48 lines
No EOL
1.1 KiB
GLSL
48 lines
No EOL
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)]] float3 Normal : NORMAL0;
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[[vk::location(2)]] float3 Color : COLOR0;
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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 modelview;
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float4 lightPos;
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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 ViewVec : TEXCOORD1;
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[[vk::location(3)]] float3 LightVec : TEXCOORD2;
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};
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struct PushConsts {
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float3 objPos;
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};
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[[vk::push_constant]] PushConsts pushConsts;
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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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float3 locPos = mul(ubo.modelview, float4(input.Pos, 1.0)).xyz;
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float3 worldPos = mul(ubo.modelview, float4(input.Pos + pushConsts.objPos, 1.0)).xyz;
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output.Pos = mul(ubo.projection, float4(worldPos, 1.0));
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float4 pos = mul(ubo.modelview, float4(worldPos, 1.0));
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output.Normal = mul((float3x3)ubo.modelview, input.Normal);
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output.LightVec = ubo.lightPos.xyz - pos.xyz;
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output.ViewVec = -pos.xyz;
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return output;
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} |