57 lines
No EOL
1.1 KiB
Text
57 lines
No EOL
1.1 KiB
Text
/* Copyright (c) 2025, Sascha Willems
|
|
*
|
|
* SPDX-License-Identifier: MIT
|
|
*
|
|
*/
|
|
|
|
#define LIGHT_COUNT 3
|
|
|
|
struct VSInput
|
|
{
|
|
float4 Pos;
|
|
}
|
|
|
|
struct VSOutput
|
|
{
|
|
float4 Pos : SV_POSITION;
|
|
int InstanceIndex;
|
|
};
|
|
|
|
struct GSOutput
|
|
{
|
|
float4 Pos : SV_POSITION;
|
|
int Layer : SV_RenderTargetArrayIndex;
|
|
};
|
|
|
|
struct UBO
|
|
{
|
|
float4x4 mvp[LIGHT_COUNT];
|
|
float4 instancePos[3];
|
|
};
|
|
ConstantBuffer<UBO> ubo;
|
|
|
|
[shader("vertex")]
|
|
VSOutput vertexMain(VSInput input, uint InstanceIndex: SV_InstanceID)
|
|
{
|
|
VSOutput output;
|
|
output.InstanceIndex = InstanceIndex;
|
|
output.Pos = input.Pos;
|
|
return output;
|
|
}
|
|
|
|
[shader("geometry")]
|
|
[maxvertexcount(3)]
|
|
[instance(3)]
|
|
void geometryMain(triangle VSOutput input[3], uint InvocationID : SV_GSInstanceID, inout TriangleStream<GSOutput> outStream)
|
|
{
|
|
float4 instancedPos = ubo.instancePos[input[0].InstanceIndex];
|
|
for (int i = 0; i < 3; i++)
|
|
{
|
|
float4 tmpPos = input[i].Pos + instancedPos;
|
|
GSOutput output;
|
|
output.Pos = mul(ubo.mvp[InvocationID], tmpPos);
|
|
output.Layer = InvocationID;
|
|
outStream.Append( output );
|
|
}
|
|
outStream.RestartStrip();
|
|
} |