Add slang shader for vertex attributes sample

This commit is contained in:
Sascha Willems 2025-05-01 12:02:19 +02:00
parent 52c97db9a4
commit afbc3a5bb7
2 changed files with 86 additions and 4 deletions

View file

@ -33,10 +33,6 @@ struct UBO
}; };
ConstantBuffer<UBO> ubo; ConstantBuffer<UBO> ubo;
struct PushConsts {
float4x4 model;
};
[[vk::binding(0, 1)]] Sampler2D samplerColorMap; [[vk::binding(0, 1)]] Sampler2D samplerColorMap;
[[vk::binding(1, 1)]] Sampler2D samplerNormalMap; [[vk::binding(1, 1)]] Sampler2D samplerNormalMap;

View file

@ -0,0 +1,86 @@
/* Copyright (c) 2025, Sascha Willems
*
* SPDX-License-Identifier: MIT
*
*/
/* Copyright (c) 2025, Sascha Willems
*
* SPDX-License-Identifier: MIT
*
*/
struct VSInput
{
float3 Pos;
float3 Normal;
float2 UV;
float4 Tangent;
};
struct VSOutput
{
float4 Pos : SV_POSITION;
float3 Normal;
float2 UV;
float3 ViewVec;
float3 LightVec;
float4 Tangent;
};
struct UBO
{
float4x4 projection;
float4x4 view;
float4 lightPos;
float4 viewPos;
};
ConstantBuffer<UBO> ubo;
[[vk::binding(0, 1)]] Sampler2D samplerColorMap;
[[vk::binding(1, 1)]] Sampler2D samplerNormalMap;
[shader("vertex")]
VSOutput vertexMain(VSInput input, uniform float4x4 modelMat)
{
VSOutput output;
output.Normal = input.Normal;
output.UV = input.UV;
output.Tangent = input.Tangent;
float4x4 modelView = mul(ubo.view, modelMat);
output.Pos = mul(ubo.projection, mul(modelView, float4(input.Pos.xyz, 1.0)));
output.Normal = mul((float3x3)modelMat, input.Normal);
float4 pos = mul(modelMat, float4(input.Pos, 1.0));
output.LightVec = ubo.lightPos.xyz - pos.xyz;
output.ViewVec = ubo.viewPos.xyz - pos.xyz;
return output;
}
[shader("fragment")]
float4 fragmentMain(VSOutput input, uniform float4x4 modelMat, uniform uint alphaMask, uniform float alphaMaskCutoff)
{
float4 color = samplerColorMap.Sample(input.UV);
if (alphaMask == 1) {
if (color.a < alphaMaskCutoff) {
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(samplerNormalMap.Sample(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);
return float4(diffuse * color.rgb + specular, color.a);
}