procedural-3d-engine/shaders/hlsl/terraintessellation/skysphere.vert

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// Copyright 2020 Google LLC
struct VSInput
{
[[vk::location(0)]] float3 Pos : POSITION0;
[[vk::location(1)]] float3 Normal : NORMAL0;
[[vk::location(2)]] float2 UV : TEXCOORD0;
};
struct VSOutput
{
float4 Pos : SV_POSITION;
[[vk::location(0)]] float2 UV : TEXCOORD0;
};
struct UBO
{
float4x4 mvp;
};
cbuffer ubo : register(b0) { UBO ubo; };
VSOutput main(VSInput input)
{
VSOutput output = (VSOutput)0;
output.Pos = mul(ubo.mvp, float4(input.Pos, 1.0));
output.UV = input.UV;
return output;
}