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render/assets/shaders/shadow_depth_vs.hlsl
2026-08-17 06:31:43 +09:00

21 lines
537 B
HLSL

#pragma pack_matrix(row_major)
cbuffer CBPerObj : register(b2) {
row_major float4x4 gWorld;
row_major float4x4 gWorldInvTranspose; // 深度阶段不用,但保持 CPU 布局契约一致
};
cbuffer CBShadow : register(b3) {
row_major float4x4 gLightViewProjection;
float4 gShadowParams;
};
struct VSInput {
float3 positionOS : POSITION;
};
float4 VSMain(VSInput input) : SV_POSITION {
const float4 positionWS = mul(float4(input.positionOS, 1.0f), gWorld);
return mul(positionWS, gLightViewProjection);
}