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

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1.2 KiB
HLSL

/* Copyright (c) 2023-2024, Mobica Limited
*
* 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;
};
struct MvpTransform
{
float4x4 model;
float4x4 view;
float4x4 proj;
};
[[vk::binding(0, 0)]]
ConstantBuffer<MvpTransform> mvp : register(b0);
struct VSOutput
{
float4 Pos : SV_POSITION;
[[vk::location(0)]] float2 UV : TEXCOORD0;
};
VSOutput main(VSInput input)
{
VSOutput output = (VSOutput) 0;
output.UV = input.UV;
output.Pos = mul(mvp.proj, mul(mvp.view, mul(mvp.model, float4(input.Pos.xyz, 1.0))));
return output;
}