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

46 lines
1.1 KiB
GLSL

// Copyright 2020 Google LLC
struct VSInput
{
[[vk::location(0)]] float4 Pos : POSITION0;
[[vk::location(1)]] float3 Normal : NORMAL0;
[[vk::location(2)]] float3 Color : COLOR0;
// Instanced attributes
[[vk::location(3)]] float3 instancePos : TEXCOORD0;
[[vk::location(4)]] float instanceScale : TEXCOORD1;
};
struct UBO
{
float4x4 projection;
float4x4 modelview;
};
cbuffer ubo : register(b0) { UBO ubo; }
struct VSOutput
{
float4 Pos : SV_POSITION;
[[vk::location(0)]] float3 Normal : NORMAL0;
[[vk::location(1)]] float3 Color : COLOR0;
[[vk::location(2)]] float3 ViewVec : TEXCOORD1;
[[vk::location(3)]] float3 LightVec : TEXCOORD2;
};
VSOutput main(VSInput input)
{
VSOutput output = (VSOutput)0;
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;
}