-
Notifications
You must be signed in to change notification settings - Fork 0
Expand file tree
/
Copy pathBasic.vert.fsl
More file actions
73 lines (62 loc) · 2.17 KB
/
Basic.vert.fsl
File metadata and controls
73 lines (62 loc) · 2.17 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
/*
* Copyright (c) 2017-2025 The Forge Interactive Inc.
*
* This file is part of The-Forge
* (see https://github.com/ConfettiFX/The-Forge).
*
* Licensed to the Apache Software Foundation (ASF) under one
* or more contributor license agreements. See the NOTICE file
* distributed with this work for additional information
* regarding copyright ownership. The ASF licenses this file
* to you under the Apache License, Version 2.0 (the
* "License"); you may not use this file except in compliance
* with the License. You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing,
* software distributed under the License is distributed on an
* "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY
* KIND, either express or implied. See the License for the
* specific language governing permissions and limitations
* under the License.
*/
#include "Resources.h.fsl"
STRUCT(VSInput)
{
DATA(float3, Position, POSITION);
DATA(float4, Color, TEXCOORD0);
DATA(float3, Normal, NORMAL);
DATA(float2, UV, TEXCOORD4);
};
STRUCT(VSOutput)
{
DATA(float4, Position, SV_Position);
DATA(float2, UV, TEXCOORD0);
DATA(float3, WorldPos, TEXCOORD1);
DATA(float3, WorldNormal, TEXCOORD2);
DATA(float3, BaseColor, TEXCOORD3);
};
ROOT_SIGNATURE(DefaultRootSignature)
VSOutput VS_MAIN(VSInput In)
{
INIT_MAIN;
VSOutput Out;
// --- Use Position1 and Normal1 directly (no morphing) ---
float3 position = In.Position;
float3 normal = In.Normal;
float3 vertexColor = In.Color.xyz;
float2 uv = In.UV;
// --- Transform to world space ---
float4 worldPos = mul(gUniformBlock.toWorld, float4(position, 1.0f));
float3 worldNormal = normalize(mul(gUniformBlock.toWorld, float4(normal, 0.0f)).xyz);
// --- Transform to clip space ---
float4x4 mvp = mul(gUniformBlock.mvp, gUniformBlock.toWorld);
Out.Position = mul(mvp, float4(position, 1.0f));
// --- Pass data to pixel shader ---
Out.WorldPos = worldPos.xyz;
Out.WorldNormal = worldNormal;
Out.BaseColor = vertexColor;
Out.UV = uv;
RETURN(Out);
}