45 lines
1.1 KiB
GLSL
45 lines
1.1 KiB
GLSL
// Copyright 2020 Google LLC
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struct VSInput
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{
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[[vk::location(0)]] float4 Pos : POSITION0;
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[[vk::location(1)]] float3 Normal : NORMAL0;
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[[vk::location(2)]] float2 TexCoord : TEXCOORD0;
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[[vk::location(3)]] float3 Color : COLOR0;
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};
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struct UBO
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{
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float4x4 projection;
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float4x4 model;
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float4x4 normal;
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float4x4 view;
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float3 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)]] float2 UV : TEXCOORD0;
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[[vk::location(1)]] float3 Normal : NORMAL0;
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[[vk::location(2)]] float3 Color : COLOR0;
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[[vk::location(3)]] float3 EyePos : POSITION0;
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[[vk::location(4)]] float3 LightVec : TEXCOORD2;
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};
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VSOutput main(VSInput input)
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{
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VSOutput output = (VSOutput)0;
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float4x4 modelView = mul(ubo.view, ubo.model);
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float4 pos = mul(modelView, input.Pos);
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output.UV = input.TexCoord.xy;
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output.Normal = normalize(mul((float3x3)ubo.normal, input.Normal));
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output.Color = input.Color;
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output.Pos = mul(ubo.projection, pos);
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output.EyePos = mul(modelView, pos).xyz;
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float4 lightPos = mul(modelView, float4(1.0, 2.0, 0.0, 1.0));
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output.LightVec = normalize(lightPos.xyz - output.EyePos);
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return output;
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}
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