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39 lines
744 B
GLSL
39 lines
744 B
GLSL
#include "Utils/header.hlsl"
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struct ShadingPushConstant
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{
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int AlbedoInputTextureId;
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int DepthInputTextureId;
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int NormalInputTextureId;
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int MaterialInputTextureId;
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int LightOffset;
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int LightCount;
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int CameraID;
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float AmbientTerm;
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float cascadeDepth[4];
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int SSAOTextureId;
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int EntityTextureId;
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};
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[[vk::push_constant]]
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ShadingPushConstant pushConstants;
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// Outputs
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struct VSOutput
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{
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float4 Position : SV_Position;
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float2 UV : TEXCOORD0;
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};
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// Main vertex shader
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VSOutput main(uint vertexIndex : SV_VertexID)
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{
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VSOutput output;
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Vertex v = vertexBuffer[vertexIndex];
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output.UV = float2(v.uv_x, v.uv_y);
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output.Position = float4(v.position, 1.0f);
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return output;
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} |