procedural-3d-engine/shaders/hlsl/texturearray/instancing.vert
2023-05-09 21:03:02 +02:00

37 lines
745 B
GLSL

// Copyright 2020 Google LLC
struct VSInput
{
[[vk::location(0)]] float3 Pos : POSITION0;
[[vk::location(1)]] float2 UV : TEXCOORD0;
};
struct Instance
{
float4x4 model;
float4 arrayIndex;
};
struct UBO
{
float4x4 projection;
float4x4 view;
Instance instance[8];
};
cbuffer ubo : register(b0) { UBO ubo; }
struct VSOutput
{
float4 Pos : SV_POSITION;
[[vk::location(0)]] float3 UV : TEXCOORD0;
};
VSOutput main(VSInput input, uint InstanceIndex : SV_InstanceID)
{
VSOutput output = (VSOutput)0;
output.UV = float3(input.UV, ubo.instance[InstanceIndex].arrayIndex.x);
float4x4 modelView = mul(ubo.view, ubo.instance[InstanceIndex].model);
output.Pos = mul(ubo.projection, mul(modelView, float4(input.Pos, 1.0)));
return output;
}