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CosmicEngine/lib/All/JoltPhysics/Assets/Shaders/DX/TriangleVertexShader.hlsl

59 lines
1.4 KiB
HLSL

#include "VertexConstants.h"
struct VS_INPUT
{
// Per vertex data
float3 vPos : POSITION;
float3 vNorm : NORMAL;
float2 vTex : TEXCOORD0;
float4 vCol : COLOR;
// Per instance data
matrix iModel : INSTANCE_TRANSFORM; // model matrix
matrix iModelInvTrans : INSTANCE_INV_TRANSFORM; // (model matrix^-1)^T
float4 iCol : INSTANCE_COLOR; // color of the model
};
struct VS_OUTPUT
{
float4 Position : SV_POSITION;
float3 Normal : TEXCOORD0;
float3 WorldPos : TEXCOORD1;
float2 Tex : TEXCOORD2;
float4 PositionL : TEXCOORD3;
float4 Color : COLOR0;
};
VS_OUTPUT main(VS_INPUT input)
{
VS_OUTPUT output;
// Get world position
float4 pos = float4(input.vPos, 1.0f);
float4 world_pos = mul(input.iModel, pos);
// Transform the position from world space to homogeneous projection space
float4 proj_pos = mul(View, world_pos);
proj_pos = mul(Projection, proj_pos);
output.Position = proj_pos;
// Transform the position from world space to projection space of the light
float4 proj_lpos = mul(LightView, world_pos);
proj_lpos = mul(LightProjection, proj_lpos);
output.PositionL = proj_lpos;
// output normal
float4 norm = float4(input.vNorm, 0.0f);
output.Normal = normalize(mul(input.iModelInvTrans, norm).xyz);
// output world position of the vertex
output.WorldPos = world_pos.xyz;
// output texture coordinates
output.Tex = input.vTex;
// output color
output.Color = input.vCol * input.iCol;
return output;
}