project-aster/samples/02_box/shader/box.vs.hlsl

36 lines
743 B
HLSL

struct VS_Input
{
uint VertexIndex : SV_VertexID;
};
struct VS_Output
{
float2 UV0 : TEXCOORD0;
float4 VertexPosition : SV_Position;
};
struct CameraData {
float4x4 Model;
float4x4 View;
float4x4 Projection;
};
struct VertexData {
float4 Position;
float2 UV0;
};
[[vk::binding(0, 0)]] ConstantBuffer<CameraData> Camera;
[[vk::binding(2, 0)]] StructuredBuffer<VertexData> Vertices;
VS_Output main(VS_Input StageInput) {
VS_Output output;
output.UV0 = Vertices[StageInput.VertexIndex].UV0;
float4 position = Vertices[StageInput.VertexIndex].Position;
output.VertexPosition = mul(Camera.Projection, mul(Camera.View, mul(Camera.Model, position)));
return output;
}