procedural-3d-engine/shaders/slang/meshshader/meshshader.slang

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/* Copyright (c) 2025, Sascha Willems
*
* SPDX-License-Identifier: MIT
*
*/
struct VertexOutput
{
float4 position : SV_Position;
float4 color;
};
struct UBO
{
float4x4 projection;
float4x4 model;
float4x4 view;
};
ConstantBuffer<UBO> ubo;
static const float4 positions[3] = {
float4( 0.0, -1.0, 0.0, 1.0),
float4(-1.0, 1.0, 0.0, 1.0),
float4( 1.0, 1.0, 0.0, 1.0)
};
static const float4 colors[3] = {
float4(0.0, 1.0, 0.0, 1.0),
float4(0.0, 0.0, 1.0, 1.0),
float4(1.0, 0.0, 0.0, 1.0)
};
struct DummyPayLoad
{
uint dummyData;
};
// We don't use pay loads in this sample, but the fn call requires one
groupshared DummyPayLoad dummyPayLoad;
[shader("amplification")]
[numthreads(1, 1, 1)]
void amplificationMain()
{
DispatchMesh(3, 1, 1, dummyPayLoad);
}
[shader("mesh")]
[outputtopology("triangle")]
[numthreads(1, 1, 1)]
void meshMain(out indices uint3 triangles[1], out vertices VertexOutput vertices[3], uint3 DispatchThreadID : SV_DispatchThreadID)
{
float4x4 mvp = mul(ubo.projection, mul(ubo.view, ubo.model));
float4 offset = float4(0.0, 0.0, float(DispatchThreadID.x), 0.0);
SetMeshOutputCounts(3, 1);
for (uint i = 0; i < 3; i++) {
vertices[i].position = mul(mvp, positions[i] + offset);
vertices[i].color = colors[i];
}
SetMeshOutputCounts(3, 1);
triangles[0] = uint3(0, 1, 2);
}
[shader("fragment")]
float4 fragmentMain(VertexOutput input)
{
return input.color;
}