procedural-3d-engine/data/hlsl/shadowmappingcascade/depthpass.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)]] float2 UV : TEXCOORD0;
};
// todo: pass via specialization constant
#define SHADOW_MAP_CASCADE_COUNT 4
struct PushConsts {
float4 position;
uint cascadeIndex;
};
[[vk::push_constant]] PushConsts pushConsts;
struct UBO {
float4x4 cascadeViewProjMat[SHADOW_MAP_CASCADE_COUNT];
};
cbuffer ubo : register(b0) { UBO ubo; }
struct VSOutput
{
float4 Pos : SV_POSITION;
[[vk::location(0)]] float2 UV : TEXCOORD0;
};
VSOutput main(VSInput input)
{
VSOutput output = (VSOutput)0;
output.UV = input.UV;
float3 pos = input.Pos + pushConsts.position.xyz;
output.Pos = mul(ubo.cascadeViewProjMat[pushConsts.cascadeIndex], float4(pos, 1.0));
return output;
}