Add shaders re-implemented in HLSL
These were written against the shaders at revision eddd724e7.
There have been changes made since then, which will need to be mirrored.
See `data/hlsl/README.md` for the current status of each sample.
This commit is contained in:
parent
10a1ecaf7b
commit
cce75f1859
287 changed files with 11263 additions and 0 deletions
45
data/hlsl/indirectdraw/ground.vert
Normal file
45
data/hlsl/indirectdraw/ground.vert
Normal file
|
|
@ -0,0 +1,45 @@
|
|||
// Copyright 2020 Google LLC
|
||||
|
||||
struct VSInput
|
||||
{
|
||||
[[vk::location(0)]] float4 Pos : POSITION0;
|
||||
[[vk::location(1)]] float3 Normal : NORMAL0;
|
||||
[[vk::location(2)]] float2 UV : TEXCOORD0;
|
||||
[[vk::location(3)]] float3 Color : COLOR0;
|
||||
};
|
||||
|
||||
struct UBO
|
||||
{
|
||||
float4x4 projection;
|
||||
float4x4 modelview;
|
||||
};
|
||||
|
||||
cbuffer ubo : register(b0) { UBO ubo; }
|
||||
|
||||
struct VSOutput
|
||||
{
|
||||
float4 Pos : SV_POSITION;
|
||||
[[vk::location(0)]] float3 Normal : NORMAL0;
|
||||
[[vk::location(1)]] float3 Color : COLOR0;
|
||||
[[vk::location(2)]] float2 UV : TEXCOORD0;
|
||||
[[vk::location(3)]] float3 ViewVec : TEXCOORD1;
|
||||
[[vk::location(4)]] float3 LightVec : TEXCOORD2;
|
||||
};
|
||||
|
||||
VSOutput main(VSInput input)
|
||||
{
|
||||
VSOutput output = (VSOutput)0;
|
||||
output.Color = input.Color;
|
||||
output.UV = input.UV * 32.0;
|
||||
output.Normal = input.Normal;
|
||||
|
||||
float4 pos = float4(input.Pos.xyz, 1.0);
|
||||
|
||||
output.Pos = mul(ubo.projection, mul(ubo.modelview, pos));
|
||||
|
||||
float4 wPos = mul(ubo.modelview, float4(pos.xyz, 1.0));
|
||||
float4 lPos = float4(0.0, -5.0, 0.0, 1.0);
|
||||
output.LightVec = lPos.xyz - pos.xyz;
|
||||
output.ViewVec = -pos.xyz;
|
||||
return output;
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue