/* * Tuxánci 2 - A first person shooter * Copyright (C) 2025-2026 Connor Thomson * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see . */ struct model_uniforms { float4x4 mvp; float4x4 model; float4x4 light_view_projection; float3 camera_position; float shadow_normal_offset; }; [[vk::binding(0, 1)]] ConstantBuffer uniforms : register(b0, space1); struct VSInput { float3 position : POSITION0; float3 normal : NORMAL0; }; struct VSOutput { float4 position : SV_Position; float3 normal : TEXCOORD0; float3 world_position : TEXCOORD1; float3 camera_position : TEXCOORD2; float4 light_space_position : TEXCOORD3; }; VSOutput main(VSInput input) { VSOutput output; float4 world_position = mul(uniforms.model, float4(input.position, 1.0)); float3 world_normal = normalize(mul((float3x3)uniforms.model, input.normal)); output.position = mul(uniforms.mvp, float4(input.position, 1.0)); output.normal = world_normal; output.world_position = world_position.xyz; output.camera_position = uniforms.camera_position; float3 offset_position = world_position.xyz + world_normal * uniforms.shadow_normal_offset; output.light_space_position = mul(uniforms.light_view_projection, float4(offset_position, 1.0)); return output; }