procedural-3d-engine/shaders/hlsl/texturesparseresidency/sparseresidency.frag

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// Copyright 2020 Google LLC
Texture2D textureColor : register(t1);
SamplerState samplerColor : register(s1);
struct VSOutput
{
[[vk::location(0)]] float2 UV : TEXCOORD0;
[[vk::location(1)]] float LodBias : TEXCOORD3;
[[vk::location(2)]] float3 Normal : NORMAL0;
[[vk::location(3)]] float3 ViewVec : TEXCOORD1;
[[vk::location(4)]] float3 LightVec : TEXCOORD2;
};
float4 main(VSOutput input) : SV_TARGET
{
float4 color = float4(0.0, 0.0, 0.0, 0.0);
// Fetch sparse until we get a valid texel
uint status;
float minLod = input.LodBias;
do
{
color = textureColor.SampleLevel(samplerColor, input.UV, minLod, 0, status);
minLod += 1.0f;
} while(!CheckAccessFullyMapped(status));
float3 N = normalize(input.Normal);
N = normalize((input.Normal - 0.5) * 2.0);
float3 L = normalize(input.LightVec);
float3 R = reflect(-L, N);
float3 diffuse = max(dot(N, L), 0.25) * color.rgb;
return float4(diffuse, 1.0);
}