Files
Juliet/Assets/source/Triangle.vert.hlsl

33 lines
836 B
HLSL

struct Output
{
float4 Color : TEXCOORD0;
float3 WorldNormal : TEXCOORD1;
float3 WorldPosition : TEXCOORD2;
float4 Position : SV_Position;
};
#include "RootConstants.hlsl"
Output main(uint vertexIndex : SV_VertexID)
{
Output output;
ByteAddressBuffer buffer = ResourceDescriptorHeap[BufferIndex];
uint stride = 40;
uint offset = vertexIndex * stride;
float3 pos = asfloat(buffer.Load3(offset));
float3 normal = asfloat(buffer.Load3(offset + 12));
float4 col = asfloat(buffer.Load4(offset + 24));
float4 worldPos = mul(Model, float4(pos, 1.0f));
output.Position = mul(ViewProjection, worldPos);
output.Color = col;
output.WorldPosition = worldPos.xyz;
float3 worldNormal = mul((float3x3)Model, normal);
output.WorldNormal = worldNormal;
return output;
}