Add slang shader for gltf skinning sample

This commit is contained in:
Sascha Willems 2025-04-26 17:07:33 +02:00
parent b8b4c89e04
commit 74e66c6b48

View file

@ -0,0 +1,78 @@
/* Copyright (c) 2025, Sascha Willems
*
* SPDX-License-Identifier: MIT
*
*/
struct VSInput
{
float3 Pos;
float3 Normal;
float2 UV;
float3 Color;
float4 JointIndices;
float4 JointWeights;
};
struct VSOutput
{
float4 Pos : SV_POSITION;
float3 Normal;
float3 Color;
float2 UV;
float3 ViewVec;
float3 LightVec;
};
struct UBO
{
float4x4 projection;
float4x4 view;
float4 lightPos;
float4x4 inverse;
};
ConstantBuffer<UBO> uboScene;
[[vk::binding(0, 1)]] StructuredBuffer<float4x4> jointMatrices;
[[vk::binding(0, 2)]] Sampler2D samplerColorMap;
[shader("vertex")]
VSOutput vertexMain(VSInput input, uniform float4x4 modelMat)
{
VSOutput output;
output.Normal = input.Normal;
output.Color = input.Color;
output.UV = input.UV;
// Calculate skinned matrix from weights and joint indices of the current vertex
float4x4 skinMat =
input.JointWeights.x * jointMatrices[int(input.JointIndices.x)] +
input.JointWeights.y * jointMatrices[int(input.JointIndices.y)] +
input.JointWeights.z * jointMatrices[int(input.JointIndices.z)] +
input.JointWeights.w * jointMatrices[int(input.JointIndices.w)];
output.Pos = mul(uboScene.projection, mul(uboScene.view, mul(modelMat, mul(skinMat, float4(input.Pos, 1.0)))));
output.Normal = mul((float3x3)modelMat, mul((float3x3)skinMat, input.Normal));
float4 pos = mul(uboScene.view, float4(input.Pos, 1.0));
float3 lPos = mul(float3x3(uboScene.view), uboScene.lightPos.xyz);
output.LightVec = lPos - pos.xyz;
output.ViewVec = -pos.xyz;
return output;
}
[shader("fragment")]
float4 fragmentMain(VSOutput input)
{
float4 color = samplerColorMap.Sample(input.UV) * float4(input.Color, 1.0);
float3 N = normalize(input.Normal);
float3 L = normalize(input.LightVec);
float3 V = normalize(input.ViewVec);
float3 R = reflect(L, N);
float3 diffuse = max(dot(N, L), 0.0) * input.Color;
float3 specular = pow(max(dot(R, V), 0.0), 16.0) * float3(0.75, 0.75, 0.75);
return float4(diffuse * color.rgb + specular, 1.0);
}