Added VRS HLSL shaders
Color coding doesn't work properly, as shading rate values don't seem to match with GLSL or DX12 specs
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6 changed files with 134 additions and 0 deletions
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data/shaders/glsl/variablerateshading/scene.frag.spv
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data/shaders/glsl/variablerateshading/scene.frag.spv
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data/shaders/glsl/variablerateshading/scene.vert.spv
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data/shaders/glsl/variablerateshading/scene.vert.spv
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data/shaders/hlsl/variablerateshading/scene.frag
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data/shaders/hlsl/variablerateshading/scene.frag
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// Copyright 2020 Sascha Willems
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Texture2D textureColorMap : register(t0, space1);
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SamplerState samplerColorMap : register(s0, space1);
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Texture2D textureNormalMap : register(t1, space1);
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SamplerState samplerNormalMap : register(s1, space1);
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struct UBO
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{
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float4x4 projection;
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float4x4 view;
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float4x4 model;
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float4 lightPos;
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float4 viewPos;
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int colorShadingRates;
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};
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cbuffer ubo : register(b0) { UBO ubo; };
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[[vk::constant_id(0)]] const bool ALPHA_MASK = false;
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[[vk::constant_id(1)]] const float ALPHA_MASK_CUTOFF = 0.0;
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struct VSOutput
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{
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[[vk::location(0)]] float3 Normal : NORMAL0;
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[[vk::location(1)]] float3 Color : COLOR0;
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[[vk::location(2)]] float2 UV : TEXCOORD0;
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[[vk::location(3)]] float3 ViewVec : TEXCOORD1;
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[[vk::location(4)]] float3 LightVec : TEXCOORD2;
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[[vk::location(5)]] float4 Tangent : TEXCOORD3;
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};
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float4 main(VSOutput input, uint shadingRate : SV_ShadingRate) : SV_TARGET
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{
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float4 color = textureColorMap.Sample(samplerColorMap, input.UV) * float4(input.Color, 1.0);
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if (ALPHA_MASK) {
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if (color.a < ALPHA_MASK_CUTOFF) {
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discard;
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}
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}
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float3 N = normalize(input.Normal);
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float3 T = normalize(input.Tangent.xyz);
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float3 B = cross(input.Normal, input.Tangent.xyz) * input.Tangent.w;
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float3x3 TBN = float3x3(T, B, N);
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N = mul(normalize(textureNormalMap.Sample(samplerNormalMap, input.UV).xyz * 2.0 - float3(1.0, 1.0, 1.0)), TBN);
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const float ambient = 0.1;
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float3 L = normalize(input.LightVec);
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float3 V = normalize(input.ViewVec);
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float3 R = reflect(-L, N);
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float3 diffuse = max(dot(N, L), ambient).rrr;
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float3 specular = pow(max(dot(R, V), 0.0), 32.0);
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color = float4(diffuse * color.rgb + specular, color.a);
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const uint SHADING_RATE_PER_PIXEL = 0x0;
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const uint SHADING_RATE_PER_2X1_PIXELS = 6;
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const uint SHADING_RATE_PER_1X2_PIXELS = 7;
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const uint SHADING_RATE_PER_2X2_PIXELS = 8;
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const uint SHADING_RATE_PER_4X2_PIXELS = 9;
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const uint SHADING_RATE_PER_2X4_PIXELS = 10;
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if (ubo.colorShadingRates == 1) {
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switch(shadingRate) {
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case SHADING_RATE_PER_PIXEL:
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return color * float4(0.0, 0.8, 0.4, 1.0);
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case SHADING_RATE_PER_2X1_PIXELS:
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return color * float4(0.2, 0.6, 1.0, 1.0);
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case SHADING_RATE_PER_1X2_PIXELS:
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return color * float4(0.0, 0.4, 0.8, 1.0);
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case SHADING_RATE_PER_2X2_PIXELS:
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return color * float4(1.0, 1.0, 0.2, 1.0);
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case SHADING_RATE_PER_4X2_PIXELS:
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return color * float4(0.8, 0.8, 0.0, 1.0);
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case SHADING_RATE_PER_2X4_PIXELS:
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return color * float4(1.0, 0.4, 0.2, 1.0);
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default:
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return color * float4(0.8, 0.0, 0.0, 1.0);
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}
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}
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return color;
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}
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data/shaders/hlsl/variablerateshading/scene.frag.spv
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data/shaders/hlsl/variablerateshading/scene.frag.spv
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data/shaders/hlsl/variablerateshading/scene.vert
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data/shaders/hlsl/variablerateshading/scene.vert
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// Copyright 2020 Google LLC
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struct VSInput
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{
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[[vk::location(0)]] float3 Pos : POSITION0;
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[[vk::location(1)]] float3 Normal : NORMAL0;
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[[vk::location(2)]] float2 UV : TEXCOORD0;
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[[vk::location(3)]] float3 Color : COLOR0;
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[[vk::location(4)]] float4 Tangent : TEXCOORD1;
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};
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struct UBO
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{
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float4x4 projection;
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float4x4 view;
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float4x4 model;
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float4 lightPos;
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float4 viewPos;
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int colorShadingRates;
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};
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cbuffer ubo : register(b0) { UBO ubo; };
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struct VSOutput
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{
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float4 Pos : SV_POSITION;
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[[vk::location(0)]] float3 Normal : NORMAL0;
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[[vk::location(1)]] float3 Color : COLOR0;
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[[vk::location(2)]] float2 UV : TEXCOORD0;
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[[vk::location(3)]] float3 ViewVec : TEXCOORD1;
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[[vk::location(4)]] float3 LightVec : TEXCOORD2;
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[[vk::location(5)]] float4 Tangent : TEXCOORD3;
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};
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VSOutput main(VSInput input)
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{
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VSOutput output = (VSOutput)0;
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output.Normal = input.Normal;
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output.Color = input.Color;
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output.UV = input.UV;
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output.Tangent = input.Tangent;
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float4x4 modelView = mul(ubo.view, ubo.model);
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output.Pos = mul(ubo.projection, mul(modelView, float4(input.Pos.xyz, 1.0)));
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output.Normal = mul((float3x3)ubo.model, input.Normal);
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float4 pos = mul(ubo.model, float4(input.Pos, 1.0));
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output.LightVec = ubo.lightPos.xyz - pos.xyz;
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output.ViewVec = ubo.viewPos.xyz - pos.xyz;
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return output;
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}
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data/shaders/hlsl/variablerateshading/scene.vert.spv
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data/shaders/hlsl/variablerateshading/scene.vert.spv
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