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

47 lines
1.1 KiB
GLSL

// Copyright 2020 Google LLC
struct VSInput
{
[[vk::location(0)]] float3 Pos : POSITION0;
[[vk::location(1)]] float2 UV : TEXCOORD0;
[[vk::location(2)]] float3 Normal : NORMAL0;
};
struct UBO
{
float4x4 projection;
float4x4 model;
float4 viewPos;
float lodBias;
};
cbuffer ubo : register(b0) { UBO ubo; }
struct VSOutput
{
float4 Pos : SV_POSITION;
[[vk::location(0)]] float2 UV : TEXCOORD0;
[[vk::location(1)]] float LodBias : TEXCOORD3;
[[vk::location(2)]] float3 Normal : NORMAL0;
[[vk::location(3)]] float3 ViewVec : TEXCOORD1;
[[vk::location(4)]] float3 LightVec : TEXCOORD2;
};
VSOutput main(VSInput input)
{
VSOutput output = (VSOutput)0;
output.UV = input.UV;
output.LodBias = ubo.lodBias;
float3 worldPos = mul(ubo.model, float4(input.Pos, 1.0)).xyz;
output.Pos = mul(ubo.projection, mul(ubo.model, float4(input.Pos.xyz, 1.0)));
float4 pos = mul(ubo.model, float4(input.Pos, 1.0));
output.Normal = mul((float3x3)ubo.model, input.Normal);
float3 lightPos = float3(0.0, 0.0, 0.0);
float3 lPos = mul((float3x3)ubo.model, lightPos.xyz);
output.LightVec = lPos - pos.xyz;
output.ViewVec = ubo.viewPos.xyz - pos.xyz;
return output;
}