Files
HelloVulkan/shaders/simple_shader.vert
T
atdunbg 07a3b87001 feat: Shadow pass 接入 RenderGraph,支持 SRT 变换与程序化平面
阴影(本修正的核心根因):
- Shadow pass 光源正交写深度(2048 D32),Forward 采样比较;
  写入与采样共用同一 lightSpace 矩阵,杜绝姿态/镜像不一致
- 修复:push constant range 64B→128B(原 Shadow pass 推 {lightVP,model}
  超出 layout 声明范围 = UB,阴影中模型矩阵读到垃圾导致旋转错乱)
- 修复:ShadowFactor 缺少 NDC→UV 映射(*0.5+0.5),采样区域整体错位
- 修复:RG ShaderRead stage 位值直转(eFragment=0x10 在 PipelineStage2
  是 TESSELLATION_CONTROL),改为逐位显式映射
- Camera perspective 深度重映射到 Vulkan [0,1](公式与 ortho 不同:
  M22=M22*0.5-0.5, M32*=0.5);光源 ortho remap 用 M32=M32*0.5+0.5

引擎配套:
- TransformComponent 重构为 position/rotation/scale + Compose()
- Texture::CreateSolidColor / Model::CreatePlane 程序化资产
  (两段式上传公共路径),AssetManager.CreatePlane 带缓存入口
- RG 新增 GetPhysicalView(h, slot):按帧槽位把 RG 资源绑进外部描述符
  (阴影图 per-slot 物理镜像各自绑定)

验证:validation 0 error 0 warning,阴影随实体旋转正确
2026-09-22 16:40:54 +08:00

43 lines
1.1 KiB
GLSL

#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 vec3 fragLightSpacePos;
layout(push_constant) uniform PushConstants {
mat4 model;
} pc;
layout(set = 0, binding = 0) uniform UniformBufferObject {
mat4 view;
mat4 proj;
mat4 lightSpace;
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;
// 光空间坐标(含 Vulkan [0,1] 深度重映射,与 shadow pass 写入端共用同一矩阵)
fragLightSpacePos = (ubo.lightSpace * worldPos).xyz;
mat3 normalMatrix = mat3(transpose(inverse(pc.model)));
fragNormal = normalize(normalMatrix * inNormal);
fragUV = inUV;
}