procedural-3d-engine/data/shaders/hlsl/shadowmappingcascade/debugshadowmap.vert

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// Copyright 2020 Google LLC
struct PushConsts {
float4 position;
uint cascadeIndex;
};
[[vk::push_constant]] PushConsts pushConsts;
struct VSOutput
{
float4 Pos : SV_POSITION;
[[vk::location(0)]] float2 UV : TEXCOORD0;
[[vk::location(1)]] uint CascadeIndex : TEXCOORD1;
};
VSOutput main(uint VertexIndex : SV_VertexID)
{
VSOutput output = (VSOutput)0;
output.UV = float2((VertexIndex << 1) & 2, VertexIndex & 2);
output.CascadeIndex = pushConsts.cascadeIndex;
output.Pos = float4(output.UV * 2.0f - 1.0f, 0.0f, 1.0f);
return output;
}