/* Copyright (c) 2024-2025, 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. */ // printf requires this extension struct VSInput { [[vk::location(0)]] float3 Pos : POSITION0; [[vk::location(1)]] float3 Normal : NORMAL0; [[vk::location(2)]] float2 UV : TEXCOORD0; uint VertexIndex : SV_VertexID; }; struct UBO { float4x4 projection; float4x4 modelview; float4x4 skybox_modelview; float modelscale; }; [[vk::binding(0, 0)]] ConstantBuffer ubo : register(b0); struct VSOutput { float4 Pos : SV_POSITION; [[vk::location(0)]] float2 UV : TEXCOORD0; [[vk::location(1)]] float3 Normal : NORMAL0; [[vk::location(2)]] float3 ViewVec : TEXCOORD1; [[vk::location(3)]] float3 LightVec : TEXCOORD2; }; struct PushConstants { float4 offset; float4 color; int object_type; }; [[vk::push_constant]] PushConstants push_constants; VSOutput main(VSInput input) { VSOutput output = (VSOutput) 0; float3 tmpPos; switch(push_constants.object_type) { case 0: // Skysphere tmpPos = mul((float3x3) ubo.skybox_modelview, input.Pos.xyz); output.Pos = mul(ubo.projection, float4(tmpPos, 1.0)); break; case 1: // Object float3 localPos = input.Pos * ubo.modelscale + push_constants.offset.xyz; tmpPos = mul(ubo.modelview, float4(localPos, 1.0)).xyz; output.Pos = mul(ubo.projection, mul(ubo.modelview, float4(localPos, 1.0))); break; } output.UV = input.UV; output.Normal = mul((float3x3) ubo.modelview, input.Normal); float3 lightPos = mul((float3x3) ubo.modelview, float3(0.0, -10.0, -10.0)); output.LightVec = lightPos.xyz - tmpPos.xyz; output.ViewVec = -tmpPos.xyz; // Output the vertex position using debug printf if (input.VertexIndex == 0) { printf("Position = %v3f", output.Pos); } return output; }