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
54 lines
1.3 KiB
GLSL
54 lines
1.3 KiB
GLSL
// Copyright 2020 Google LLC
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struct VSInput
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{
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[[vk::location(0)]] float3 Pos : POSITION0;
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[[vk::location(1)]] float2 UV : TEXCOORD0;
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[[vk::location(2)]] float3 Color : COLOR0;
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[[vk::location(3)]] float3 Normal : NORMAL0;
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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 view;
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float4x4 model;
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float4x4 lightSpace;
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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)]] float3 Normal : NORMAL0;
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[[vk::location(1)]] float3 Color : COLOR0;
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[[vk::location(2)]] float3 ViewVec : TEXCOORD1;
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[[vk::location(3)]] float3 LightVec : TEXCOORD2;
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[[vk::location(4)]] float4 ShadowCoord : TEXCOORD3;
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};
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static const float4x4 biasMat = float4x4(
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0.5, 0.0, 0.0, 0.5,
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0.0, 0.5, 0.0, 0.5,
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0.0, 0.0, 1.0, 0.0,
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0.0, 0.0, 0.0, 1.0 );
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VSOutput main(VSInput input)
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{
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VSOutput output = (VSOutput)0;
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output.Color = input.Color;
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output.Normal = input.Normal;
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output.Pos = mul(ubo.projection, mul(ubo.view, mul(ubo.model, float4(input.Pos.xyz, 1.0))));
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float4 pos = mul(ubo.model, float4(input.Pos, 1.0));
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output.Normal = mul((float3x3)ubo.model, input.Normal);
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output.LightVec = normalize(ubo.lightPos - input.Pos);
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output.ViewVec = -pos.xyz;
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output.ShadowCoord = mul(biasMat, mul(ubo.lightSpace, mul(ubo.model, float4(input.Pos, 1.0))));
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return output;
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}
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