47 lines
1.2 KiB
Text
47 lines
1.2 KiB
Text
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/* Copyright (c) 2025, Sascha Willems
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*
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* SPDX-License-Identifier: MIT
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*
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*/
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struct VSInput
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{
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[[vk::location(0)]] float3 Pos;
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[[vk::location(1)]] float3 Normal;
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[[vk::location(2)]] float2 UV;
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[[vk::location(3)]] float3 Color;
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};
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struct MatrixReference {
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float4x4 matrix;
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};
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struct PushConsts {
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// Pointer to the buffer with the scene's MVP matrix
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ConstBufferPointer<MatrixReference> sceneDataReference;
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// Pointer to the buffer for the data for each model
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ConstBufferPointer<MatrixReference> modelDataReference;
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};
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[[vk::push_constant]] PushConsts pushConstants;
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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)]] float3 Normal;
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[[vk::location(1)]] float3 Color;
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[[vk::location(2)]] float2 UV;
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};
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[shader("vertex")]
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VSOutput main(VSInput input)
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{
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MatrixReference sceneData = pushConstants.sceneDataReference.get();
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MatrixReference modelData = pushConstants.modelDataReference.get();
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VSOutput output;
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output.Normal = input.Normal;
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output.Color = input.Color;
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output.UV = input.UV;
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output.Pos = mul(sceneData.matrix, mul(modelData.matrix, float4(input.Pos.xyz, 1.0)));
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return output;
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}
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