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2025-09-04 10:54:47 +08:00

78 lines
2.2 KiB
HLSL

/* 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)]] float3 Normal : NORMAL0;
};
struct UBO
{
float4x4 projection;
float4x4 view;
};
[[vk::binding(0, 0)]]
ConstantBuffer<UBO> ubo : register(b0);
struct UBOBaseline
{
float4 ambientLightColor;
float4 lightPosition;
float4 lightColor;
float lightIntensity;
};
[[vk::binding(1, 0)]]
ConstantBuffer<UBOBaseline> ubo_baseline : register(b1);
struct PushConstants
{
float4x4 model;
float4 color;
};
[[vk::push_constant]] PushConstants push_constants;
struct VSOutput
{
float4 Pos : SV_POSITION;
float3 Normal : NORMAL0;
float4 Color : TEXCOORD0;
float3 LightVec : TEXCOORD1;
float3 LightColor[2] : TEXCOORD2;
float3 ViewVec : TEXCOORD3;
float LightIntensity : TEXCOORD4;
};
VSOutput main(VSInput input)
{
VSOutput output = (VSOutput) 0;
float4 localPos = mul(ubo.view, mul(push_constants.model, float4(input.Pos, 1.0)));
float4 positionWorld = mul(push_constants.model, float4(input.Pos, 1.0));
output.Color = push_constants.color;
output.Pos = mul(ubo.projection, localPos);
output.Normal = mul((float3x3)(mul(ubo.view, push_constants.model)), input.Normal);
output.LightVec = ubo_baseline.lightPosition.xyz - positionWorld.xyz;
output.LightColor[0] = ubo_baseline.lightColor.xyz * ubo_baseline.lightColor.w;
output.LightColor[1] = ubo_baseline.ambientLightColor.xyz * ubo_baseline.ambientLightColor.w;
output.ViewVec = -localPos.xyz;
output.LightIntensity = ubo_baseline.lightIntensity;
return output;
}