procedural-3d-engine/shaders/hlsl/offscreen/phong.vert
Sascha Willems 3ecc0d2e1f Adjust clipping planes
Fixes #1183
2025-02-01 15:35:19 +01:00

43 lines
1 KiB
GLSL

// Copyright 2020 Google LLC
struct VSInput
{
[[vk::location(0)]] float4 Pos : POSITION0;
[[vk::location(1)]] float3 Color : COLOR0;
[[vk::location(2)]] float3 Normal : NORMAL0;
};
struct UBO
{
float4x4 projection;
float4x4 view;
float4x4 model;
float4 lightPos;
};
cbuffer ubo : register(b0) { UBO ubo; }
struct VSOutput
{
float4 Pos : SV_POSITION;
float ClipDistance : SV_ClipDistance0;
[[vk::location(0)]] float3 Normal : NORMAL0;
[[vk::location(1)]] float3 Color : COLOR0;
[[vk::location(2)]] float3 EyePos : POSITION0;
[[vk::location(3)]] float3 LightVec : TEXCOORD2;
};
VSOutput main(VSInput input)
{
VSOutput output = (VSOutput)0;
output.Normal = input.Normal;
output.Color = input.Color;
output.Pos = mul(ubo.projection, mul(ubo.view, mul(ubo.model, input.Pos)));
output.EyePos = mul(ubo.view, mul(ubo.model, input.Pos)).xyz;
output.LightVec = normalize(ubo.lightPos.xyz - output.EyePos);
// Clip against reflection plane
float4 clipPlane = float4(0.0, -1.0, 0.0, 0.0);
output.ClipDistance = dot(input.Pos, clipPlane);
return output;
}