#version 450 layout(location = 0) in vec3 in_position; layout(location = 1) in vec3 in_color; layout(location = 2) in uint in_face; layout(location = 0) out vec3 frag_color; layout(location = 1) out vec3 frag_normal; layout(location = 2) out float frag_debug_tint; layout(push_constant) uniform PushConstants { mat4 mvp; // xyz is the chunk's world offset; w is the debug-tint weight, 0.0 for normal rendering and 1.0 for a debug raster pass. vec4 chunk_offset; } push_constants; // Size, in pixels, of the points emitted under VK_POLYGON_MODE_POINT. Sizes above 1.0 require the largePoints device feature. const float DEBUG_POINT_SIZE = 5.0; // Outward normals of the six cubic face directions, indexed by the packed face attribute. const vec3 FACE_NORMALS[6] = vec3[6]( vec3( 1.0, 0.0, 0.0), vec3(-1.0, 0.0, 0.0), vec3( 0.0, 1.0, 0.0), vec3( 0.0, -1.0, 0.0), vec3( 0.0, 0.0, 1.0), vec3( 0.0, 0.0, -1.0) ); void main() { // The chunk-local vertex is shifted into world space by the per-chunk offset before projection. vec3 world_position = in_position + push_constants.chunk_offset.xyz; gl_Position = push_constants.mvp * vec4(world_position, 1.0); // Point size is consulted whenever the polygon mode is POINT; leaving it unwritten renders points of undefined size. It is ignored by the FILL and LINE pipelines, so it is written unconditionally. gl_PointSize = DEBUG_POINT_SIZE; frag_color = in_color; // Chunk placement is a pure translation, so a chunk-local face normal is already a world-space normal and no normal matrix is required. frag_normal = FACE_NORMALS[in_face]; // Shading and the debug tint both resolve in the fragment stage, so the weight is forwarded rather than applied here. frag_debug_tint = push_constants.chunk_offset.w; }