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Diffstat (limited to 'demo/d3d/shaders/meshVS.hlsl')
| -rw-r--r-- | demo/d3d/shaders/meshVS.hlsl | 35 |
1 files changed, 35 insertions, 0 deletions
diff --git a/demo/d3d/shaders/meshVS.hlsl b/demo/d3d/shaders/meshVS.hlsl new file mode 100644 index 0000000..d2fa9e5 --- /dev/null +++ b/demo/d3d/shaders/meshVS.hlsl @@ -0,0 +1,35 @@ +#include "shaderCommon.h" + +cbuffer constBuf : register(b0) +{ + MeshShaderConst gParams; +}; + +MeshVertexOut meshVS(MeshVertexIn input) +{ + const float4x4 modelViewProjectionMatrix = gParams.modelViewProjection; + const float4x4 modelViewMatrix = gParams.modelView; + const float4x4 objectTransform = gParams.objectTransform; + const float4x4 lightTransform = gParams.lightTransform; + + float3 n = normalize(mul(objectTransform, float4(input.normal, 0.0)).xyz); + float3 p = mul(objectTransform, float4(input.position.xyz, 1.0)).xyz; + + // calculate window-space point size + MeshVertexOut output; + output.position = mul(modelViewProjectionMatrix, float4(p + gParams.expand * n, 1.0)); + + output.worldNormal = n; + output.lightOffsetPosition = mul(lightTransform, float4(p + n * gParams.bias, 1.0)); + output.viewLightDir = mul(modelViewMatrix, float4(gParams.lightDir, 0.0)); + output.worldPosition = p; + if (gParams.colorArray) + output.color = input.color; + else + output.color = gParams.color; + output.texCoord = float2(input.texCoord.x, 1.0f - input.texCoord.y); // flip the y component of uv (glsl to hlsl conversion) + output.secondaryColor = gParams.secondaryColor; + output.viewPosition = mul(modelViewMatrix, float4(input.position.xyz, 1.0)); + + return output; +} |