48 lines
1.1 KiB
GLSL
48 lines
1.1 KiB
GLSL
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// Copyright 2020 Google LLC
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struct VSInput
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{
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[[vk::location(0)]] float3 Pos : POSITION0;
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[[vk::location(1)]] float2 UV : TEXCOORD0;
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[[vk::location(2)]] float3 Color : COLOR0;
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[[vk::location(3)]] float3 Normal : NORMAL0;
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};
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struct UBO {
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float4x4 projection;
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float4x4 view;
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float4x4 model;
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};
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cbuffer ubo : register(b0) { UBO ubo; }
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struct VSOutput
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{
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float4 Pos : SV_POSITION;
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[[vk::location(0)]] float3 Normal : NORMAL0;
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[[vk::location(1)]] float3 Color : COLOR0;
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[[vk::location(2)]] float3 ViewPos : POSITION1;
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[[vk::location(3)]] float3 WorldPos : POSITION0;
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[[vk::location(4)]] float2 UV : TEXCOORD0;
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};
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struct PushConsts {
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float4 position;
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uint cascadeIndex;
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};
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[[vk::push_constant]] PushConsts pushConsts;
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VSOutput main(VSInput input)
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{
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VSOutput output = (VSOutput)0;
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output.Color = input.Color;
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output.Normal = input.Normal;
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output.UV = input.UV;
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float3 pos = input.Pos + pushConsts.position.xyz;
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output.WorldPos = pos;
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output.ViewPos = mul(ubo.view, float4(pos.xyz, 1.0)).xyz;
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output.Pos = mul(ubo.projection, mul(ubo.view, mul(ubo.model, float4(pos.xyz, 1.0))));
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return output;
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}
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