40 lines
993 B
GLSL
40 lines
993 B
GLSL
// Copyright 2020 Google LLC
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struct VSInput
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{
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[[vk::location(0)]] float4 Pos : POSITION0;
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[[vk::location(2)]] float3 Color : COLOR0;
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[[vk::location(3)]] 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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float gradientPos;
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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)]] float3 Normal : NORMAL0;
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[[vk::location(1)]] float3 Color : COLOR0;
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[[vk::location(2)]] float3 EyePos : POSITION0;
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[[vk::location(3)]] float3 LightVec : TEXCOORD2;
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[[vk::location(4)]] float2 UV : TEXCOORD0;
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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.Normal = input.Normal;
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output.Color = input.Color;
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output.UV = float2(ubo.gradientPos, 0.0);
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output.Pos = mul(ubo.projection, mul(ubo.model, input.Pos));
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output.EyePos = mul(ubo.model, input.Pos).xyz;
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float4 lightPos = float4(0.0, 0.0, -5.0, 1.0);// * ubo.model;
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output.LightVec = normalize(lightPos.xyz - input.Pos.xyz);
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return output;
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}
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