parent
79ec9b126b
commit
0f8a349f0c
7 changed files with 37 additions and 26 deletions
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@ -5,16 +5,25 @@ layout (set = 0, binding = 2) uniform sampler samplers[3];
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layout (location = 0) in vec2 inUV;
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layout (location = 1) in float inLodBias;
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layout (location = 2) flat in int inSamplerIndex;
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layout (location = 3) in vec3 inNormal;
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layout (location = 4) in vec3 inViewVec;
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layout (location = 5) in vec3 inLightVec;
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layout (location = 2) in vec3 inNormal;
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layout (location = 3) in vec3 inViewVec;
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layout (location = 4) in vec3 inLightVec;
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layout (binding = 0) uniform UBO
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{
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mat4 projection;
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mat4 view;
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mat4 model;
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vec4 viewPos;
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float lodBias;
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int samplerIndex;
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} ubo;
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layout (location = 0) out vec4 outFragColor;
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void main()
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{
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vec4 color = texture(sampler2D(textureColor, samplers[inSamplerIndex]), inUV, inLodBias);
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vec4 color = texture(sampler2D(textureColor, samplers[uniform.samplerIndex]), inUV, inLodBias);
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vec3 N = normalize(inNormal);
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vec3 L = normalize(inLightVec);
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@ -16,21 +16,14 @@ layout (binding = 0) uniform UBO
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layout (location = 0) out vec2 outUV;
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layout (location = 1) out float outLodBias;
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layout (location = 2) flat out int outSamplerIndex;
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layout (location = 3) out vec3 outNormal;
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layout (location = 4) out vec3 outViewVec;
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layout (location = 5) out vec3 outLightVec;
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out gl_PerVertex
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{
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vec4 gl_Position;
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};
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layout (location = 2) out vec3 outNormal;
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layout (location = 3) out vec3 outViewVec;
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layout (location = 4) out vec3 outLightVec;
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void main()
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{
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outUV = inUV * vec2(2.0, 1.0);
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outLodBias = ubo.lodBias;
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outSamplerIndex = ubo.samplerIndex;
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vec3 worldPos = vec3(ubo.model * vec4(inPos, 1.0));
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@ -3,19 +3,30 @@
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Texture2D textureColor : register(t1);
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SamplerState samplers[3] : register(s2);
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struct UBO
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{
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float4x4 projection;
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float4x4 view;
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float4x4 model;
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float4 viewPos;
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float lodBias;
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int samplerIndex;
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};
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cbuffer ubo : register(b0) { UBO ubo; }
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struct VSOutput
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{
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[[vk::location(0)]] float2 UV : TEXCOORD0;
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[[vk::location(1)]] float LodBias : TEXCOORD3;
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[[vk::location(2)]] int SamplerIndex : TEXCOORD4;
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[[vk::location(3)]] float3 Normal : NORMAL0;
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[[vk::location(4)]] float3 ViewVec : TEXCOORD1;
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[[vk::location(5)]] float3 LightVec : TEXCOORD2;
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[[vk::location(2)]] float3 Normal : NORMAL0;
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[[vk::location(3)]] float3 ViewVec : TEXCOORD1;
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[[vk::location(4)]] float3 LightVec : TEXCOORD2;
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};
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float4 main(VSOutput input) : SV_TARGET
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{
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float4 color = textureColor.Sample(samplers[input.SamplerIndex], input.UV, int2(0, 0), input.LodBias);
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float4 color = textureColor.Sample(samplers[ubo.samplerIndex], input.UV, int2(0, 0), input.LodBias);
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float3 N = normalize(input.Normal);
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float3 L = normalize(input.LightVec);
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Binary file not shown.
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@ -24,10 +24,9 @@ struct VSOutput
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float4 Pos : SV_POSITION;
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[[vk::location(0)]] float2 UV : TEXCOORD0;
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[[vk::location(1)]] float LodBias : TEXCOORD3;
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[[vk::location(2)]] int SamplerIndex : TEXCOORD4;
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[[vk::location(3)]] float3 Normal : NORMAL0;
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[[vk::location(4)]] float3 ViewVec : TEXCOORD1;
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[[vk::location(5)]] float3 LightVec : TEXCOORD2;
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[[vk::location(2)]] float3 Normal : NORMAL0;
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[[vk::location(3)]] float3 ViewVec : TEXCOORD1;
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[[vk::location(4)]] float3 LightVec : TEXCOORD2;
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};
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VSOutput main(VSInput input)
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@ -35,7 +34,6 @@ VSOutput main(VSInput input)
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VSOutput output = (VSOutput)0;
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output.UV = input.UV * float2(2.0, 1.0);
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output.LodBias = ubo.lodBias;
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output.SamplerIndex = ubo.samplerIndex;
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float3 worldPos = mul(ubo.model, float4(input.Pos, 1.0)).xyz;
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@ -443,7 +443,7 @@ public:
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{
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std::vector<VkDescriptorSetLayoutBinding> setLayoutBindings = {
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// Binding 0: Vertex shader uniform buffer
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vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, VK_SHADER_STAGE_VERTEX_BIT, 0),
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vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT, 0),
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// Binding 1: Sampled image
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vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE, VK_SHADER_STAGE_FRAGMENT_BIT, 1),
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// Binding 2: Sampler array (3 descriptors)
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