Moved shaders to new directory
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110
shaders/hlsl/parallaxmapping/parallax.frag
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110
shaders/hlsl/parallaxmapping/parallax.frag
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// Copyright 2020 Google LLC
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Texture2D textureColorMap : register(t1);
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SamplerState samplerColorMap : register(s1);
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Texture2D textureNormalHeightMap : register(t2);
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SamplerState samplerNormalHeightMap : register(s2);
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struct UBO
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{
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float heightScale;
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float parallaxBias;
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float numLayers;
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int mappingMode;
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};
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cbuffer ubo : register(b3) { 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)]] float3 TangentLightPos : TEXCOORD1;
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[[vk::location(2)]] float3 TangentViewPos : TEXCOORD2;
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[[vk::location(3)]] float3 TangentFragPos : TEXCOORD3;
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};
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float2 parallaxMapping(float2 uv, float3 viewDir)
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{
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float height = 1.0 - textureNormalHeightMap.SampleLevel(samplerNormalHeightMap, uv, 0.0).a;
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float2 p = viewDir.xy * (height * (ubo.heightScale * 0.5) + ubo.parallaxBias) / viewDir.z;
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return uv - p;
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}
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float2 steepParallaxMapping(float2 uv, float3 viewDir)
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{
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float layerDepth = 1.0 / ubo.numLayers;
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float currLayerDepth = 0.0;
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float2 deltaUV = viewDir.xy * ubo.heightScale / (viewDir.z * ubo.numLayers);
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float2 currUV = uv;
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float height = 1.0 - textureNormalHeightMap.SampleLevel(samplerNormalHeightMap, currUV, 0.0).a;
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for (int i = 0; i < ubo.numLayers; i++) {
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currLayerDepth += layerDepth;
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currUV -= deltaUV;
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height = 1.0 - textureNormalHeightMap.SampleLevel(samplerNormalHeightMap, currUV, 0.0).a;
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if (height < currLayerDepth) {
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break;
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}
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}
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return currUV;
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}
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float2 parallaxOcclusionMapping(float2 uv, float3 viewDir)
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{
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float layerDepth = 1.0 / ubo.numLayers;
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float currLayerDepth = 0.0;
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float2 deltaUV = viewDir.xy * ubo.heightScale / (viewDir.z * ubo.numLayers);
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float2 currUV = uv;
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float height = 1.0 - textureNormalHeightMap.SampleLevel(samplerNormalHeightMap, currUV, 0.0).a;
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for (int i = 0; i < ubo.numLayers; i++) {
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currLayerDepth += layerDepth;
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currUV -= deltaUV;
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height = 1.0 - textureNormalHeightMap.SampleLevel(samplerNormalHeightMap, currUV, 0.0).a;
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if (height < currLayerDepth) {
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break;
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}
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}
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float2 prevUV = currUV + deltaUV;
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float nextDepth = height - currLayerDepth;
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float prevDepth = 1.0 - textureNormalHeightMap.SampleLevel(samplerNormalHeightMap, prevUV, 0.0).a - currLayerDepth + layerDepth;
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return lerp(currUV, prevUV, nextDepth / (nextDepth - prevDepth));
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}
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float4 main(VSOutput input) : SV_TARGET
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{
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float3 V = normalize(input.TangentViewPos - input.TangentFragPos);
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float2 uv = input.UV;
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if (ubo.mappingMode == 0) {
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// Color only
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return textureColorMap.Sample(samplerColorMap, input.UV);
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} else {
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switch(ubo.mappingMode) {
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case 2:
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uv = parallaxMapping(input.UV, V);
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break;
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case 3:
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uv = steepParallaxMapping(input.UV, V);
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break;
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case 4:
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uv = parallaxOcclusionMapping(input.UV, V);
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break;
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}
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// Discard fragments at texture border
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if (uv.x < 0.0 || uv.x > 1.0 || uv.y < 0.0 || uv.y > 1.0) {
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clip(-1);
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}
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float3 N = normalize(textureNormalHeightMap.SampleLevel(samplerNormalHeightMap, uv, 0.0).rgb * 2.0 - 1.0);
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float3 L = normalize(input.TangentLightPos - input.TangentFragPos);
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float3 R = reflect(-L, N);
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float3 H = normalize(L + V);
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float3 color = textureColorMap.Sample(samplerColorMap, uv).rgb;
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float3 ambient = 0.2 * color;
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float3 diffuse = max(dot(L, N), 0.0) * color;
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float3 specular = float3(0.15, 0.15, 0.15) * pow(max(dot(N, H), 0.0), 32.0);
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return float4(ambient + diffuse + specular, 1.0f);
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}
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}
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