procedural-3d-engine/data/hlsl/shadowmappingcascade/debugshadowmap.vert
Ben Clayton cce75f1859 Add shaders re-implemented in HLSL
These were written against the shaders at revision eddd724e7.
There have been changes made since then, which will need to be mirrored.

See `data/hlsl/README.md` for the current status of each sample.
2020-05-21 12:58:13 +01:00

23 lines
547 B
GLSL

// Copyright 2020 Google LLC
struct PushConsts {
float4 position;
uint cascadeIndex;
};
[[vk::push_constant]] PushConsts pushConsts;
struct VSOutput
{
float4 Pos : SV_POSITION;
[[vk::location(0)]] float2 UV : TEXCOORD0;
[[vk::location(1)]] uint CascadeIndex : TEXCOORD1;
};
VSOutput main(uint VertexIndex : SV_VertexID)
{
VSOutput output = (VSOutput)0;
output.UV = float2((VertexIndex << 1) & 2, VertexIndex & 2);
output.CascadeIndex = pushConsts.cascadeIndex;
output.Pos = float4(output.UV * 2.0f - 1.0f, 0.0f, 1.0f);
return output;
}