74 lines
1.7 KiB
HLSL
74 lines
1.7 KiB
HLSL
struct VSInput
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{
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float3 Position : POSITION0;
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float3 Normal : NORMAL0;
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float3 Texture : TEXCOORD0;
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};
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struct VSOutput
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{
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float4 Position : SV_POSITION;
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float3 Normal : NORMAL0;
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float2 Texture : TEXCOORD0;
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};
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struct ShaderData
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{
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float4x4 Projection;
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float4x4 View;
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float4x4 Model;
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float4 lightPosition;
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uint32_t selected;
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};
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struct PushConstant {
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vk::BufferPointer<ShaderData> data;
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};
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[[vk::push_constant]]
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struct PushConstant constants;
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[[vk::binding(0)]] SamplerState samplers[];
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[[vk::binding(0)]] Texture2D textures[];
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[shader("vertex")]
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VSOutput VSMain(VSInput input)
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{
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VSOutput output = (VSOutput)0;
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output.Position = mul(constants.data.Get().Projection, mul(constants.data.Get().View, mul(constants.data.Get().Model, float4(input.Position.xyz, 1.0))));
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//output.Normal = mul((float3x3)constants.data.Get().Model, input.Normal);
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output.Normal = input.Normal * 0.5 + 0.5;
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output.Texture = input.Texture.xy;
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return output;
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}
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[shader("pixel")]
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float4 PSMain(VSOutput input) : SV_TARGET
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{
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float3 color = textures[0].Sample(samplers[0], input.Texture).bgr;
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return float4(color, 1.0);
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}
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struct VSOutlineOutput
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{
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float4 Position : SV_POSITION;
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float3 Normal : NORMAL0;
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};
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[shader("vertex")]
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VSOutlineOutput VSOutlineMain(VSInput input)
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{
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VSOutlineOutput output = (VSOutlineOutput)0;
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float3 position = input.Position.xyz + input.Normal.xyz * 0.01;
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output.Position = mul(constants.data.Get().Projection, mul(constants.data.Get().View, mul(constants.data.Get().Model, float4(position, 1.0))));
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output.Normal = input.Normal;
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return output;
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}
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[shader("pixel")]
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float4 PSOutlineMain(VSOutlineOutput input) : SV_TARGET
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{
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return float4(1.0, 1.0, 1.0, 1.0);
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}
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