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maszyna/betterRenderer/shaders/instanced_cubemap_vertex.hlsl
2025-04-15 01:32:56 +02:00

42 lines
1.5 KiB
HLSL

#pragma pack_matrix(column_major)
struct VertexInput {
float3 m_Position : Position;
float3 m_Normal : Normal;
float2 m_TexCoord : TexCoord;
float4 m_Tangent : Tangent;
float4 m_InstanceTransform[3] : InstanceTransform;
};
struct VertexOutput {
float3 m_Position : Position;
float3 m_Normal : Normal;
float2 m_TexCoord : TexCoord;
float4 m_Tangent : Tangent;
float4 m_PositionSV : SV_Position;
float4 m_PositionCS : PositionCS;
float4 m_HistoryPositionCS : HistoryPositionCS;
};
cbuffer VertexConstants : register(b0) {
float4x4 g_FaceProjection;
};
#include "manul/draw_constants.hlsli"
VertexOutput main(in VertexInput vs_in) {
VertexOutput result;
float4x3 model_view = GetModelView();
float4x4 instance_transform = transpose(float4x4(vs_in.m_InstanceTransform[0], vs_in.m_InstanceTransform[1], vs_in.m_InstanceTransform[2], float4(0., 0., 0., 1.)));
float3 position = mul(float4(vs_in.m_Position, 1.), instance_transform).xyz;
result.m_Position = mul(float4(position, 1.), model_view).xyz;
result.m_Normal = mul(float4(mul(float4(vs_in.m_Normal, 0.), instance_transform)), model_view).xyz;
result.m_TexCoord = vs_in.m_TexCoord;
result.m_Tangent.xyz = mul(float4(mul(float4(vs_in.m_Tangent.xyz, 0.), instance_transform)), model_view).xyz;
result.m_Tangent.w = vs_in.m_Tangent.w;
result.m_PositionSV = mul(g_FaceProjection, float4(result.m_Position, 1.));
result.m_PositionCS = result.m_PositionSV;
result.m_HistoryPositionCS = result.m_PositionSV;
return result;
}