Moved shaders to new directory

This commit is contained in:
Sascha Willems 2023-05-09 21:03:02 +02:00
parent 0b3f8340e3
commit 99b226237a
1244 changed files with 0 additions and 0 deletions

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// Copyright 2020 Google LLC
struct VSOutput
{
[[vk::location(0)]] float3 Normal : NORMAL0;
[[vk::location(1)]] float3 Color : COLOR0;
[[vk::location(2)]] float Visible : TEXCOORD3;
[[vk::location(3)]] float3 ViewVec : TEXCOORD1;
[[vk::location(4)]] float3 LightVec : TEXCOORD2;
};
float4 main(VSOutput input) : SV_TARGET
{
if (input.Visible > 0.0)
{
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), 8.0) * float3(0.75, 0.75, 0.75);
return float4(diffuse + specular, 1.0);
}
else
{
return float4(float3(0.1, 0.1, 0.1), 1.0);
}
}

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// Copyright 2020 Google LLC
struct VSInput
{
[[vk::location(0)]] float3 Pos : POSITION0;
[[vk::location(1)]] float3 Normal : NORMAL0;
[[vk::location(2)]] float3 Color : COLOR0;
};
struct UBO
{
float4x4 projection;
float4x4 modelview;
float4 lightPos;
float visible;
};
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)]] float Visible : TEXCOORD3;
[[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.Visible = ubo.visible;
output.Pos = mul(ubo.projection, mul(ubo.modelview, float4(input.Pos.xyz, 1.0)));
float4 pos = mul(ubo.modelview, float4(input.Pos, 1.0));
output.Normal = mul((float3x3)ubo.modelview, input.Normal);
output.LightVec = ubo.lightPos.xyz - pos.xyz;
output.ViewVec = -pos.xyz;
return output;
}

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// Copyright 2020 Google LLC
float4 main([[vk::location(0)]] float3 Color : COLOR0) : SV_TARGET
{
return float4(Color, 0.5);
}

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// Copyright 2020 Google LLC
struct VSInput
{
[[vk::location(0)]] float3 Pos : POSITION0;
[[vk::location(1)]] float3 Normal : NORMAL0;
[[vk::location(2)]] float3 Color : COLOR0;
};
struct UBO
{
float4x4 projection;
float4x4 modelview;
float4 lightPos;
};
cbuffer ubo : register(b0) { UBO ubo; }
struct VSOutput
{
float4 Pos : SV_POSITION;
[[vk::location(0)]] float3 Color : COLOR0;
};
VSOutput main(VSInput input)
{
VSOutput output = (VSOutput)0;
output.Color = input.Color;
output.Pos = mul(ubo.projection, mul(ubo.modelview, float4(input.Pos.xyz, 1.0)));
return output;
}

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// Copyright 2020 Google LLC
float4 main([[vk::location(0)]] float3 Color : COLOR0) : SV_TARGET
{
return float4(1.0, 1.0, 1.0, 1.0);
}

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// Copyright 2020 Google LLC
struct UBO
{
float4x4 projection;
float4x4 modelview;
float4 lightPos;
};
cbuffer ubo : register(b0) { UBO ubo; }
struct VSOutput
{
float4 Pos : SV_POSITION;
[[vk::location(0)]] float3 Color : COLOR0;
};
VSOutput main([[vk::location(0)]] float3 Pos : POSITION0)
{
VSOutput output = (VSOutput)0;
output.Pos = mul(ubo.projection, mul(ubo.modelview, float4(Pos.xyz, 1.0)));
return output;
}

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