| /* |
| The MIT License (MIT) |
| |
| Copyright (c) 2022 Google LLC |
| Copyright (c) 2022 Sascha Willems |
| |
| Permission is hereby granted, free of charge, to any person obtaining a copy |
| of this software and associated documentation files (the "Software"), to deal |
| in the Software without restriction, including without limitation the rights |
| to use, copy, modify, merge, publish, distribute, sublicense, and/or sell |
| copies of the Software, and to permit persons to whom the Software is |
| furnished to do so, subject to the following conditions: |
| |
| The above copyright notice and this permission notice shall be included in all |
| copies or substantial portions of the Software. |
| |
| THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR |
| IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, |
| FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE |
| AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER |
| LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, |
| OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE |
| SOFTWARE. |
| */ |
| |
| struct UBO |
| { |
| float4x4 projection[2]; |
| float4x4 modelview[2]; |
| float4 lightPos; |
| }; |
| |
| cbuffer ubo : register(b0) { UBO ubo; } |
| |
| struct VSOutput |
| { |
| float4 Pos : SV_POSITION; |
| [[vk::location(0)]] float3 Normal : NORMAL0; |
| [[vk::location(1)]] float3 Color : COLOR0; |
| }; |
| |
| struct GSOutput |
| { |
| float4 Pos : SV_POSITION; |
| uint ViewportIndex : SV_ViewportArrayIndex; |
| uint PrimitiveID : SV_PrimitiveID; |
| [[vk::location(0)]] float3 Normal : NORMAL0; |
| [[vk::location(1)]] float3 Color : COLOR0; |
| [[vk::location(2)]] float3 ViewVec : TEXCOOR1; |
| [[vk::location(3)]] float3 LightVec : TEXCOOR2; |
| }; |
| |
| [maxvertexcount(3)] |
| [instance(2)] |
| void main(triangle VSOutput input[3], inout TriangleStream<GSOutput> outStream, uint InvocationID : SV_GSInstanceID, uint PrimitiveID : SV_PrimitiveID) |
| { |
| for(int i = 0; i < 3; i++) |
| { |
| GSOutput output = (GSOutput)0; |
| output.Normal = mul((float3x3)ubo.modelview[InvocationID], input[i].Normal); |
| output.Color = input[i].Color; |
| |
| float4 pos = input[i].Pos; |
| float4 worldPos = mul(ubo.modelview[InvocationID], pos); |
| |
| float3 lPos = mul(ubo.modelview[InvocationID], ubo.lightPos).xyz; |
| output.LightVec = lPos - worldPos.xyz; |
| output.ViewVec = -worldPos.xyz; |
| |
| output.Pos = mul(ubo.projection[InvocationID], worldPos); |
| |
| // Set the viewport index that the vertex will be emitted to |
| output.ViewportIndex = InvocationID; |
| output.PrimitiveID = PrimitiveID; |
| outStream.Append( output ); |
| } |
| |
| outStream.RestartStrip(); |
| } |