SPIRV-Cross/reference/shaders-hlsl/flatten/copy.flatten.vert
2022-02-16 21:53:24 +09:00

54 lines
1.2 KiB
GLSL

struct Light
{
float3 Position;
float Radius;
float4 Color;
};
uniform float4 UBO[12];
static float4 gl_Position;
static float4 aVertex;
static float4 vColor;
static float3 aNormal;
struct SPIRV_Cross_Input
{
float4 aVertex : TEXCOORD0;
float3 aNormal : TEXCOORD1;
};
struct SPIRV_Cross_Output
{
float4 vColor : TEXCOORD0;
float4 gl_Position : SV_Position;
};
void vert_main()
{
gl_Position = mul(aVertex, float4x4(UBO[0], UBO[1], UBO[2], UBO[3]));
vColor = 0.0f.xxxx;
Light light;
for (int i = 0; i < 4; i++)
{
Light _51 = {UBO[i * 2 + 4].xyz, UBO[i * 2 + 4].w, UBO[i * 2 + 5]};
Light _52 = _51;
light.Position = _52.Position;
light.Radius = _52.Radius;
light.Color = _52.Color;
float3 L = aVertex.xyz - light.Position;
vColor += ((UBO[i * 2 + 5] * clamp(1.0f - (length(L) / light.Radius), 0.0f, 1.0f)) * dot(aNormal, normalize(L)));
}
}
SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
{
aVertex = stage_input.aVertex;
aNormal = stage_input.aNormal;
vert_main();
SPIRV_Cross_Output stage_output;
stage_output.gl_Position = gl_Position;
stage_output.vColor = vColor;
return stage_output;
}