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

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