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Vulkan-Samples/shaders/dynamic_rendering/slang/gbuffer.vert.slang
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2025-09-04 10:54:47 +08:00

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/* 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;
};
[[SpecializationConstant]] const int type = 0;
struct UBO
{
float4x4 projection;
float4x4 modelview;
float4x4 skyboxModelview;
float4x4 inverseModelView;
float modelscale;
};
ConstantBuffer<UBO> ubo;
struct VSOutput
{
float4 Pos : SV_POSITION;
float3 UVW;
float3 Normal;
float3 ViewVec;
float3 LightVec;
};
[shader("vertex")]
VSOutput main(VSInput input)
{
VSOutput output;
output.UVW = input.Pos;
float3 worldPos;
switch (type)
{
case 0: // Skybox
worldPos = mul((float4x3) ubo.skyboxModelview, input.Pos).xyz;
output.Pos = mul(ubo.projection, float4(worldPos, 1.0));
break;
case 1: // Object
worldPos = mul(ubo.modelview, float4(input.Pos * ubo.modelscale, 1.0)).xyz;
output.Pos = mul(ubo.projection, mul(ubo.modelview, float4(input.Pos.xyz * ubo.modelscale, 1.0)));
break;
}
output.Normal = mul((float4x3) ubo.modelview, input.Normal).xyz;
float3 lightPos = float3(0.0f, -5.0f, 5.0f);
output.LightVec = lightPos.xyz - worldPos.xyz;
output.ViewVec = -worldPos.xyz;
return output;
}