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

42 lines
1 KiB
GLSL

// Copyright 2020 Google LLC
struct VSInput
{
[[vk::location(0)]] float4 Pos : POSITION0;
[[vk::location(1)]] float3 Normal : NORMAL0;
[[vk::location(2)]] float3 Color : COLOR0;
};
struct UBO
{
float4x4 projection;
float4x4 model;
float4x4 normal;
float4x4 view;
int texIndex;
};
cbuffer ubo : register(b0) { UBO ubo; }
struct VSOutput
{
float4 Pos : SV_POSITION;
[[vk::location(0)]] float3 Color : COLOR0;
[[vk::location(1)]] float3 EyePos : POSITION0;
[[vk::location(2)]] float3 Normal : NORMAL0;
[[vk::location(3)]] int TexIndex : TEXCOORD1;
};
VSOutput main(VSInput input)
{
VSOutput output = (VSOutput)0;
output.Color = input.Color;
float4x4 modelView = mul(ubo.view, ubo.model);
output.EyePos = normalize( mul(modelView, input.Pos ).xyz );
output.TexIndex = ubo.texIndex;
output.Normal = normalize( mul((float3x3)ubo.normal, input.Normal) );
float3 r = reflect( output.EyePos, output.Normal );
float m = 2.0 * sqrt( pow(r.x, 2.0) + pow(r.y, 2.0) + pow(r.z + 1.0, 2.0));
output.Pos = mul(ubo.projection, mul(modelView, input.Pos));
return output;
}