blob: 1884b97d1e1772351d136c853823b19fedd39503 (
plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
|
/*
* Tuxánci 2 - A first person shooter
* Copyright (C) 2007-2011 Tuxánci Development Team
* 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 <https://www.gnu.org/licenses/>.
*/
struct ObjUniforms {
float4x4 mvp;
float4x4 model;
float3 camera_position;
float padding;
};
[[vk::binding(0, 1)]]
ConstantBuffer<ObjUniforms> 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;
};
VSOutput main(VSInput input) {
VSOutput output;
float4 world_position = mul(uniforms.model, float4(input.position, 1.0));
output.position = mul(uniforms.mvp, float4(input.position, 1.0));
output.normal = normalize(mul((float3x3)uniforms.model, input.normal));
output.world_position = world_position.xyz;
output.camera_position = uniforms.camera_position;
return output;
}
|