78 lines
2.2 KiB
HLSL
78 lines
2.2 KiB
HLSL
/* Copyright (c) 2024, Sascha Willems
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*
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* SPDX-License-Identifier: Apache-2.0
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*
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* Licensed under the Apache License, Version 2.0 the "License";
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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struct VSInput
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{
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[[vk::location(0)]] float3 Pos : POSITION0;
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[[vk::location(1)]] float3 Normal : NORMAL0;
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};
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struct UBO
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{
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float4x4 projection;
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float4x4 view;
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};
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[[vk::binding(0, 0)]]
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ConstantBuffer<UBO> ubo : register(b0);
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struct UBOBaseline
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{
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float4 ambientLightColor;
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float4 lightPosition;
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float4 lightColor;
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float lightIntensity;
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};
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[[vk::binding(1, 0)]]
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ConstantBuffer<UBOBaseline> ubo_baseline : register(b1);
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struct PushConstants
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{
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float4x4 model;
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float4 color;
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};
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[[vk::push_constant]] PushConstants push_constants;
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struct VSOutput
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{
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float4 Pos : SV_POSITION;
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float3 Normal : NORMAL0;
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float4 Color : TEXCOORD0;
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float3 LightVec : TEXCOORD1;
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float3 LightColor[2] : TEXCOORD2;
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float3 ViewVec : TEXCOORD3;
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float LightIntensity : TEXCOORD4;
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};
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VSOutput main(VSInput input)
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{
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VSOutput output = (VSOutput) 0;
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float4 localPos = mul(ubo.view, mul(push_constants.model, float4(input.Pos, 1.0)));
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float4 positionWorld = mul(push_constants.model, float4(input.Pos, 1.0));
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output.Color = push_constants.color;
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output.Pos = mul(ubo.projection, localPos);
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output.Normal = mul((float3x3)(mul(ubo.view, push_constants.model)), input.Normal);
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output.LightVec = ubo_baseline.lightPosition.xyz - positionWorld.xyz;
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output.LightColor[0] = ubo_baseline.lightColor.xyz * ubo_baseline.lightColor.w;
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output.LightColor[1] = ubo_baseline.ambientLightColor.xyz * ubo_baseline.ambientLightColor.w;
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output.ViewVec = -localPos.xyz;
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output.LightIntensity = ubo_baseline.lightIntensity;
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return output;
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}
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