procedural-3d-engine/shaders/hlsl/bloom/phongpass.vert

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// Copyright 2020 Google LLC
struct VSInput
{
[[vk::location(0)]] float4 Pos : POSITION0;
[[vk::location(1)]] float2 UV : TEXCOORD0;
[[vk::location(2)]] float3 Color : COLOR0;
[[vk::location(3)]] float3 Normal : NORMAL0;
};
struct VSOutput
{
float4 Pos : SV_POSITION;
[[vk::location(0)]] float3 Normal : NORMAL0;
[[vk::location(1)]] float2 UV : TEXCOORD0;
[[vk::location(2)]] float3 Color : COLOR0;
[[vk::location(3)]] float3 ViewVec : TEXCOORD1;
[[vk::location(4)]] float3 LightVec : TEXCOORD2;
};
cbuffer UBO : register(b0)
{
float4x4 projection;
float4x4 view;
float4x4 model;
};
VSOutput main(VSInput input)
{
VSOutput output = (VSOutput)0;
output.Normal = input.Normal;
output.Color = input.Color;
output.UV = input.UV;
output.Pos = mul(projection, mul(view, mul(model, input.Pos)));
float3 lightPos = float3(-5.0, -5.0, 0.0);
float4 pos = mul(view, mul(model, input.Pos));
output.Normal = mul((float4x3)mul(view, model), input.Normal).xyz;
output.LightVec = lightPos - pos.xyz;
output.ViewVec = -pos.xyz;
return output;
}