procedural-3d-engine/shaders/hlsl/indirectdraw/skysphere.vert
2023-05-09 21:03:02 +02:00

30 lines
601 B
GLSL

// Copyright 2020 Google LLC
struct VSInput
{
[[vk::location(0)]] float4 Pos : POSITION0;
[[vk::location(2)]] float2 UV : TEXCOORD0;
};
struct UBO
{
float4x4 projection;
float4x4 modelview;
};
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;
// Skysphere always at center, only use rotation part of modelview matrix
output.Pos = mul(ubo.projection, float4(mul((float3x3)ubo.modelview, input.Pos.xyz), 1));
return output;
}