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Vulkan-Samples/shaders/ray_queries/hlsl/ray_shadow.vert.hlsl
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2025-09-04 10:54:47 +08:00

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1.7 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
{
[[vk::location(0)]] float3 Position : POSITION0;
[[vk::location(1)]] float3 Normal : NORMAL0;
};
[[vk::binding(0, 0)]]
RaytracingAccelerationStructure topLevelAS : register(t0);
struct GlobalUniform
{
float4x4 view;
float4x4 proj;
float4 camera_position;
float4 light_position;
};
[[vk::binding(1, 0)]]
ConstantBuffer<GlobalUniform> global_uniform : register(b1);
struct VSOutput
{
float4 Pos : SV_POSITION;
[[vk::location(0)]] float4 O_Pos : TEXCOORD0;
[[vk::location(1)]] float3 O_Normal : NORMAL0;
[[vk::location(2)]] float4 Scene_pos : TEXCOORD1; // scene with respect to BVH coordinates
};
VSOutput main(VSInput input)
{
VSOutput output = (VSOutput) 0;
// We want to be able to perform ray tracing, so don't apply any matrix to scene_pos
output.Scene_pos = float4(input.Position, 1.0);
output.O_Pos = mul(global_uniform.view, float4(input.Position, 1.0));
output.O_Normal = input.Normal;
output.Pos = mul(global_uniform.proj, mul(global_uniform.view, float4(input.Position, 1.0)));
return output;
}