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

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668 B
GLSL

// Copyright 2020 Google LLC
struct VSOutput
{
float4 Pos : SV_POSITION;
[[vk::location(0)]] float4 WorldPos : POSITION0;
[[vk::location(1)]] float3 LightPos : POSITION1;
};
struct UBO
{
float4x4 projection;
float4x4 view;
float4x4 model;
float4 lightPos;
};
cbuffer ubo : register(b0) { UBO ubo; }
struct PushConsts
{
float4x4 view;
};
[[vk::push_constant]] PushConsts pushConsts;
VSOutput main([[vk::location(0)]] float3 Pos : POSITION0)
{
VSOutput output = (VSOutput)0;
output.Pos = mul(ubo.projection, mul(pushConsts.view, mul(ubo.model, float4(Pos, 1.0))));
output.WorldPos = float4(Pos, 1.0);
output.LightPos = ubo.lightPos.xyz;
return output;
}