xref: /aosp_15_r20/external/angle/third_party/glslang/src/Test/spv.debuginfo.hlsl.vert (revision 8975f5c5ed3d1c378011245431ada316dfb6f244)
1/*
2The MIT License (MIT)
3
4Copyright (c) 2022 Google LLC
5Copyright (c) 2022 Sascha Willems
6
7Permission is hereby granted, free of charge, to any person obtaining a copy
8of this software and associated documentation files (the "Software"), to deal
9in the Software without restriction, including without limitation the rights
10to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
11copies of the Software, and to permit persons to whom the Software is
12furnished to do so, subject to the following conditions:
13
14The above copyright notice and this permission notice shall be included in all
15copies or substantial portions of the Software.
16
17THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
18IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
20AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
21LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
22OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
23SOFTWARE.
24*/
25
26struct VSInput
27{
28[[vk::location(0)]] float3 Pos : POSITION0;
29[[vk::location(1)]] float3 Normal : NORMAL0;
30[[vk::location(2)]] float2 UV : TEXCOORD0;
31[[vk::location(3)]] float3 Color : COLOR0;
32
33// Instanced attributes
34[[vk::location(4)]] float3 instancePos : POSITION1;
35[[vk::location(5)]] float3 instanceRot : TEXCOORD1;
36[[vk::location(6)]] float instanceScale : TEXCOORD2;
37[[vk::location(7)]] int instanceTexIndex : TEXCOORD3;
38};
39
40struct UBO
41{
42	float4x4 projection;
43	float4x4 modelview;
44	float4 lightPos;
45	float locSpeed;
46	float globSpeed;
47};
48
49cbuffer ubo : register(b0) { UBO ubo; }
50
51struct VSOutput
52{
53	float4 Pos : SV_POSITION;
54[[vk::location(0)]] float3 Normal : NORMAL0;
55[[vk::location(1)]] float3 Color : COLOR0;
56[[vk::location(2)]] float3 UV : TEXCOORD0;
57[[vk::location(3)]] float3 ViewVec : TEXCOORD1;
58[[vk::location(4)]] float3 LightVec : TEXCOORD2;
59};
60
61VSOutput main(VSInput input)
62{
63	VSOutput output = (VSOutput)0;
64	output.Color = input.Color;
65	output.UV = float3(input.UV, input.instanceTexIndex);
66
67	// rotate around x
68	float s = sin(input.instanceRot.x + ubo.locSpeed);
69	float c = cos(input.instanceRot.x + ubo.locSpeed);
70
71	float3x3 mx = { c, -s, 0.0,
72					s, c, 0.0,
73					0.0, 0.0, 1.0 };
74
75	// rotate around y
76	s = sin(input.instanceRot.y + ubo.locSpeed);
77	c = cos(input.instanceRot.y + ubo.locSpeed);
78
79	float3x3 my = { c, 0.0, -s,
80					0.0, 1.0, 0.0,
81					s, 0.0, c };
82
83	// rot around z
84	s = sin(input.instanceRot.z + ubo.locSpeed);
85	c = cos(input.instanceRot.z + ubo.locSpeed);
86
87	float3x3 mz = { 1.0, 0.0, 0.0,
88					0.0, c, -s,
89					0.0, s, c };
90
91	float3x3 rotMat = mul(mz, mul(my, mx));
92
93	float4x4 gRotMat;
94	s = sin(input.instanceRot.y + ubo.globSpeed);
95	c = cos(input.instanceRot.y + ubo.globSpeed);
96	gRotMat[0] = float4(c, 0.0, -s, 0.0);
97	gRotMat[1] = float4(0.0, 1.0, 0.0, 0.0);
98	gRotMat[2] = float4(s, 0.0, c, 0.0);
99	gRotMat[3] = float4(0.0, 0.0, 0.0, 1.0);
100
101	float4 locPos = float4(mul(rotMat, input.Pos.xyz), 1.0);
102	float4 pos = float4((locPos.xyz * input.instanceScale) + input.instancePos, 1.0);
103
104	output.Pos = mul(ubo.projection, mul(ubo.modelview, mul(gRotMat, pos)));
105	output.Normal = mul((float3x3)mul(ubo.modelview, gRotMat), mul(rotMat, input.Normal));
106
107	pos = mul(ubo.modelview, float4(input.Pos.xyz + input.instancePos, 1.0));
108	float3 lPos = mul((float3x3)ubo.modelview, ubo.lightPos.xyz);
109	output.LightVec = lPos - pos.xyz;
110	output.ViewVec = -pos.xyz;
111	return output;
112}
113