/* 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; float3 Normal; }; [[SpecializationConstant]] const int type = 0; struct UBO { float4x4 projection; float4x4 modelview; float4x4 skyboxModelview; float4x4 inverseModelView; float modelscale; }; ConstantBuffer ubo; struct VSOutput { float4 Pos : SV_POSITION; float3 UVW; float3 Normal; float3 ViewVec; float3 LightVec; }; [shader("vertex")] VSOutput main(VSInput input) { VSOutput output; output.UVW = input.Pos; float3 worldPos; switch (type) { case 0: // Skybox worldPos = mul((float4x3) ubo.skyboxModelview, input.Pos).xyz; output.Pos = mul(ubo.projection, float4(worldPos, 1.0)); break; case 1: // Object worldPos = mul(ubo.modelview, float4(input.Pos * ubo.modelscale, 1.0)).xyz; output.Pos = mul(ubo.projection, mul(ubo.modelview, float4(input.Pos.xyz * ubo.modelscale, 1.0))); break; } output.Normal = mul((float4x3) ubo.modelview, input.Normal).xyz; float3 lightPos = float3(0.0f, -5.0f, 5.0f); output.LightVec = lightPos.xyz - worldPos.xyz; output.ViewVec = -worldPos.xyz; return output; }