Apply ab38f8b1's changes to offscreen HLSL shaders

This commit is contained in:
Ben Clayton 2020-05-21 15:01:41 +01:00
parent 8cacf0b4e9
commit 7b12f89deb
3 changed files with 6 additions and 4 deletions

View file

@ -49,7 +49,7 @@ Shaders written to mirror the GLSL versions at `eddd724`. There have been change
| nv_ray_tracing_reflections | ☑ | ☑ | ☑ | ☑
| nv_ray_tracing_shadows | ☑ | ☑ | ☑ | ☑
| occlusionquery | ☑ | ☑ | ☑ | ☑
| offscreen | ☑ | ☑ | ☑ | ❌
| offscreen | ☑ | ☑ | ☑ | ☑
| parallaxmapping | ☑ | ☑ | ☑ | ☑
| particlefire | ☑ | ☑ | ☑ | ☑
| pbrbasic | ☑ | ☑ | ☑ | ☑

View file

@ -9,6 +9,7 @@ struct VSInput
struct UBO
{
float4x4 projection;
float4x4 view;
float4x4 model;
};
@ -25,7 +26,7 @@ VSOutput main(VSInput input)
{
VSOutput output = (VSOutput)0;
output.UV = input.UV;
output.ProjCoord = mul(ubo.projection, mul(ubo.model, float4(input.Pos.xyz, 1.0)));
output.ProjCoord = mul(ubo.projection, mul(ubo.view, mul(ubo.model, float4(input.Pos.xyz, 1.0))));
output.Pos = output.ProjCoord;
return output;
}

View file

@ -10,6 +10,7 @@ struct VSInput
struct UBO
{
float4x4 projection;
float4x4 view;
float4x4 model;
float4 lightPos;
};
@ -31,8 +32,8 @@ VSOutput main(VSInput input)
VSOutput output = (VSOutput)0;
output.Normal = input.Normal;
output.Color = input.Color;
output.Pos = mul(ubo.projection, mul(ubo.model, input.Pos));
output.EyePos = mul(ubo.model, input.Pos).xyz;
output.Pos = mul(ubo.projection, mul(ubo.view, mul(ubo.model, input.Pos)));
output.EyePos = mul(ubo.view, mul(ubo.model, input.Pos)).xyz;
output.LightVec = normalize(ubo.lightPos.xyz - output.EyePos);
// Clip against reflection plane