procedural-3d-engine/shaders/slang/geometryshader/normaldebug.slang
2025-05-03 11:11:43 +02:00

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/* Copyright (c) 2025, Sascha Willems
*
* SPDX-License-Identifier: MIT
*
*/
struct VSInput
{
float3 Pos;
float3 Normal;
};
struct VSOutput
{
float4 Pos : POSITION0;
float3 Normal;
};
struct GSOutput
{
float4 Pos : SV_POSITION;
float3 Color;
};
struct UBO
{
float4x4 projection;
float4x4 model;
};
ConstantBuffer<UBO> ubo;
[shader("vertex")]
VSOutput vertexMain(VSInput input)
{
VSOutput output;
output.Normal = input.Normal;
output.Pos = float4(input.Pos.xyz, 1.0);
return output;
}
[shader("geometry")]
[maxvertexcount(6)]
void geometryMain(triangle VSOutput input[3], inout LineStream<GSOutput> outStream)
{
float normalLength = 0.02;
for(int i=0; i<3; i++)
{
float3 pos = input[i].Pos.xyz;
float3 normal = input[i].Normal.xyz;
GSOutput output = (GSOutput)0;
output.Pos = mul(ubo.projection, mul(ubo.model, float4(pos, 1.0)));
output.Color = float3(1.0, 0.0, 0.0);
outStream.Append( output );
output.Pos = mul(ubo.projection, mul(ubo.model, float4(pos + normal * normalLength, 1.0)));
output.Color = float3(0.0, 0.0, 1.0);
outStream.Append( output );
outStream.RestartStrip();
}
}
[shader("fragment")]
float4 fragmentMain(GSOutput input)
{
return float4(input.Color, 1.0);
}