Files
Vulkan-Samples/shaders/instancing/hlsl/instancing.vert.hlsl
T
2025-09-04 10:54:47 +08:00

113 lines
3.2 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 VSInput
{
// Vertex attributes
[[vk::location(0)]] float3 Pos : POSITION0;
[[vk::location(1)]] float3 Normal : NORMAL0;
[[vk::location(2)]] float2 UV : TEXCOORD0;
// Instanced attributes
[[vk::location(3)]] float3 instancePos : POSITION1;
[[vk::location(4)]] float3 instanceRot : TEXCOORD1;
[[vk::location(5)]] float instanceScale : TEXCOORD2;
[[vk::location(6)]] int instanceTexIndex : TEXCOORD3;
};
struct UBO
{
float4x4 projection;
float4x4 modelview;
float4 lightPos;
float locSpeed;
float globSpeed;
};
[[vk::binding(0, 0)]]
ConstantBuffer<UBO> ubo : register(b0);
struct VSOutput
{
float4 Pos : SV_POSITION;
[[vk::location(0)]] float3 Normal : NORMAL0;
[[vk::location(1)]] float3 Color : COLOR0;
[[vk::location(2)]] float3 UV : TEXCOORD0;
[[vk::location(3)]] float3 ViewVec : TEXCOORD1;
[[vk::location(4)]] float3 LightVec : TEXCOORD2;
};
VSOutput main(VSInput input)
{
VSOutput output = (VSOutput) 0;
output.Color = float3(1.0, 1.0, 1.0);
output.UV = float3(input.UV, input.instanceTexIndex);
// rotate around x
float s = sin(input.instanceRot.x + ubo.locSpeed);
float c = cos(input.instanceRot.x + ubo.locSpeed);
float3x3 mx =
{
c, -s, 0.0,
s, c, 0.0,
0.0, 0.0, 1.0
};
// rotate around y
s = sin(input.instanceRot.y + ubo.locSpeed);
c = cos(input.instanceRot.y + ubo.locSpeed);
float3x3 my =
{
c, 0.0, -s,
0.0, 1.0, 0.0,
s, 0.0, c
};
// rot around z
s = sin(input.instanceRot.z + ubo.locSpeed);
c = cos(input.instanceRot.z + ubo.locSpeed);
float3x3 mz =
{
1.0, 0.0, 0.0,
0.0, c, -s,
0.0, s, c
};
float3x3 rotMat = mul(mz, mul(my, mx));
float4x4 gRotMat;
s = sin(input.instanceRot.y + ubo.globSpeed);
c = cos(input.instanceRot.y + ubo.globSpeed);
gRotMat[0] = float4(c, 0.0, -s, 0.0);
gRotMat[1] = float4(0.0, 1.0, 0.0, 0.0);
gRotMat[2] = float4(s, 0.0, c, 0.0);
gRotMat[3] = float4(0.0, 0.0, 0.0, 1.0);
float4 locPos = float4(mul(rotMat, input.Pos.xyz), 1.0);
float4 pos = float4((locPos.xyz * input.instanceScale) + input.instancePos, 1.0);
output.Pos = mul(ubo.projection, mul(ubo.modelview, mul(gRotMat, pos)));
output.Normal = mul((float3x3) mul(ubo.modelview, gRotMat), mul(rotMat, input.Normal));
pos = mul(ubo.modelview, float4(input.Pos.xyz + input.instancePos, 1.0));
float3 lPos = mul((float3x3) ubo.modelview, ubo.lightPos.xyz);
output.LightVec = lPos - pos.xyz;
output.ViewVec = -pos.xyz;
return output;
}