procedural-3d-engine/data/shaders/hlsl/conditionalrender/model.vert
Ben Clayton ca884587a4 Move shaders into glsl and hlsl directories
Move `data/shaders` to `data/shaders/glsl`
Move `data/hlsl` to `data/shaders/hlsl`

Fix up shader paths in the cpp files to point to the new glsl location.

`data/shaders/hlsl/compile.py` still overwrites the glsl .spv files (for
now).

Issue: #723
2020-06-01 12:22:28 +01:00

57 lines
1.3 KiB
GLSL

// Copyright 2020 Google LLC
struct VSInput
{
[[vk::location(0)]] float3 Pos : POSITION0;
[[vk::location(1)]] float3 Normal : NORMAL0;
[[vk::location(2)]] float3 Color : COLOR0;
};
struct UBO
{
float4x4 projection;
float4x4 view;
float4x4 model;
};
cbuffer ubo : register(b0) { UBO ubo; }
struct Node
{
float4x4 transform;
};
cbuffer NodeBuf : register(b0, space1) { Node node; }
struct PushConstant
{
float4 baseColorFactor;
};
[[vk::push_constant]] PushConstant material;
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.Normal = input.Normal;
output.Color = material.baseColorFactor.rgb;
float4 pos = float4(input.Pos, 1.0);
output.Pos = mul(ubo.projection, mul(ubo.view, mul(ubo.model, mul(node.transform, pos))));
output.Normal = mul((float4x3)mul(ubo.view, mul(ubo.model, node.transform)), input.Normal).xyz;
float4 localpos = mul(ubo.view, mul(ubo.model, mul(node.transform, pos)));
float3 lightPos = float3(10.0f, -10.0f, 10.0f);
output.LightVec = lightPos.xyz - localpos.xyz;
output.ViewVec = -localpos.xyz;
return output;
}