Move `data/shaders` to `data/shaders/glsl` Move `data/hlsl` to `data/shaders/hlsl` Fix up shader paths in the cpp files to point to the new glsl location. `data/shaders/hlsl/compile.py` still overwrites the glsl .spv files (for now). Issue: #723
56 lines
No EOL
1.4 KiB
GLSL
56 lines
No EOL
1.4 KiB
GLSL
// Copyright 2020 Google LLC
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struct UBO
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{
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float4x4 projection[2];
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float4x4 modelview[2];
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float4 lightPos;
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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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};
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struct GSOutput
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{
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float4 Pos : SV_POSITION;
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uint ViewportIndex : SV_ViewportArrayIndex;
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uint PrimitiveID : SV_PrimitiveID;
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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 : TEXCOOR1;
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[[vk::location(3)]] float3 LightVec : TEXCOOR2;
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};
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[maxvertexcount(3)]
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[instance(2)]
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void main(triangle VSOutput input[3], inout TriangleStream<GSOutput> outStream, uint InvocationID : SV_GSInstanceID, uint PrimitiveID : SV_PrimitiveID)
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{
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for(int i = 0; i < 3; i++)
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{
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GSOutput output = (GSOutput)0;
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output.Normal = mul((float3x3)ubo.modelview[InvocationID], input[i].Normal);
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output.Color = input[i].Color;
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float4 pos = input[i].Pos;
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float4 worldPos = mul(ubo.modelview[InvocationID], pos);
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float3 lPos = mul(ubo.modelview[InvocationID], ubo.lightPos).xyz;
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output.LightVec = lPos - worldPos.xyz;
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output.ViewVec = -worldPos.xyz;
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output.Pos = mul(ubo.projection[InvocationID], worldPos);
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// Set the viewport index that the vertex will be emitted to
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output.ViewportIndex = InvocationID;
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output.PrimitiveID = PrimitiveID;
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outStream.Append( output );
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}
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outStream.RestartStrip();
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} |