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

36 lines
765 B
GLSL

// Copyright 2020 Google LLC
struct VSInput
{
[[vk::location(0)]] float3 Pos : POSITION0;
[[vk::location(1)]] float3 Color : COLOR0;
};
struct UboView
{
float4x4 projection;
float4x4 view;
};
cbuffer uboView : register(b0) { UboView uboView; };
struct UboInstance
{
float4x4 model;
};
cbuffer uboInstance : register(b1) { UboInstance uboInstance; };
struct VSOutput
{
float4 Pos : SV_POSITION;
[[vk::location(0)]] float3 Color : COLOR0;
};
VSOutput main(VSInput input)
{
VSOutput output = (VSOutput)0;
output.Color = input.Color;
float4x4 modelView = mul(uboView.view, uboInstance.model);
float3 worldPos = mul(modelView, float4(input.Pos, 1.0)).xyz;
output.Pos = mul(uboView.projection, mul(modelView, float4(input.Pos.xyz, 1.0)));
return output;
}