Added sample for shader debugprintf
This commit is contained in:
parent
efae5d64b5
commit
b8959f76db
11 changed files with 366 additions and 1 deletions
34
shaders/hlsl/debugprintf/toon.frag
Normal file
34
shaders/hlsl/debugprintf/toon.frag
Normal file
|
|
@ -0,0 +1,34 @@
|
|||
Texture2D textureColorMap : register(t1);
|
||||
SamplerState samplerColorMap : register(s1);
|
||||
|
||||
struct VSOutput
|
||||
{
|
||||
[[vk::location(0)]] float3 Normal : NORMAL0;
|
||||
[[vk::location(1)]] float3 Color : COLOR0;
|
||||
[[vk::location(2)]] float3 ViewVec : TEXCOORD1;
|
||||
[[vk::location(3)]] float3 LightVec : TEXCOORD2;
|
||||
};
|
||||
|
||||
float4 main(VSOutput input) : SV_TARGET
|
||||
{
|
||||
// Desaturate color
|
||||
float3 color = float3(lerp(input.Color, dot(float3(0.2126,0.7152,0.0722), input.Color).xxx, 0.65));
|
||||
|
||||
// High ambient colors because mesh materials are pretty dark
|
||||
float3 ambient = color * float3(1.0, 1.0, 1.0);
|
||||
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) * color;
|
||||
float3 specular = pow(max(dot(R, V), 0.0), 16.0) * float3(0.75, 0.75, 0.75);
|
||||
|
||||
float intensity = dot(N,L);
|
||||
float shade = 1.0;
|
||||
shade = intensity < 0.5 ? 0.75 : shade;
|
||||
shade = intensity < 0.35 ? 0.6 : shade;
|
||||
shade = intensity < 0.25 ? 0.5 : shade;
|
||||
shade = intensity < 0.1 ? 0.25 : shade;
|
||||
|
||||
return float4(input.Color * 3.0 * shade, 1);
|
||||
}
|
||||
BIN
shaders/hlsl/debugprintf/toon.frag.spv
Normal file
BIN
shaders/hlsl/debugprintf/toon.frag.spv
Normal file
Binary file not shown.
42
shaders/hlsl/debugprintf/toon.vert
Normal file
42
shaders/hlsl/debugprintf/toon.vert
Normal file
|
|
@ -0,0 +1,42 @@
|
|||
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 model;
|
||||
float4 lightPos;
|
||||
};
|
||||
|
||||
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)]] float3 ViewVec : TEXCOORD1;
|
||||
[[vk::location(3)]] float3 LightVec : TEXCOORD2;
|
||||
};
|
||||
|
||||
VSOutput main(VSInput input)
|
||||
{
|
||||
VSOutput output = (VSOutput)0;
|
||||
output.Normal = input.Normal;
|
||||
output.Color = input.Color;
|
||||
output.Pos = mul(ubo.projection, mul(ubo.model, float4(input.Pos.xyz, 1.0)));
|
||||
|
||||
float4 pos = mul(ubo.model, float4(input.Pos, 1.0));
|
||||
// Output the vertex position using debug printf
|
||||
printf("Position = %v4f", pos);
|
||||
|
||||
output.Normal = mul((float4x3)ubo.model, input.Normal).xyz;
|
||||
float3 lPos = mul((float4x3)ubo.model, ubo.lightPos.xyz).xyz;
|
||||
output.LightVec = lPos - pos.xyz;
|
||||
output.ViewVec = -pos.xyz;
|
||||
return output;
|
||||
}
|
||||
BIN
shaders/hlsl/debugprintf/toon.vert.spv
Normal file
BIN
shaders/hlsl/debugprintf/toon.vert.spv
Normal file
Binary file not shown.
Loading…
Add table
Add a link
Reference in a new issue