layout(location = 0) in vec2 v_Uv;
layout(location = 0) out vec4 o_Target;
layout(set = 1, binding = 0) uniform CustomMaterial {
vec4 Color;
};
layout(set = 1, binding = 1) uniform texture2D CustomMaterial_texture;
layout(set = 1, binding = 2) uniform sampler CustomMaterial_sampler;
void main() {
o_Target = Color * texture(sampler2D(CustomMaterial_texture,CustomMaterial_sampler), v_Uv);
}
#version 450
layout(location = 0) in vec3 Vertex_Position;
layout(location = 1) in vec3 Vertex_Normal;
layout(location = 2) in vec2 Vertex_Uv;
layout(location = 0) out vec2 v_Uv;
layout(set = 0, binding = 0) uniform CameraViewProj {
mat4 ViewProj;
mat4 View;
mat4 InverseView;
mat4 Projection;
vec3 WorldPosition;
float width;
float height;
};
layout(set = 2, binding = 0) uniform Mesh {
mat4 Model;
mat4 InverseTransposeModel;
uint flags;
};
void main() {
v_Uv = Vertex_Uv;
gl_Position = ViewProj * Model * vec4(Vertex_Position, 1.0);
}
我想问一下这两个着色器里面 uniform 的 layout 里的 set 修饰符是什么意思,我知道后面的 binding 是 uniform 缓冲对象的绑定点,那顶点和片段着色器 uniform 前面的 set 代表什么呢,我翻阅 khronos 的文档也没查到这个修饰符。
layout, uniform, binding, mat4