Files
hwr2023_a/GDP/D3D11/LightingVertexShader.hlsl
T
2025-12-03 15:50:25 +01:00

33 lines
756 B
HLSL

cbuffer MatrixBuffer
{
matrix WorldViewProjectionMatrix;
matrix WorldMatrix;
//float4 TilingOffset;
};
struct VertexInput
{
float4 position : POSITION;
float3 normal : NORMAL;
float2 uv : TEXCOORD;
};
struct VertexOutput
{
float4 position : SV_POSITION;
float3 positionWorld : POSITION1;
float3 normal : NORMAL;
float2 uv : TEXCOORD;
};
VertexOutput main(VertexInput INPUT)
{
VertexOutput OUTPUT;
OUTPUT.position = mul(INPUT.position, WorldViewProjectionMatrix);
OUTPUT.positionWorld = mul(INPUT.position, WorldMatrix);
OUTPUT.normal = mul(INPUT.normal, (float3x3)WorldMatrix);
OUTPUT.uv = INPUT.uv * float2(1.0f, 1.0f) + float2(0.0f, 0.0f); // uv * tiling + offset
return OUTPUT;
}