Backlog/engine/rend/shaders/meshes.vert.hlsl

57 lines
1.2 KiB
HLSL

// I just reuse this one for the shadow mapping right?
struct Input
{
float3 Position : TEXCOORD0;
float3 Normal : TEXCOORD1;
float4 Color : TEXCOORD2;
float2 UV : TEXCOORD3;
uint Bones : TEXCOORD4;
uint weights : TEXCOORD5;
uint Instance : SV_InstanceID;
};
struct Output
{
float2 TexCoord : TEXCOORD0;
float3 WorldPos : TEXCOORD1;
float3 Normal: TEXCOORD2;
float4 DirectionalShadowFragPos: TEXCOORD3;
float4 Position : SV_Position;
};
struct Scene
{
float4x4 Model;
};
StructuredBuffer<Scene> scene: register(t0, space0);
cbuffer Uniforms : register(b0, space1)
{
float4x4 ViewProjection;
float4x4 ShadowMapProjection;
float time;
};
Output main(Input input)
{
Output output;
output.TexCoord = input.UV;
float4 pos = float4(input.Position, 1.0);
// pos.x += 0.2 * sin(time * 0.5 ) * pos.y * 0.5;
// pos.y += 0.2 * cos(time * 0.5 ) * pos.z * 0.5;
float4 WorldPos = mul(scene[input.Instance].Model, pos);
output.Position = mul(ViewProjection, mul(scene[input.Instance].Model, pos));
output.WorldPos = WorldPos.xyz;
output.Normal = input.Normal;
output.DirectionalShadowFragPos = mul(ShadowMapProjection, WorldPos);
return output;
}