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

26 lines
832 B
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 {
float2 m_TexCoord : TexCoord;
float4 m_PositionSV : SV_Position;
};
#include "manul/draw_constants_shadow.hlsli"
VertexOutput main(in VertexInput vs_in) {
VertexOutput result;
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);
result.m_TexCoord = vs_in.m_TexCoord;
result.m_PositionSV = mul(g_DrawConstants.m_ModelViewProjection, float4(position, 1.));
return result;
}