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Vulkan-Samples/shaders/descriptor_indexing/hlsl/update-after-bind-quads.vert.hlsl
T
2025-09-04 10:54:47 +08:00

52 lines
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 Registers
{
float phase;
};
[[vk::push_constant]] Registers registers;
struct VSOutput
{
float4 Pos : SV_POSITION;
[[vk::location(0)]] float2 UV : TEXCOORD0;
};
VSOutput main(uint VertexIndex : SV_VertexID, uint InstanceIndex : SV_InstanceID)
{
VSOutput output = (VSOutput) 0;
float2 local_offset = float2(VertexIndex & 1, VertexIndex >> 1);
output.UV = local_offset;
// A lazy quad rotation, could easily have been precomputed on CPU.
float cos_phase = cos(registers.phase);
float sin_phase = sin(registers.phase);
local_offset = mul(float2x2(cos_phase, -sin_phase, sin_phase, cos_phase), (local_offset - 0.5));
// To keep the sample as simple as possible, use InstanceIndex to move the quads around on screen.
int instance_x = InstanceIndex % 8 + 8;
int instance_y = InstanceIndex / 8;
float2 instance_offset = float2(instance_x, instance_y) / float2(15.0, 7.0);
instance_offset = 2.1 * (instance_offset - 0.5);
output.Pos = float4((0.10 * local_offset) + instance_offset, 0.0, 1.0);
return output;
}