procedural-3d-engine/data/hlsl/shadowmapping/offscreen.vert
Ben Clayton cce75f1859 Add shaders re-implemented in HLSL
These were written against the shaders at revision eddd724e7.
There have been changes made since then, which will need to be mirrored.

See `data/hlsl/README.md` for the current status of each sample.
2020-05-21 12:58:13 +01:00

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GLSL

// Copyright 2020 Google LLC
struct UBO
{
float4x4 depthMVP;
};
cbuffer ubo : register(b0) { UBO ubo; }
float4 main([[vk::location(0)]] float3 Pos : POSITION0) : SV_POSITION
{
return mul(ubo.depthMVP, float4(Pos, 1.0));
}