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Vulkan-Samples/shaders/texture_loading/hlsl/texture.vert.hlsl
T
2025-09-04 10:54:47 +08:00

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1.7 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)]] 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> 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;
}