procedural-3d-engine/shaders/hlsl/descriptorindexing/descriptorindexing.vert

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// Copyright 2021 Sascha Willems
struct VSInput
{
[[vk::location(0)]] float3 Pos : POSITION0;
[[vk::location(1)]] float2 UV : TEXCOORD0;
[[vk::location(2)]] int TextureIndex : TEXTUREINDEX0;
};
struct Matrices {
float4x4 projection;
float4x4 view;
float4x4 model;
};
cbuffer matrices : register(b0) { Matrices matrices; };
struct VSOutput
{
float4 Pos : SV_POSITION;
[[vk::location(0)]] int TextureIndex : TEXTUREINDEX0;
[[vk::location(1)]] float2 UV : TEXCOORD0;
};
VSOutput main(VSInput input)
{
VSOutput output = (VSOutput)0;
output.UV = input.UV;
output.TextureIndex = input.TextureIndex;
output.Pos = mul(matrices.projection, mul(matrices.view, mul(matrices.model, float4(input.Pos.xyz, 1.0))));
return output;
}