55 lines
1.5 KiB
Plaintext
55 lines
1.5 KiB
Plaintext
/* Copyright (c) 2025, 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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float3 Pos;
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float3 Normal;
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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 model;
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float4x4 view;
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float4x4 inverseTranspose;
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};
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ConstantBuffer<UBO> ubo;
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struct VSOutput
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{
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float4 Pos : SV_POSITION;
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float3 Normal;
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float4 Color;
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float3 WorldPos;
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};
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[shader("vertex")]
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VSOutput main(VSInput input, uniform float4x4 pushMatrix, uniform float4 pushColor)
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{
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float4x4 nodeMat = mul(ubo.model, pushMatrix);
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VSOutput output;
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output.Pos = mul(ubo.projection, mul(ubo.view, mul(pushMatrix, float4(input.Pos, 1.0))));
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// Vertex position in world space
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output.WorldPos = mul(pushMatrix, float4(input.Pos, 1.0)).xyz;
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// GL to Vulkan coord space
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output.WorldPos.y = -output.WorldPos.y;
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output.Normal = mul((float3x3)nodeMat, input.Normal);
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output.Color = pushColor;
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return output;
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}
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