procedural-3d-engine/data/shaders/hlsl/geometryshader/normaldebug.geom

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// Copyright 2020 Google LLC
struct UBO
{
float4x4 projection;
float4x4 model;
};
cbuffer ubo : register(b1) { UBO ubo; }
struct VSOutput
{
[[vk::location(0)]] float4 Pos : POSITION0;
[[vk::location(1)]] float3 Normal : NORMAL0;
};
struct GSOutput
{
float4 Pos : SV_POSITION;
[[vk::location(0)]] float3 Color : COLOR0;
};
[maxvertexcount(6)]
void main(triangle VSOutput input[3], inout LineStream<GSOutput> outStream)
{
float normalLength = 0.02;
for(int i=0; i<3; i++)
{
float3 pos = input[i].Pos.xyz;
float3 normal = input[i].Normal.xyz;
GSOutput output = (GSOutput)0;
output.Pos = mul(ubo.projection, mul(ubo.model, float4(pos, 1.0)));
output.Color = float3(1.0, 0.0, 0.0);
outStream.Append( output );
output.Pos = mul(ubo.projection, mul(ubo.model, float4(pos + normal * normalLength, 1.0)));
output.Color = float3(0.0, 0.0, 1.0);
outStream.Append( output );
outStream.RestartStrip();
}
}