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Vulkan-Samples/shaders/shader_debugprintf/hlsl/scene.vert.hlsl
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2025-09-04 10:54:47 +08:00

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2.4 KiB
HLSL

/* 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> 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;
}