Files
HelloVulkan/shaders/simple_shader.vert
T
atdunbg d55f644b68 feat: Shadow pass——主光方向光阴影(RenderGraph 双 pass 管线首个验证案例)
- RenderGraph 声明 ShadowMap 虚拟资源(D32,2048²固定分辨率,独立于
  swapchain 尺寸),Shadow pass 写深度 → Forward 声明 ShaderRead 采样,
  barrier/layout(DepthAttachment→ShaderReadOnly)全部由图自动预算
- Shadow pass:空 fragment shader + 深度偏移(斜率缩放)抗 shadow acne
- Forward:UBO 增加 lightSpace 矩阵;Set 2 采样阴影图,手动对比 +
  斜率缩放偏差;clamp-to-border 白色边界(光视锥外 = 全亮)
- 光空间矩阵:主光方向反推 30 单位正交盒;深度重映射 [-1,1]→[0,1]
- GetPhysicalView(slot):物理镜像按帧槽位隔离,描述符 Compile 后一次性写入
- 修复 RG 隐蔽 bug:ShaderStage 与 PipelineStage2 位值不同
  (eFragment=0x10 vs eFragmentShader=0x80),位值直转会撞出
  TESSELLATION_CONTROL stage;改为逐位显式映射
- 修复 Camera 投影深度未重映射到 [0,1] 的潜在裁剪问题

validation 零错误零警告(3 passes / 5 barriers / 4 gpu images)
2026-09-22 14:30:50 +08:00

44 lines
1.0 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 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;
}