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28 lines
624 B
GLSL
28 lines
624 B
GLSL
struct VSInput
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{
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[[vk::location(0)]] float3 Position : POSITION0;
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[[vk::location(1)]] float3 Color : COLOR0;
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};
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struct UBO
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{
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float4x4 projectionMatrix;
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float4x4 modelMatrix;
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float4x4 viewMatrix;
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};
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cbuffer ubo : register(b0, space0) { UBO ubo; }
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struct VSOutput
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{
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float4 Pos : SV_POSITION;
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[[vk::location(0)]] float3 Color : COLOR0;
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};
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VSOutput main(VSInput input, uint VertexIndex : SV_VertexID)
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{
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VSOutput output = (VSOutput)0;
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output.Color = input.Color * float(VertexIndex);
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output.Pos = mul(ubo.projectionMatrix, mul(ubo.viewMatrix, mul(ubo.modelMatrix, float4(input.Position.xyz, 1.0))));
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return output;
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} |