/* Copyright (c) 2024, 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 { [[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; }; [[vk::binding(0, 0)]] ConstantBuffer ubo : register(b0); struct VSOutput { float4 Pos : SV_POSITION; [[vk::location(0)]] float2 UV : TEXCOORD0; [[vk::location(1)]] float LodBias : FLOAT0; [[vk::location(2)]] float3 Normal : NORMAL0; [[vk::location(3)]] float3 ViewVec : VECTOR0; [[vk::location(4)]] float3 LightVec : VECTOR1; }; VSOutput main(VSInput input) { VSOutput output = (VSOutput) 0; float3 vecPos = mul((float3x3) ubo.model, input.Pos.xyz).xyz; float3 lightPos = mul((float3x3) ubo.model, (1.0).xxx); output.UV = input.UV; output.LodBias = ubo.lodBias; output.Pos = mul(ubo.projection, mul(ubo.model, float4(input.Pos.xyz, 1.0))); output.Normal = mul((float3x3) ubo.model, input.Normal); output.LightVec = lightPos - vecPos; output.ViewVec = ubo.viewPos.xyz - vecPos; return output; }