procedural-3d-engine/data/shaders/hlsl/oit/geometry.vert

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// Copyright 2020 Sascha Willems
struct VSInput
{
[[vk::location(0)]] float4 Pos : POSITION0;
};
struct RenderPassUBO
{
float4x4 projection;
float4x4 view;
};
cbuffer renderPassUBO : register(b0) { RenderPassUBO renderPassUBO; }
struct PushConsts {
float4x4 model;
float4 color;
};
[[vk::push_constant]] PushConsts pushConsts;
struct VSOutput
{
float4 Pos : SV_POSITION;
};
VSOutput main(VSInput input)
{
VSOutput output = (VSOutput)0;
output.Pos = mul(renderPassUBO.projection, mul(renderPassUBO.view, mul(pushConsts.model, input.Pos)));
return output;
}