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#pragma pack_matrix( row_major )
struct VertexShaderConstants
{
matrix model;
matrix projectionAndView;
};
[[vk::push_constant]]
ConstantBuffer<VertexShaderConstants> pushConstants;
struct VertexShaderInput
{
float3 pos : POSITION;
float2 tex : TEXCOORD0;
float4 color : COLOR0;
};
struct VertexShaderOutput
{
float4 pos : SV_POSITION;
float2 tex : TEXCOORD0;
float4 color : COLOR0;
[[vk::builtin("PointSize")]] float pointSize : SV_PointSize;
};
VertexShaderOutput mainColor(VertexShaderInput input)
{
VertexShaderOutput output;
float4 pos = float4(input.pos, 1.0f);
// Transform the vertex position into projected space.
pos = mul(pos, pushConstants.model);
pos = mul(pos, pushConstants.projectionAndView);
output.pos = pos;
// Pass through texture coordinates and color values without transformation
output.tex = input.tex;
output.color = input.color;
// Always output pointSize so that this VS can be used with points
output.pointSize = 1.0;
return output;
}
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