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-rw-r--r--demo/d3d/shaders/meshVS.hlsl35
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
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+++ 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;
+}