plumageRender/data/models/buster_drone/shaders/hlsl/mesh.vert

49 lines
1.2 KiB
GLSL

// Copyright 2020 Google LLC
struct VSInput
{
[[vk::location(0)]] float3 Pos : POSITION0;
[[vk::location(1)]] float3 Normal : NORMAL0;
[[vk::location(2)]] float2 UV : TEXCOORD0;
[[vk::location(3)]] float3 Color : COLOR0;
};
struct UBO
{
float4x4 projection;
float4x4 view;
float4 lightPos;
float4 viewPos;
};
cbuffer ubo : register(b0) { UBO ubo; }
struct PushConsts {
float4x4 model;
};
[[vk::push_constant]] PushConsts primitive;
struct VSOutput
{
float4 Pos : SV_POSITION;
[[vk::location(0)]] float3 Normal : NORMAL0;
[[vk::location(1)]] float3 Color : COLOR0;
[[vk::location(2)]] float2 UV : TEXCOORD0;
[[vk::location(3)]] float3 ViewVec : TEXCOORD1;
[[vk::location(4)]] float3 LightVec : TEXCOORD2;
};
VSOutput main(VSInput input)
{
VSOutput output = (VSOutput)0;
output.Normal = input.Normal;
output.Color = input.Color;
output.UV = input.UV;
output.Pos = mul(ubo.projection, mul(ubo.view, mul(primitive.model, float4(input.Pos.xyz, 1.0))));
float4 pos = mul(ubo.view, float4(input.Pos, 1.0));
output.Normal = mul((float3x3)ubo.view, input.Normal);
output.LightVec = ubo.lightPos.xyz - pos.xyz;
output.ViewVec = ubo.viewPos.xyz - pos.xyz;
return output;
}