procedural-3d-engine/shaders/slang/computecullandlod/indirectdraw.slang
Sascha Willems 8d50885e92 Added slang shaders for compute cull and lod sample
Adjusted vertex bindings
2025-05-19 18:13:34 +02:00

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/* Copyright (c) 2025, Sascha Willems
*
* SPDX-License-Identifier: MIT
*
*/
struct VSInput
{
float4 Pos : POSITION0;
float3 Normal;
float3 Color;
// Instanced attributes
float3 instancePos;
float instanceScale;
};
struct VSOutput
{
float4 Pos : SV_POSITION;
float3 Normal;
float3 Color;
float3 ViewVec;
float3 LightVec;
};
struct UBO
{
float4x4 projection;
float4x4 modelview;
};
ConstantBuffer<UBO> ubo;
[shader("vertex")]
VSOutput vertexMain(VSInput input)
{
VSOutput output;
output.Color = input.Color;
output.Normal = input.Normal;
float4 pos = float4((input.Pos.xyz * input.instanceScale) + input.instancePos, 1.0);
output.Pos = mul(ubo.projection, mul(ubo.modelview, pos));
float4 wPos = mul(ubo.modelview, float4(pos.xyz, 1.0));
float4 lPos = float4(0.0, 10.0, 50.0, 1.0);
output.LightVec = lPos.xyz - pos.xyz;
output.ViewVec = -pos.xyz;
return output;
}
[shader("fragment")]
float4 fragmentMain(VSOutput input)
{
float3 N = normalize(input.Normal);
float3 L = normalize(input.LightVec);
float3 ambient = float3(0.25, 0.25, 0.25);
float3 diffuse = max(dot(N, L), 0.0).xxx;
return float4((ambient + diffuse) * input.Color, 1.0);
}