46 lines
1.1 KiB
GLSL
46 lines
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)]] float4 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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// Instanced attributes
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[[vk::location(3)]] float3 instancePos : TEXCOORD0;
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[[vk::location(4)]] float instanceScale : TEXCOORD1;
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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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};
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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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VSOutput main(VSInput input)
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{
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VSOutput output = (VSOutput)0;
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output.Color = input.Color;
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output.Normal = input.Normal;
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float4 pos = float4((input.Pos.xyz * input.instanceScale) + input.instancePos, 1.0);
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output.Pos = mul(ubo.projection, mul(ubo.modelview, pos));
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float4 wPos = mul(ubo.modelview, float4(pos.xyz, 1.0));
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float4 lPos = float4(0.0, 10.0, 50.0, 1.0);
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output.LightVec = lPos.xyz - pos.xyz;
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output.ViewVec = -pos.xyz;
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return output;
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}
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