2020-05-21 10:20:19 +00:00
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// Copyright 2020 Google LLC
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2024-10-06 15:17:11 +02:00
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// Copyright 2024 Sascha Willems
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2020-05-21 10:20:19 +00:00
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struct VSInput
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{
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[[vk::location(0)]] float3 Pos : POSITION0;
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[[vk::location(1)]] float2 UV : TEXCOORD0;
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};
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// todo: pass via specialization constant
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#define SHADOW_MAP_CASCADE_COUNT 4
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struct PushConsts {
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float4 position;
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uint cascadeIndex;
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};
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[[vk::push_constant]] PushConsts pushConsts;
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struct UBO {
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float4x4 cascadeViewProjMat[SHADOW_MAP_CASCADE_COUNT];
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};
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2024-10-06 15:17:11 +02:00
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cbuffer ubo : register(b3) { UBO ubo; }
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2020-05-21 10:20:19 +00:00
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struct VSOutput
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{
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float4 Pos : SV_POSITION;
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[[vk::location(0)]] float2 UV : TEXCOORD0;
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};
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VSOutput main(VSInput input)
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{
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VSOutput output = (VSOutput)0;
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output.UV = input.UV;
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float3 pos = input.Pos + pushConsts.position.xyz;
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output.Pos = mul(ubo.cascadeViewProjMat[pushConsts.cascadeIndex], float4(pos, 1.0));
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return output;
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}
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