procedural-3d-engine/shaders/hlsl/shadowmappingcascade/depthpass.vert

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// Copyright 2020 Google LLC
2024-10-06 15:17:11 +02:00
// Copyright 2024 Sascha Willems
struct VSInput
{
[[vk::location(0)]] float3 Pos : POSITION0;
[[vk::location(1)]] float2 UV : TEXCOORD0;
};
// todo: pass via specialization constant
#define SHADOW_MAP_CASCADE_COUNT 4
struct PushConsts {
float4 position;
uint cascadeIndex;
};
[[vk::push_constant]] PushConsts pushConsts;
struct UBO {
float4x4 cascadeViewProjMat[SHADOW_MAP_CASCADE_COUNT];
};
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cbuffer ubo : register(b3) { UBO ubo; }
struct VSOutput
{
float4 Pos : SV_POSITION;
[[vk::location(0)]] float2 UV : TEXCOORD0;
};
VSOutput main(VSInput input)
{
VSOutput output = (VSOutput)0;
output.UV = input.UV;
float3 pos = input.Pos + pushConsts.position.xyz;
output.Pos = mul(ubo.cascadeViewProjMat[pushConsts.cascadeIndex], float4(pos, 1.0));
return output;
}