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geometry_vs.hlsl
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68 lines (59 loc) · 2.2 KB
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// Copyright (c) 2023-2024 Advanced Micro Devices, Inc. All Rights Reserved.
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.
#include "common.hlsl"
struct VsInput
{
float3 position : POSITION0;
float3 normal : NORMAL;
float2 texCoord : TEXCOORD;
float3 instancePos : POSITION1;
uint vertexIndex : SV_VertexID;
uint instanceIndex : SV_InstanceID;
};
[[vk::binding(0, 0)]]
cbuffer cbUbo
{
UboData ubo;
};
struct VsOutput
{
float4 svPosition : SV_Position;
float3 position : POSITION;
float3 normal : NORMAL;
float2 texCoord : TEXCOORD0;
uint vertexIndex : TEXCOORD1;
uint instanceIndex : TEXCOORD2;
};
VsOutput main(const VsInput input)
{
VsOutput output;
float3 pos = input.instancePos + input.position;
output.svPosition = mul(mul(ubo.projection, ubo.modelview), float4(pos, 1.0));
float3x3 modelview3x3 = float3x3(
ubo.modelview[0].xyz,
ubo.modelview[1].xyz,
ubo.modelview[2].xyz);
output.position = pos;
output.normal = mul(modelview3x3, input.normal);
output.texCoord = input.texCoord;
output.vertexIndex = input.vertexIndex;
output.instanceIndex = input.instanceIndex;
return output;
}