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

81 lines
2.1 KiB
GLSL

// Copyright 2020 Google LLC
struct VSInput
{
[[vk::location(0)]] float4 Pos : POSITION0;
[[vk::location(1)]] float3 Normal : NORMAL0;
[[vk::location(2)]] float2 UV : TEXCOORD0;
[[vk::location(3)]] float3 Color : COLOR0;
[[vk::location(4)]] float3 instancePos : POSITION1;
[[vk::location(5)]] float3 instanceRot : TEXCOORD1;
[[vk::location(6)]] float instanceScale : TEXCOORD2;
[[vk::location(7)]] int instanceTexIndex : TEXCOORD3;
};
struct UBO
{
float4x4 projection;
float4x4 modelview;
};
cbuffer ubo : register(b0) { UBO ubo; }
struct VSOutput
{
float4 Pos : SV_POSITION;
[[vk::location(0)]] float3 Normal : NORMAL0;
[[vk::location(1)]] float3 Color : COLOR0;
[[vk::location(2)]] float3 UV : TEXCOORD0;
[[vk::location(3)]] float3 ViewVec : TEXCOORD1;
[[vk::location(4)]] float3 LightVec : TEXCOORD2;
};
VSOutput main(VSInput input)
{
VSOutput output = (VSOutput)0;
output.Color = input.Color;
output.UV = float3(input.UV, input.instanceTexIndex);
float4x4 mx, my, mz;
// rotate around x
float s = sin(input.instanceRot.x);
float c = cos(input.instanceRot.x);
mx[0] = float4(c, s, 0.0, 0.0);
mx[1] = float4(-s, c, 0.0, 0.0);
mx[2] = float4(0.0, 0.0, 1.0, 0.0);
mx[3] = float4(0.0, 0.0, 0.0, 1.0);
// rotate around y
s = sin(input.instanceRot.y);
c = cos(input.instanceRot.y);
my[0] = float4(c, 0.0, s, 0.0);
my[1] = float4(0.0, 1.0, 0.0, 0.0);
my[2] = float4(-s, 0.0, c, 0.0);
my[3] = float4(0.0, 0.0, 0.0, 1.0);
// rot around z
s = sin(input.instanceRot.z);
c = cos(input.instanceRot.z);
mz[0] = float4(1.0, 0.0, 0.0, 0.0);
mz[1] = float4(0.0, c, s, 0.0);
mz[2] = float4(0.0, -s, c, 0.0);
mz[3] = float4(0.0, 0.0, 0.0, 1.0);
float4x4 rotMat = mul(mz, mul(my, mx));
output.Normal = mul((float4x3)rotMat, input.Normal).xyz;
float4 pos = mul(rotMat, float4((input.Pos.xyz * input.instanceScale) + input.instancePos, 1.0));
output.Pos = mul(ubo.projection, mul(ubo.modelview, pos));
float4 wPos = mul(ubo.modelview, float4(pos.xyz, 1.0));
float4 lPos = float4(0.0, -5.0, 0.0, 1.0);
output.LightVec = lPos.xyz - pos.xyz;
output.ViewVec = -pos.xyz;
return output;
}