/* Copyright (c) 2025, Sascha Willems * * SPDX-License-Identifier: MIT * */ struct VSInput { float4 Pos; float2 UV; float3 Color; float3 Normal; }; struct VSOutput { float4 Pos : SV_POSITION; float3 Normal; float2 UV; float3 Color; float3 WorldPos; }; struct FSOutput { float4 Position : SV_TARGET0; float4 Normal : SV_TARGET1; float4 Albedo : SV_TARGET2; }; struct UBO { float4x4 projection; float4x4 model; float4x4 view; float nearPlane; float farPlane; }; ConstantBuffer ubo; [[vk::binding(0, 1)]] Texture2D textureColorMap; [[vk::binding(0, 1)]] SamplerState samplerColorMap; [shader("vertex")] VSOutput vertexMain(VSInput input) { VSOutput output; output.Pos = mul(ubo.projection, mul(ubo.view, mul(ubo.model, input.Pos))); output.UV = input.UV; // Vertex position in view space output.WorldPos = mul(ubo.view, mul(ubo.model, input.Pos)).xyz; // Normal in view space float3x3 normalMatrix = (float3x3)mul(ubo.view, ubo.model); output.Normal = mul(normalMatrix, input.Normal); output.Color = input.Color; return output; } float linearDepth(float depth) { float z = depth * 2.0f - 1.0f; return (2.0f * ubo.nearPlane * ubo.farPlane) / (ubo.farPlane + ubo.nearPlane - z * (ubo.farPlane - ubo.nearPlane)); } [shader("fragment")] FSOutput fragmentMain(VSOutput input) { FSOutput output; output.Position = float4(input.WorldPos, linearDepth(input.Pos.z)); output.Normal = float4(normalize(input.Normal) * 0.5 + 0.5, 1.0); output.Albedo = textureColorMap.Sample(samplerColorMap, input.UV) * float4(input.Color, 1.0); return output; }