Add HLSL shaders for multisampling sample

This commit is contained in:
Ben Clayton 2020-05-21 14:51:08 +01:00
parent e9ab033b5e
commit 8cacf0b4e9
3 changed files with 70 additions and 1 deletions

View file

@ -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 | ☑ | ☑ | ☑ | ☑

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@ -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);
}

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@ -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;
}