From 8cacf0b4e9a52646837a84547bb00179e1b4e4ec Mon Sep 17 00:00:00 2001 From: Ben Clayton Date: Thu, 21 May 2020 14:51:08 +0100 Subject: [PATCH] Add HLSL shaders for multisampling sample --- data/hlsl/README.md | 2 +- data/hlsl/multisampling/scene.frag | 26 ++++++++++++++++++ data/hlsl/multisampling/scene.vert | 43 ++++++++++++++++++++++++++++++ 3 files changed, 70 insertions(+), 1 deletion(-) create mode 100644 data/hlsl/multisampling/scene.frag create mode 100644 data/hlsl/multisampling/scene.vert diff --git a/data/hlsl/README.md b/data/hlsl/README.md index 90147f0a..8d0be9cc 100644 --- a/data/hlsl/README.md +++ b/data/hlsl/README.md @@ -41,7 +41,7 @@ Shaders written to mirror the GLSL versions at `eddd724`. There have been change | inputattachments | ☑ | ☑ | ☑ | ☑ | instancing | ☑ | ☑ | ☑ | ☑ | mesh | ☑ | ☑ | ❌ | ☑ -| multisampling | ☑ | ☑ | ☑ | ❌ +| multisampling | ☑ | ☑ | ☑ | ☑ | multithreading | ☑ | ☑ | ☑ | ☑ | multiview | ☑ | ☑ | ☑ | ☑ | negativeviewportheight | ☑ | ☑ | ☑ | ☑ diff --git a/data/hlsl/multisampling/scene.frag b/data/hlsl/multisampling/scene.frag new file mode 100644 index 00000000..2bc0a9c2 --- /dev/null +++ b/data/hlsl/multisampling/scene.frag @@ -0,0 +1,26 @@ +// Copyright 2020 Google LLC + +Texture2D textureColorMap : register(t1); +SamplerState samplerColorMap : register(s1); + +struct VSOutput +{ +[[vk::location(0)]] float3 Normal : NORMAL0; +[[vk::location(1)]] float3 Color : COLOR0; +[[vk::location(2)]] float2 UV : TEXCOORD0; +[[vk::location(3)]] float3 ViewVec : TEXCOORD1; +[[vk::location(4)]] float3 LightVec : TEXCOORD2; +}; + +float4 main(VSOutput input) : SV_TARGET +{ + float4 color = textureColorMap.Sample(samplerColorMap, 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); +} \ No newline at end of file diff --git a/data/hlsl/multisampling/scene.vert b/data/hlsl/multisampling/scene.vert new file mode 100644 index 00000000..4e5e9f4e --- /dev/null +++ b/data/hlsl/multisampling/scene.vert @@ -0,0 +1,43 @@ +// Copyright 2020 Google LLC + +struct VSInput +{ +[[vk::location(0)]] float3 Pos : POSITION0; +[[vk::location(1)]] float3 Normal : NORMAL0; +[[vk::location(2)]] float2 UV : TEXCOORD0; +[[vk::location(3)]] float3 Color : COLOR0; +}; + +struct UBO +{ + float4x4 projection; + float4x4 model; + float4 lightPos; +}; +cbuffer ubo : register(b0) { UBO ubo; }; + +struct VSOutput +{ + float4 Pos : SV_POSITION; +[[vk::location(0)]] float3 Normal : NORMAL0; +[[vk::location(1)]] float3 Color : COLOR0; +[[vk::location(2)]] float2 UV : TEXCOORD0; +[[vk::location(3)]] float3 ViewVec : TEXCOORD1; +[[vk::location(4)]] float3 LightVec : TEXCOORD2; +}; + +VSOutput main(VSInput input) +{ + VSOutput output = (VSOutput)0; + output.Normal = input.Normal; + output.Color = input.Color; + output.UV = input.UV; + output.Pos = mul(ubo.projection, mul(ubo.model, float4(input.Pos.xyz, 1.0))); + + float4 pos = mul(ubo.model, float4(input.Pos, 0.0)); + output.Normal = mul((float3x3)ubo.model, input.Normal); + float3 lPos = mul((float3x3)ubo.model, ubo.lightPos.xyz); + output.LightVec = lPos - input.Pos; + output.ViewVec = -input.Pos; + return output; +} \ No newline at end of file