procedural-3d-engine/shaders/slang/deferredshadows/shadow.slang

57 lines
1.1 KiB
Text
Raw Normal View History

/* Copyright (c) 2025, Sascha Willems
*
* SPDX-License-Identifier: MIT
*
*/
#define LIGHT_COUNT 3
struct VSInput
{
float4 Pos;
}
struct VSOutput
{
float4 Pos : SV_POSITION;
int InstanceIndex;
};
struct GSOutput
{
float4 Pos : SV_POSITION;
int Layer : SV_RenderTargetArrayIndex;
};
struct UBO
{
float4x4 mvp[LIGHT_COUNT];
float4 instancePos[3];
};
ConstantBuffer<UBO> ubo;
[shader("vertex")]
VSOutput vertexMain(VSInput input, uint InstanceIndex: SV_InstanceID)
{
VSOutput output;
output.InstanceIndex = InstanceIndex;
output.Pos = input.Pos;
return output;
}
[shader("geometry")]
[maxvertexcount(3)]
[instance(3)]
void geometryMain(triangle VSOutput input[3], uint InvocationID : SV_GSInstanceID, inout TriangleStream<GSOutput> outStream)
{
float4 instancedPos = ubo.instancePos[input[0].InstanceIndex];
for (int i = 0; i < 3; i++)
{
float4 tmpPos = input[i].Pos + instancedPos;
GSOutput output;
output.Pos = mul(ubo.mvp[InvocationID], tmpPos);
output.Layer = InvocationID;
outStream.Append( output );
}
outStream.RestartStrip();
}