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Nuake/Data/Shaders/Vulkan/shading.vert
2025-04-26 19:23:28 -04:00

39 lines
744 B
GLSL

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