procedural-3d-engine/shaders/hlsl/pipelinestatistics/scene.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)]] float3 Color : COLOR0;
};
struct UBO
{
float4x4 projection;
float4x4 modelview;
float4 lightPos;
};
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 ViewVec : TEXCOORD1;
[[vk::location(3)]] float3 LightVec : TEXCOORD2;
};
struct PushConsts {
float3 objPos;
};
[[vk::push_constant]] PushConsts pushConsts;
VSOutput main(VSInput input)
{
VSOutput output = (VSOutput)0;
output.Normal = input.Normal;
output.Color = input.Color;
float3 locPos = mul(ubo.modelview, float4(input.Pos, 1.0)).xyz;
float3 worldPos = mul(ubo.modelview, float4(input.Pos + pushConsts.objPos, 1.0)).xyz;
output.Pos = mul(ubo.projection, float4(worldPos, 1.0));
float4 pos = mul(ubo.modelview, float4(worldPos, 1.0));
output.Normal = mul((float3x3)ubo.modelview, input.Normal);
output.LightVec = ubo.lightPos.xyz - pos.xyz;
output.ViewVec = -pos.xyz;
return output;
}