Move shaders into glsl and hlsl directories
Move `data/shaders` to `data/shaders/glsl` Move `data/hlsl` to `data/shaders/hlsl` Fix up shader paths in the cpp files to point to the new glsl location. `data/shaders/hlsl/compile.py` still overwrites the glsl .spv files (for now). Issue: #723
This commit is contained in:
parent
cac1d2e850
commit
ca884587a4
1043 changed files with 1207 additions and 1201 deletions
73
data/shaders/hlsl/ssao/ssao.frag
Normal file
73
data/shaders/hlsl/ssao/ssao.frag
Normal file
|
|
@ -0,0 +1,73 @@
|
|||
// Copyright 2020 Google LLC
|
||||
|
||||
Texture2D texturePositionDepth : register(t0);
|
||||
SamplerState samplerPositionDepth : register(s0);
|
||||
Texture2D textureNormal : register(t1);
|
||||
SamplerState samplerNormal : register(s1);
|
||||
Texture2D ssaoNoiseTexture : register(t2);
|
||||
SamplerState ssaoNoiseSampler : register(s2);
|
||||
|
||||
#define SSAO_KERNEL_ARRAY_SIZE 64
|
||||
[[vk::constant_id(0)]] const int SSAO_KERNEL_SIZE = 64;
|
||||
[[vk::constant_id(1)]] const float SSAO_RADIUS = 0.5;
|
||||
|
||||
struct UBOSSAOKernel
|
||||
{
|
||||
float4 samples[SSAO_KERNEL_ARRAY_SIZE];
|
||||
};
|
||||
cbuffer uboSSAOKernel : register(b3) { UBOSSAOKernel uboSSAOKernel; };
|
||||
|
||||
struct UBO
|
||||
{
|
||||
float4x4 projection;
|
||||
};
|
||||
cbuffer ubo : register(b4) { UBO ubo; };
|
||||
|
||||
float main([[vk::location(0)]] float2 inUV : TEXCOORD0) : SV_TARGET
|
||||
{
|
||||
// Get G-Buffer values
|
||||
float3 fragPos = texturePositionDepth.Sample(samplerPositionDepth, inUV).rgb;
|
||||
float3 normal = normalize(textureNormal.Sample(samplerNormal, inUV).rgb * 2.0 - 1.0);
|
||||
|
||||
// Get a random vector using a noise lookup
|
||||
int2 texDim;
|
||||
texturePositionDepth.GetDimensions(texDim.x, texDim.y);
|
||||
int2 noiseDim;
|
||||
ssaoNoiseTexture.GetDimensions(noiseDim.x, noiseDim.y);
|
||||
const float2 noiseUV = float2(float(texDim.x)/float(noiseDim.x), float(texDim.y)/(noiseDim.y)) * inUV;
|
||||
float3 randomVec = ssaoNoiseTexture.Sample(ssaoNoiseSampler, noiseUV).xyz * 2.0 - 1.0;
|
||||
|
||||
// Create TBN matrix
|
||||
float3 tangent = normalize(randomVec - normal * dot(randomVec, normal));
|
||||
float3 bitangent = cross(tangent, normal);
|
||||
float3x3 TBN = transpose(float3x3(tangent, bitangent, normal));
|
||||
|
||||
// Calculate occlusion value
|
||||
float occlusion = 0.0f;
|
||||
for(int i = 0; i < SSAO_KERNEL_SIZE; i++)
|
||||
{
|
||||
float3 samplePos = mul(TBN, uboSSAOKernel.samples[i].xyz);
|
||||
samplePos = fragPos + samplePos * SSAO_RADIUS;
|
||||
|
||||
// project
|
||||
float4 offset = float4(samplePos, 1.0f);
|
||||
offset = mul(ubo.projection, offset);
|
||||
offset.xyz /= offset.w;
|
||||
offset.xyz = offset.xyz * 0.5f + 0.5f;
|
||||
|
||||
float sampleDepth = -texturePositionDepth.Sample(samplerPositionDepth, offset.xy).w;
|
||||
|
||||
#define RANGE_CHECK 1
|
||||
#ifdef RANGE_CHECK
|
||||
// Range check
|
||||
float rangeCheck = smoothstep(0.0f, 1.0f, SSAO_RADIUS / abs(fragPos.z - sampleDepth));
|
||||
occlusion += (sampleDepth >= samplePos.z ? 1.0f : 0.0f) * rangeCheck;
|
||||
#else
|
||||
occlusion += (sampleDepth >= samplePos.z ? 1.0f : 0.0f);
|
||||
#endif
|
||||
}
|
||||
occlusion = 1.0 - (occlusion / float(SSAO_KERNEL_SIZE));
|
||||
|
||||
return occlusion;
|
||||
}
|
||||
|
||||
Loading…
Add table
Add a link
Reference in a new issue