75 lines
1.8 KiB
GLSL

/////////////
// GLOBALS //
/////////////
cbuffer MatrixBuffer
{
matrix worldMatrix;
matrix viewMatrix;
matrix projectionMatrix;
};
cbuffer CameraBuffer
{
float3 cameraPosition;
float padding;
};
cbuffer SunLightBuffer
{
float4 ambientColor;
float4 diffuseColor;
float3 lightDirection;
float intensity;
};
//////////////
// TYPEDEFS //
//////////////
struct VertexInputType
{
float4 position : POSITION;
float2 tex : TEXCOORD0;
float3 normal : NORMAL;
};
struct PixelInputType
{
float4 position : SV_POSITION;
float2 tex : TEXCOORD0;
float3 normal : NORMAL;
float3 lightDir : TEXCOORD1;
float intensity : TEXCOORD2;
};
////////////////////////////////////////////////////////////////////////////////
// Vertex Shader
////////////////////////////////////////////////////////////////////////////////
PixelInputType SunLightVertexShader(VertexInputType input)
{
PixelInputType output;
// Change the position vector to be 4 units for proper matrix calculations.
input.position.w = 1.0f;
// Calculate the position of the vertex against the world, view, and projection matrices.
output.position = mul(input.position, worldMatrix);
output.position = mul(output.position, viewMatrix);
output.position = mul(output.position, projectionMatrix);
// Store the texture coordinates for the pixel shader.
output.tex = input.tex;
// Calculate the normal vector against the world matrix only.
output.normal = mul(input.normal, (float3x3) worldMatrix);
// Normalize the normal vector.
output.normal = normalize(output.normal);
// Use the light direction directly.
output.lightDir = normalize(lightDirection);
output.intensity = intensity;
return output;
}