47 lines
1.1 KiB
GLSL
47 lines
1.1 KiB
GLSL
// Copyright 2020 Google LLC
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struct VSInput
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{
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[[vk::location(0)]] float3 Pos : POSITION0;
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[[vk::location(1)]] float2 UV : TEXCOORD0;
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[[vk::location(2)]] float3 Normal : NORMAL0;
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};
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struct UBO
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{
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float4x4 projection;
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float4x4 model;
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float4 viewPos;
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float lodBias;
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};
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cbuffer ubo : register(b0) { UBO ubo; }
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struct VSOutput
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{
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float4 Pos : SV_POSITION;
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[[vk::location(0)]] float2 UV : TEXCOORD0;
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[[vk::location(1)]] float LodBias : TEXCOORD3;
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[[vk::location(2)]] float3 Normal : NORMAL0;
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[[vk::location(3)]] float3 ViewVec : TEXCOORD1;
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[[vk::location(4)]] float3 LightVec : TEXCOORD2;
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};
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VSOutput main(VSInput input)
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{
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VSOutput output = (VSOutput)0;
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output.UV = input.UV;
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output.LodBias = ubo.lodBias;
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float3 worldPos = mul(ubo.model, float4(input.Pos, 1.0)).xyz;
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output.Pos = mul(ubo.projection, mul(ubo.model, float4(input.Pos.xyz, 1.0)));
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float4 pos = mul(ubo.model, float4(input.Pos, 1.0));
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output.Normal = mul((float3x3)ubo.model, input.Normal);
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float3 lightPos = float3(0.0, 0.0, 0.0);
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float3 lPos = mul((float3x3)ubo.model, lightPos.xyz);
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output.LightVec = lPos - pos.xyz;
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output.ViewVec = ubo.viewPos.xyz - pos.xyz;
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return output;
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}
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