diff --git a/data/shaders/glsl/variablerateshading/scene.frag.spv b/data/shaders/glsl/variablerateshading/scene.frag.spv new file mode 100644 index 00000000..bc40abee Binary files /dev/null and b/data/shaders/glsl/variablerateshading/scene.frag.spv differ diff --git a/data/shaders/glsl/variablerateshading/scene.vert.spv b/data/shaders/glsl/variablerateshading/scene.vert.spv new file mode 100644 index 00000000..d5c2011b Binary files /dev/null and b/data/shaders/glsl/variablerateshading/scene.vert.spv differ diff --git a/data/shaders/hlsl/variablerateshading/scene.frag b/data/shaders/hlsl/variablerateshading/scene.frag new file mode 100644 index 00000000..82308994 --- /dev/null +++ b/data/shaders/hlsl/variablerateshading/scene.frag @@ -0,0 +1,83 @@ +// Copyright 2020 Sascha Willems + +Texture2D textureColorMap : register(t0, space1); +SamplerState samplerColorMap : register(s0, space1); +Texture2D textureNormalMap : register(t1, space1); +SamplerState samplerNormalMap : register(s1, space1); + +struct UBO +{ + float4x4 projection; + float4x4 view; + float4x4 model; + float4 lightPos; + float4 viewPos; + int colorShadingRates; +}; +cbuffer ubo : register(b0) { UBO ubo; }; + +[[vk::constant_id(0)]] const bool ALPHA_MASK = false; +[[vk::constant_id(1)]] const float ALPHA_MASK_CUTOFF = 0.0; + +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; +[[vk::location(5)]] float4 Tangent : TEXCOORD3; +}; + +float4 main(VSOutput input, uint shadingRate : SV_ShadingRate) : SV_TARGET +{ + float4 color = textureColorMap.Sample(samplerColorMap, input.UV) * float4(input.Color, 1.0); + + if (ALPHA_MASK) { + if (color.a < ALPHA_MASK_CUTOFF) { + discard; + } + } + + float3 N = normalize(input.Normal); + float3 T = normalize(input.Tangent.xyz); + float3 B = cross(input.Normal, input.Tangent.xyz) * input.Tangent.w; + float3x3 TBN = float3x3(T, B, N); + N = mul(normalize(textureNormalMap.Sample(samplerNormalMap, input.UV).xyz * 2.0 - float3(1.0, 1.0, 1.0)), TBN); + + const float ambient = 0.1; + float3 L = normalize(input.LightVec); + float3 V = normalize(input.ViewVec); + float3 R = reflect(-L, N); + float3 diffuse = max(dot(N, L), ambient).rrr; + float3 specular = pow(max(dot(R, V), 0.0), 32.0); + color = float4(diffuse * color.rgb + specular, color.a); + + const uint SHADING_RATE_PER_PIXEL = 0x0; + const uint SHADING_RATE_PER_2X1_PIXELS = 6; + const uint SHADING_RATE_PER_1X2_PIXELS = 7; + const uint SHADING_RATE_PER_2X2_PIXELS = 8; + const uint SHADING_RATE_PER_4X2_PIXELS = 9; + const uint SHADING_RATE_PER_2X4_PIXELS = 10; + + if (ubo.colorShadingRates == 1) { + switch(shadingRate) { + case SHADING_RATE_PER_PIXEL: + return color * float4(0.0, 0.8, 0.4, 1.0); + case SHADING_RATE_PER_2X1_PIXELS: + return color * float4(0.2, 0.6, 1.0, 1.0); + case SHADING_RATE_PER_1X2_PIXELS: + return color * float4(0.0, 0.4, 0.8, 1.0); + case SHADING_RATE_PER_2X2_PIXELS: + return color * float4(1.0, 1.0, 0.2, 1.0); + case SHADING_RATE_PER_4X2_PIXELS: + return color * float4(0.8, 0.8, 0.0, 1.0); + case SHADING_RATE_PER_2X4_PIXELS: + return color * float4(1.0, 0.4, 0.2, 1.0); + default: + return color * float4(0.8, 0.0, 0.0, 1.0); + } + } + + return color; +} \ No newline at end of file diff --git a/data/shaders/hlsl/variablerateshading/scene.frag.spv b/data/shaders/hlsl/variablerateshading/scene.frag.spv new file mode 100644 index 00000000..48d484d8 Binary files /dev/null and b/data/shaders/hlsl/variablerateshading/scene.frag.spv differ diff --git a/data/shaders/hlsl/variablerateshading/scene.vert b/data/shaders/hlsl/variablerateshading/scene.vert new file mode 100644 index 00000000..eeffc129 --- /dev/null +++ b/data/shaders/hlsl/variablerateshading/scene.vert @@ -0,0 +1,51 @@ +// 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; +[[vk::location(4)]] float4 Tangent : TEXCOORD1; +}; + +struct UBO +{ + float4x4 projection; + float4x4 view; + float4x4 model; + float4 lightPos; + float4 viewPos; + int colorShadingRates; +}; +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; +[[vk::location(5)]] float4 Tangent : TEXCOORD3; +}; + +VSOutput main(VSInput input) +{ + VSOutput output = (VSOutput)0; + output.Normal = input.Normal; + output.Color = input.Color; + output.UV = input.UV; + output.Tangent = input.Tangent; + + float4x4 modelView = mul(ubo.view, ubo.model); + + output.Pos = mul(ubo.projection, mul(modelView, float4(input.Pos.xyz, 1.0))); + + output.Normal = mul((float3x3)ubo.model, input.Normal); + float4 pos = mul(ubo.model, float4(input.Pos, 1.0)); + output.LightVec = ubo.lightPos.xyz - pos.xyz; + output.ViewVec = ubo.viewPos.xyz - pos.xyz; + return output; +} \ No newline at end of file diff --git a/data/shaders/hlsl/variablerateshading/scene.vert.spv b/data/shaders/hlsl/variablerateshading/scene.vert.spv new file mode 100644 index 00000000..ca7e3a38 Binary files /dev/null and b/data/shaders/hlsl/variablerateshading/scene.vert.spv differ