procedural-3d-engine/data/shaders/hlsl/shadowmapping/scene.vert
2022-05-08 11:43:06 +02:00

56 lines
1.3 KiB
GLSL

// Copyright 2020 Google LLC
struct VSInput
{
[[vk::location(0)]] float3 Pos : POSITION0;
[[vk::location(1)]] float2 UV : TEXCOORD0;
[[vk::location(2)]] float3 Color : COLOR0;
[[vk::location(3)]] float3 Normal : NORMAL0;
};
struct UBO
{
float4x4 projection;
float4x4 view;
float4x4 model;
float4x4 lightSpace;
float4 lightPos;
float zNear;
float zFar;
};
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 ViewVec : TEXCOORD1;
[[vk::location(3)]] float3 LightVec : TEXCOORD2;
[[vk::location(4)]] float4 ShadowCoord : TEXCOORD3;
};
static const float4x4 biasMat = float4x4(
0.5, 0.0, 0.0, 0.5,
0.0, 0.5, 0.0, 0.5,
0.0, 0.0, 1.0, 0.0,
0.0, 0.0, 0.0, 1.0 );
VSOutput main(VSInput input)
{
VSOutput output = (VSOutput)0;
output.Color = input.Color;
output.Normal = input.Normal;
output.Pos = mul(ubo.projection, mul(ubo.view, mul(ubo.model, float4(input.Pos.xyz, 1.0))));
float4 pos = mul(ubo.model, float4(input.Pos, 1.0));
output.Normal = mul((float3x3)ubo.model, input.Normal);
output.LightVec = normalize(ubo.lightPos.xyz - input.Pos);
output.ViewVec = -pos.xyz;
output.ShadowCoord = mul(biasMat, mul(ubo.lightSpace, mul(ubo.model, float4(input.Pos, 1.0))));
return output;
}