procedural-3d-engine/data/hlsl/pbrbasic/pbr.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

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GLSL

// Copyright 2020 Google LLC
struct VSInput
{
[[vk::location(0)]] float3 Pos : POSITION0;
[[vk::location(1)]] float3 Normal : NORMAL0;
};
struct UBO
{
float4x4 projection;
float4x4 model;
float4x4 view;
float3 camPos;
};
cbuffer ubo : register(b0) { UBO ubo; }
struct VSOutput
{
float4 Pos : SV_POSITION;
[[vk::location(0)]] float3 WorldPos : POSITION0;
[[vk::location(1)]] float3 Normal : NORMAL0;
};
struct PushConsts {
float3 objPos;
};
[[vk::push_constant]] PushConsts pushConsts;
VSOutput main(VSInput input)
{
VSOutput output = (VSOutput)0;
float3 locPos = mul(ubo.model, float4(input.Pos, 1.0)).xyz;
output.WorldPos = locPos + pushConsts.objPos;
output.Normal = mul((float3x3)ubo.model, input.Normal);
output.Pos = mul(ubo.projection, mul(ubo.view, float4(output.WorldPos, 1.0)));
return output;
}