procedural-3d-engine/data/hlsl/pushconstants/lights.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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1.1 KiB
GLSL

// Copyright 2020 Google LLC
struct VSInput
{
[[vk::location(0)]] float3 Pos : POSITION0;
[[vk::location(1)]] float3 Normal : NORMAL0;
[[vk::location(3)]] float3 Color : COLOR0;
};
#define lightCount 6
struct UBO
{
float4x4 projection;
float4x4 model;
float4 lightColor[lightCount];
};
cbuffer ubo : register(b0) { UBO ubo; }
struct PushConsts {
float4 lightPos[lightCount];
};
[[vk::push_constant]] PushConsts pushConsts;
struct VSOutput
{
float4 Pos : SV_POSITION;
[[vk::location(0)]] float3 Normal : NORMAL0;
[[vk::location(2)]] float3 Color : COLOR0;
[[vk::location(3)]] float4 LightVec[lightCount] : TEXCOORD1;
};
VSOutput main(VSInput input)
{
VSOutput output = (VSOutput)0;
output.Normal = input.Normal;
output.Color = input.Color;
output.Pos = mul(ubo.projection, mul(ubo.model, float4(input.Pos.xyz, 1.0)));
for (int i = 0; i < lightCount; ++i)
{
float4 worldPos = mul(ubo.model, float4(input.Pos.xyz, 1.0));
output.LightVec[i].xyz = pushConsts.lightPos[i].xyz - input.Pos.xyz;
// Store light radius in w
output.LightVec[i].w = pushConsts.lightPos[i].w;
}
return output;
}