOffsets; layout(std430, set = 0, binding = 4) readonly buffer SkinPaletteBuffer { mat4 bones[]; // 全局 palette(槽 0 = identity,静态模型直通) } skinPalettes; 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; // 4 权重混合的蒙皮矩阵。无骨骼顶点 weights=(1,0,0,0)+ids=0 → identity。 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; // ---- 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) // v1:蒙皮形变不进 velocity(prev 用同一蒙皮姿态),边缘 ghosting 接受 vec4 currClip = ubo.projNoJitter * ubo.view * worldPos; vec4 prevWorldPos = prevObjects.prevModels[gl_InstanceIndex] * vec4(skinnedPos, 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))); // 法线先过蒙皮旋转(形变方向),再过模型逆变换 fragNormal = normalize(normalMatrix * (mat3(skin) * 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) * (mat3(skin) * 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; }