procedural-3d-engine/shaders/hlsl/stencilbuffer/outline.vert

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// Copyright 2020 Google LLC
struct VSInput
{
[[vk::location(0)]] float4 Pos : POSITION0;
[[vk::location(2)]] float3 Normal : NORMAL0;
};
struct UBO
{
float4x4 projection;
float4x4 model;
float4 lightPos;
float outlineWidth;
};
cbuffer ubo : register(b0) { UBO ubo; }
float4 main(VSInput input) : SV_POSITION
{
// Extrude along normal
float4 pos = float4(input.Pos.xyz + input.Normal * ubo.outlineWidth, input.Pos.w);
return mul(ubo.projection, mul(ubo.model, pos));
}