vulkan/shader/triangle.hlsl

45 lines
918 B
HLSL

struct VSInput
{
float3 Position : POSITION0;
float3 Normal : NORMAL0;
float3 Texture : TEXCOORD0;
};
struct VSOutput
{
float4 Position : SV_POSITION;
float3 Normal : NORMAL0;
};
struct ShaderData
{
float4x4 Projection;
float4x4 View;
float4x4 Model;
float4 lightPosition;
uint32_t selected;
};
struct PushConstant {
vk::BufferPointer<ShaderData> data;
};
[[vk::push_constant]]
struct PushConstant constants;
[shader("vertex")]
VSOutput VSMain(VSInput input)
{
VSOutput output = (VSOutput)0;
output.Position = mul(constants.data.Get().Projection, mul(constants.data.Get().View, mul(constants.data.Get().Model, float4(input.Position.xyz, 1.0))));
//output.Normal = mul((float3x3)constants.data.Get().Model, input.Normal);
output.Normal = input.Normal * 0.5 + 0.5;
return output;
}
[shader("pixel")]
float4 PSMain(VSOutput input) : SV_TARGET
{
return float4(input.Normal, 1.0);
}