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

45 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)]] float2 TexCoord : TEXCOORD0;
[[vk::location(3)]] float3 Color : COLOR0;
};
struct UBO
{
float4x4 projection;
float4x4 model;
float4x4 normal;
float4x4 view;
float3 lightpos;
};
cbuffer ubo : register(b0) { UBO ubo; }
struct VSOutput
{
float4 Pos : SV_POSITION;
[[vk::location(0)]] float2 UV : TEXCOORD0;
[[vk::location(1)]] float3 Normal : NORMAL0;
[[vk::location(2)]] float3 Color : COLOR0;
[[vk::location(3)]] float3 EyePos : POSITION0;
[[vk::location(4)]] float3 LightVec : TEXCOORD2;
};
VSOutput main(VSInput input)
{
VSOutput output = (VSOutput)0;
output.UV = input.TexCoord.xy;
output.Normal = normalize(mul((float3x3)ubo.normal, input.Normal));
output.Color = input.Color;
float4x4 modelView = mul(ubo.view, ubo.model);
float4 pos = mul(modelView, input.Pos);
output.Pos = mul(ubo.projection, pos);
output.EyePos = mul(modelView, pos).xyz;
float4 lightPos = mul(modelView, float4(ubo.lightpos, 1.0));
output.LightVec = normalize(lightPos.xyz - output.EyePos);
return output;
}