procedural-3d-engine/data/shaders/hlsl/multithreading/phong.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

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1.1 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 PushConsts
{
float4x4 mvp;
float3 color;
};
[[vk::push_constant]]PushConsts pushConsts;
struct VSOutput
{
float4 Pos : SV_POSITION;
[[vk::location(0)]] float3 Normal : NORMAL0;
[[vk::location(1)]] float3 Color : COLOR0;
[[vk::location(3)]] float3 ViewVec : TEXCOORD1;
[[vk::location(4)]] float3 LightVec : TEXCOORD2;
};
VSOutput main(VSInput input)
{
VSOutput output = (VSOutput)0;
output.Normal = input.Normal;
if ( (input.Color.r == 1.0) && (input.Color.g == 0.0) && (input.Color.b == 0.0))
{
output.Color = pushConsts.color;
}
else
{
output.Color = input.Color;
}
output.Pos = mul(pushConsts.mvp, float4(input.Pos.xyz, 1.0));
float4 pos = mul(pushConsts.mvp, float4(input.Pos, 1.0));
output.Normal = mul((float3x3)pushConsts.mvp, input.Normal);
// float3 lPos = ubo.lightPos.xyz;
float3 lPos = float3(0.0, 0.0, 0.0);
output.LightVec = lPos - pos.xyz;
output.ViewVec = -pos.xyz;
return output;
}