/* Copyright (c) 2025, Sascha Willems * * SPDX-License-Identifier: Apache-2.0 * * Licensed under the Apache License, Version 2.0 the "License"; * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ struct VSInput { float3 Pos : POSITION0; float3 Normal : NORMAL0; }; struct UBO { float4x4 projection; float4x4 model; float4x4 view; float4x4 inverseTranspose; }; ConstantBuffer ubo; struct VSOutput { float4 Pos : SV_POSITION; float3 Normal : NORMAL0; float4 Color : COLOR0; float3 WorldPos : POS0; }; struct PushConsts { float4x4 Matrix; float4 Color; }; [[vk::push_constant]] PushConsts pushConsts; VSOutput main(VSInput input) { float4x4 nodeMat = mul(ubo.model, pushConsts.Matrix); VSOutput output; output.Pos = mul(ubo.projection, mul(ubo.view, mul(pushConsts.Matrix, float4(input.Pos, 1.0)))); // Vertex position in world space output.WorldPos = mul(pushConsts.Matrix, float4(input.Pos, 1.0)).xyz; // GL to Vulkan coord space output.WorldPos.y = -output.WorldPos.y; output.Normal = mul((float3x3)nodeMat, input.Normal); output.Color = pushConsts.Color; return output; }