procedural-3d-engine/data/shaders/hlsl/subpasses/gbuffer.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

44 lines
1,001 B
GLSL

// Copyright 2020 Google LLC
struct VSInput
{
[[vk::location(0)]] float4 Pos : POSITION0;
[[vk::location(1)]] float3 Color : COLOR0;
[[vk::location(2)]] float3 Normal : NORMAL0;
};
struct UBO
{
float4x4 projection;
float4x4 model;
float4x4 view;
};
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 WorldPos : POSITION0;
[[vk::location(3)]] float3 Tangent : TEXCOORD1;
};
VSOutput main(VSInput input)
{
VSOutput output = (VSOutput)0;
output.Pos = mul(ubo.projection, mul(ubo.view, mul(ubo.model, input.Pos)));
// Vertex position in world space
output.WorldPos = mul(ubo.model, input.Pos).xyz;
// GL to Vulkan coord space
output.WorldPos.y = -output.WorldPos.y;
// Normal in world space
output.Normal = mul((float3x3)ubo.model, normalize(input.Normal));
// Currently just vertex color
output.Color = input.Color;
return output;
}