procedural-3d-engine/shaders/hlsl/multiview/multiview.vert
2023-05-09 21:03:02 +02:00

43 lines
1 KiB
GLSL

// Copyright 2020 Google LLC
struct VSInput
{
[[vk::location(0)]] float3 Pos : POSITION0;
[[vk::location(1)]] float3 Normal : NORMAL0;
[[vk::location(2)]] float3 Color : COLOR0;
};
struct VSOutput
{
float4 Pos : SV_POSITION;
[[vk::location(0)]] float3 Normal : NORMAL0;
[[vk::location(1)]] float3 Color : COLOR0;
[[vk::location(2)]] float3 ViewVec : TEXCOORD1;
[[vk::location(3)]] float3 LightVec : TEXCOORD2;
};
struct UBO
{
float4x4 projection[2];
float4x4 modelview[2];
float4 lightPos;
};
cbuffer ubo : register(b0) { UBO ubo; }
VSOutput main(VSInput input, uint ViewIndex : SV_ViewID)
{
VSOutput output = (VSOutput)0;
output.Color = input.Color;
output.Normal = mul((float3x3)ubo.modelview[ViewIndex], input.Normal);
float4 pos = float4(input.Pos.xyz, 1.0);
float4 worldPos = mul(ubo.modelview[ViewIndex], pos);
float3 lPos = mul(ubo.modelview[ViewIndex], ubo.lightPos).xyz;
output.LightVec = lPos - worldPos.xyz;
output.ViewVec = -worldPos.xyz;
output.Pos = mul(ubo.projection[ViewIndex], worldPos);
return output;
}