Add shaders re-implemented in HLSL

These were written against the shaders at revision eddd724e7.
There have been changes made since then, which will need to be mirrored.

See `data/hlsl/README.md` for the current status of each sample.
This commit is contained in:
Ben Clayton 2020-05-21 10:20:19 +00:00
parent 10a1ecaf7b
commit cce75f1859
287 changed files with 11263 additions and 0 deletions

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// Copyright 2020 Google LLC
Texture2D textureColorMap : register(t1);
SamplerState samplerColorMap : register(s1);
Texture2D textureNormalHeightMap : register(t2);
SamplerState samplerNormalHeightMap : register(s2);
struct UBO
{
float heightScale;
float parallaxBias;
float numLayers;
int mappingMode;
};
cbuffer ubo : register(b3) { UBO ubo; }
struct VSOutput
{
[[vk::location(0)]] float2 UV : TEXCOORD0;
[[vk::location(1)]] float3 TangentLightPos : TEXCOORD1;
[[vk::location(2)]] float3 TangentViewPos : TEXCOORD2;
[[vk::location(3)]] float3 TangentFragPos : TEXCOORD3;
};
float2 parallax_uv(float2 uv, float3 view_dir, int type)
{
if (type == 2) {
// Parallax mapping
float depth = 1.0 - textureNormalHeightMap.SampleLevel(samplerNormalHeightMap, uv, 0.0).a;
float2 p = view_dir.xy * (depth * (ubo.heightScale * 0.5) + ubo.parallaxBias) / view_dir.z;
return uv - p;
} else {
float layer_depth = 1.0 / ubo.numLayers;
float cur_layer_depth = 0.0;
float2 delta_uv = view_dir.xy * ubo.heightScale / (view_dir.z * ubo.numLayers);
float2 cur_uv = uv;
float depth_from_tex = 1.0 - textureNormalHeightMap.SampleLevel(samplerNormalHeightMap, cur_uv, 0.0).a;
for (int i = 0; i < 32; i++) {
cur_layer_depth += layer_depth;
cur_uv -= delta_uv;
depth_from_tex = 1.0 - textureNormalHeightMap.SampleLevel(samplerNormalHeightMap, cur_uv, 0.0).a;
if (depth_from_tex < cur_layer_depth) {
break;
}
}
if (type == 3) {
// Steep parallax mapping
return cur_uv;
} else {
// Parallax occlusion mapping
float2 prev_uv = cur_uv + delta_uv;
float next = depth_from_tex - cur_layer_depth;
float prev = 1.0 - textureNormalHeightMap.SampleLevel(samplerNormalHeightMap, prev_uv, 0.0).a - cur_layer_depth + layer_depth;
float weight = next / (next - prev);
return lerp(cur_uv, prev_uv, weight);
}
}
}
float2 parallaxMapping(float2 uv, float3 viewDir)
{
float height = 1.0 - textureNormalHeightMap.SampleLevel(samplerNormalHeightMap, uv, 0.0).a;
float2 p = viewDir.xy * (height * (ubo.heightScale * 0.5) + ubo.parallaxBias) / viewDir.z;
return uv - p;
}
float2 steepParallaxMapping(float2 uv, float3 viewDir)
{
float layerDepth = 1.0 / ubo.numLayers;
float currLayerDepth = 0.0;
float2 deltaUV = viewDir.xy * ubo.heightScale / (viewDir.z * ubo.numLayers);
float2 currUV = uv;
float height = 1.0 - textureNormalHeightMap.SampleLevel(samplerNormalHeightMap, currUV, 0.0).a;
for (int i = 0; i < ubo.numLayers; i++) {
currLayerDepth += layerDepth;
currUV -= deltaUV;
height = 1.0 - textureNormalHeightMap.SampleLevel(samplerNormalHeightMap, currUV, 0.0).a;
if (height < currLayerDepth) {
break;
}
}
return currUV;
}
float2 parallaxOcclusionMapping(float2 uv, float3 viewDir)
{
float layerDepth = 1.0 / ubo.numLayers;
float currLayerDepth = 0.0;
float2 deltaUV = viewDir.xy * ubo.heightScale / (viewDir.z * ubo.numLayers);
float2 currUV = uv;
float height = 1.0 - textureNormalHeightMap.SampleLevel(samplerNormalHeightMap, currUV, 0.0).a;
for (int i = 0; i < ubo.numLayers; i++) {
currLayerDepth += layerDepth;
currUV -= deltaUV;
height = 1.0 - textureNormalHeightMap.SampleLevel(samplerNormalHeightMap, currUV, 0.0).a;
if (height < currLayerDepth) {
break;
}
}
float2 prevUV = currUV + deltaUV;
float nextDepth = height - currLayerDepth;
float prevDepth = 1.0 - textureNormalHeightMap.SampleLevel(samplerNormalHeightMap, prevUV, 0.0).a - currLayerDepth + layerDepth;
return lerp(currUV, prevUV, nextDepth / (nextDepth - prevDepth));
}
float4 main(VSOutput input) : SV_TARGET
{
float3 V = normalize(input.TangentViewPos - input.TangentFragPos);
float2 uv = input.UV;
if (ubo.mappingMode == 0) {
// Color only
return textureColorMap.Sample(samplerColorMap, input.UV);
} else {
switch(ubo.mappingMode) {
case 2:
uv = parallaxMapping(input.UV, V);
break;
case 3:
uv = steepParallaxMapping(input.UV, V);
break;
case 4:
uv = parallaxOcclusionMapping(input.UV, V);
break;
}
// Discard fragments at texture border
if (uv.x < 0.0 || uv.x > 1.0 || uv.y < 0.0 || uv.y > 1.0) {
clip(-1);
}
float3 N = normalize(textureNormalHeightMap.SampleLevel(samplerNormalHeightMap, uv, 0.0).rgb * 2.0 - 1.0);
float3 L = normalize(input.TangentLightPos - input.TangentFragPos);
float3 R = reflect(-L, N);
float3 H = normalize(L + V);
float3 color = textureColorMap.Sample(samplerColorMap, uv).rgb;
float3 ambient = 0.2 * color;
float3 diffuse = max(dot(L, N), 0.0) * color;
float3 specular = float3(0.15, 0.15, 0.15) * pow(max(dot(N, H), 0.0), 32.0);
return float4(ambient + diffuse + specular, 1.0f);
}
}