Files
Vulkan-Samples/shaders/dynamic_rendering_local_read/slang/scene_opaque.vert.slang
T
2025-09-04 10:54:47 +08:00

55 lines
1.5 KiB
Plaintext

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