procedural-3d-engine/shaders/hlsl/debugprintf/toon.vert
2023-12-24 14:50:29 +01:00

42 lines
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1 KiB
GLSL

struct VSInput
{
[[vk::location(0)]] float3 Pos : POSITION0;
[[vk::location(1)]] float3 Normal : NORMAL0;
[[vk::location(2)]] float3 Color : COLOR0;
};
struct UBO
{
float4x4 projection;
float4x4 model;
float4 lightPos;
};
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;
};
VSOutput main(VSInput input)
{
VSOutput output = (VSOutput)0;
output.Normal = input.Normal;
output.Color = input.Color;
output.Pos = mul(ubo.projection, mul(ubo.model, float4(input.Pos.xyz, 1.0)));
float4 pos = mul(ubo.model, float4(input.Pos, 1.0));
// Output the vertex position using debug printf
printf("Position = %v4f", pos);
output.Normal = mul((float4x3)ubo.model, input.Normal).xyz;
float3 lPos = mul((float4x3)ubo.model, ubo.lightPos.xyz).xyz;
output.LightVec = lPos - pos.xyz;
output.ViewVec = -pos.xyz;
return output;
}