init
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/* Copyright (c) 2024, Sascha Willems
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*
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* SPDX-License-Identifier: Apache-2.0
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*
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* Licensed under the Apache License, Version 2.0 the "License";
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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[[vk::binding(0, 2)]]
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Texture2D textureColor : register(t1, space2);
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[[vk::binding(0, 2)]]
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SamplerState samplerColor : register(s1, space2);
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struct VSOutput
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{
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float4 Pos : SV_POSITION;
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[[vk::location(0)]] float2 UV : TEXCOORD0;
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};
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float4 main(VSOutput input) : SV_TARGET0
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{
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return textureColor.Sample(samplerColor, input.UV);
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}
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@@ -0,0 +1,52 @@
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/* Copyright (c) 2024, Sascha Willems
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*
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* SPDX-License-Identifier: Apache-2.0
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*
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* Licensed under the Apache License, Version 2.0 the "License";
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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struct VSInput
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{
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[[vk::location(0)]] float3 Pos : POSITION0;
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[[vk::location(1)]] float3 Normal : NORMAL0;
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[[vk::location(2)]] float2 UV : TEXCOORD0;
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};
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struct UBOCamera
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{
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float4x4 projection;
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float4x4 view;
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};
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[[vk::binding(0, 0)]]
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ConstantBuffer<UBOCamera> uboCamera : register(b0, space0);
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struct UBOModel
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{
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float4x4 local;
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};
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[[vk::binding(0, 1)]]
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ConstantBuffer<UBOModel> uboModel : register(b0, space1);
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struct VSOutput
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{
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float4 Pos : SV_POSITION;
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[[vk::location(0)]] float2 UV : TEXCOORD0;
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};
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VSOutput main(VSInput input)
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{
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VSOutput output = (VSOutput) 0;
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output.UV = input.UV;
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output.Pos = mul(uboCamera.projection, mul(uboCamera.view, mul(uboModel.local, float4(input.Pos.xyz, 1.0))));
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return output;
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};
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