procedural-3d-engine/data/shaders/hlsl/occlusionquery/simple.vert

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// Copyright 2020 Google LLC
struct UBO
{
float4x4 projection;
float4x4 modelview;
float4 lightPos;
};
cbuffer ubo : register(b0) { UBO ubo; }
struct VSOutput
{
float4 Pos : SV_POSITION;
[[vk::location(0)]] float3 Color : COLOR0;
};
VSOutput main([[vk::location(0)]] float3 Pos : POSITION0)
{
VSOutput output = (VSOutput)0;
output.Pos = mul(ubo.projection, mul(ubo.modelview, float4(Pos.xyz, 1.0)));
return output;
}