Added cube map array sample
This commit is contained in:
parent
f49c3d9ede
commit
dceb349849
23 changed files with 1065 additions and 11 deletions
39
data/shaders/glsl/texturecubemaparray/reflect.frag
Normal file
39
data/shaders/glsl/texturecubemaparray/reflect.frag
Normal file
|
|
@ -0,0 +1,39 @@
|
|||
#version 450
|
||||
|
||||
layout (binding = 1) uniform samplerCubeArray samplerCubeMapArray;
|
||||
|
||||
layout (binding = 0) uniform UBO
|
||||
{
|
||||
mat4 projection;
|
||||
mat4 model;
|
||||
mat4 invModel;
|
||||
float lodBias;
|
||||
int cubeMapIndex;
|
||||
} ubo;
|
||||
|
||||
layout (location = 0) in vec3 inPos;
|
||||
layout (location = 1) in vec3 inNormal;
|
||||
layout (location = 2) in vec3 inViewVec;
|
||||
layout (location = 3) in vec3 inLightVec;
|
||||
|
||||
layout (location = 0) out vec4 outFragColor;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec3 cI = normalize (inPos);
|
||||
vec3 cR = reflect (cI, normalize(inNormal));
|
||||
|
||||
cR = vec3(ubo.invModel * vec4(cR, 0.0));
|
||||
cR.y *= -1.0;
|
||||
|
||||
vec4 color = texture(samplerCubeMapArray, vec4(cR, ubo.cubeMapIndex), ubo.lodBias);
|
||||
|
||||
vec3 N = normalize(inNormal);
|
||||
vec3 L = normalize(inLightVec);
|
||||
vec3 V = normalize(inViewVec);
|
||||
vec3 R = reflect(-L, N);
|
||||
vec3 ambient = vec3(0.5) * color.rgb;
|
||||
vec3 diffuse = max(dot(N, L), 0.0) * vec3(1.0);
|
||||
vec3 specular = pow(max(dot(R, V), 0.0), 16.0) * vec3(0.5);
|
||||
outFragColor = vec4(ambient + diffuse * color.rgb + specular, 1.0);
|
||||
}
|
||||
BIN
data/shaders/glsl/texturecubemaparray/reflect.frag.spv
Normal file
BIN
data/shaders/glsl/texturecubemaparray/reflect.frag.spv
Normal file
Binary file not shown.
30
data/shaders/glsl/texturecubemaparray/reflect.vert
Normal file
30
data/shaders/glsl/texturecubemaparray/reflect.vert
Normal file
|
|
@ -0,0 +1,30 @@
|
|||
#version 450
|
||||
|
||||
layout (location = 0) in vec3 inPos;
|
||||
layout (location = 1) in vec3 inNormal;
|
||||
|
||||
layout (binding = 0) uniform UBO
|
||||
{
|
||||
mat4 projection;
|
||||
mat4 model;
|
||||
mat4 invModel;
|
||||
float lodBias;
|
||||
int cubeMapIndex;
|
||||
} ubo;
|
||||
|
||||
layout (location = 0) out vec3 outPos;
|
||||
layout (location = 1) out vec3 outNormal;
|
||||
layout (location = 2) out vec3 outViewVec;
|
||||
layout (location = 3) out vec3 outLightVec;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = ubo.projection * ubo.model * vec4(inPos.xyz, 1.0);
|
||||
|
||||
outPos = vec3(ubo.model * vec4(inPos, 1.0));
|
||||
outNormal = mat3(ubo.model) * inNormal;
|
||||
|
||||
vec3 lightPos = vec3(0.0f, -5.0f, 5.0f);
|
||||
outLightVec = lightPos.xyz - outPos.xyz;
|
||||
outViewVec = -outPos.xyz;
|
||||
}
|
||||
BIN
data/shaders/glsl/texturecubemaparray/reflect.vert.spv
Normal file
BIN
data/shaders/glsl/texturecubemaparray/reflect.vert.spv
Normal file
Binary file not shown.
21
data/shaders/glsl/texturecubemaparray/skybox.frag
Normal file
21
data/shaders/glsl/texturecubemaparray/skybox.frag
Normal file
|
|
@ -0,0 +1,21 @@
|
|||
#version 450
|
||||
|
||||
layout (binding = 1) uniform samplerCubeArray samplerCubeMapArray;
|
||||
|
||||
layout (binding = 0) uniform UBO
|
||||
{
|
||||
mat4 projection;
|
||||
mat4 model;
|
||||
mat4 invModel;
|
||||
float lodBias;
|
||||
int cubeMapIndex;
|
||||
} ubo;
|
||||
|
||||
layout (location = 0) in vec3 inUVW;
|
||||
|
||||
layout (location = 0) out vec4 outFragColor;
|
||||
|
||||
void main()
|
||||
{
|
||||
outFragColor = texture(samplerCubeMapArray, vec4(inUVW, ubo.cubeMapIndex), ubo.lodBias);
|
||||
}
|
||||
BIN
data/shaders/glsl/texturecubemaparray/skybox.frag.spv
Normal file
BIN
data/shaders/glsl/texturecubemaparray/skybox.frag.spv
Normal file
Binary file not shown.
21
data/shaders/glsl/texturecubemaparray/skybox.vert
Normal file
21
data/shaders/glsl/texturecubemaparray/skybox.vert
Normal file
|
|
@ -0,0 +1,21 @@
|
|||
#version 450
|
||||
|
||||
layout (location = 0) in vec3 inPos;
|
||||
|
||||
layout (binding = 0) uniform UBO
|
||||
{
|
||||
mat4 projection;
|
||||
mat4 model;
|
||||
mat4 invModel;
|
||||
float lodBias;
|
||||
int cubeMapIndex;
|
||||
} ubo;
|
||||
|
||||
layout (location = 0) out vec3 outUVW;
|
||||
|
||||
void main()
|
||||
{
|
||||
outUVW = inPos;
|
||||
outUVW.y *= -1.0;
|
||||
gl_Position = ubo.projection * ubo.model * vec4(inPos.xyz, 1.0);
|
||||
}
|
||||
BIN
data/shaders/glsl/texturecubemaparray/skybox.vert.spv
Normal file
BIN
data/shaders/glsl/texturecubemaparray/skybox.vert.spv
Normal file
Binary file not shown.
44
data/shaders/hlsl/texturecubemaparray/reflect.frag
Normal file
44
data/shaders/hlsl/texturecubemaparray/reflect.frag
Normal file
|
|
@ -0,0 +1,44 @@
|
|||
// Copyright 2020 Google LLC
|
||||
|
||||
TextureCubeArray textureCubeMapArray : register(t1);
|
||||
SamplerState samplerCubeMapArray : register(s1);
|
||||
|
||||
struct UBO
|
||||
{
|
||||
float4x4 projection;
|
||||
float4x4 model;
|
||||
float4x4 invModel;
|
||||
float lodBias;
|
||||
int cubeMapIndex;
|
||||
};
|
||||
|
||||
cbuffer ubo : register(b0) { UBO ubo; }
|
||||
|
||||
struct VSOutput
|
||||
{
|
||||
[[vk::location(0)]] float3 Pos : POSITION0;
|
||||
[[vk::location(1)]] float3 Normal : NORMAL0;
|
||||
[[vk::location(2)]] float LodBias : TEXCOORD3;
|
||||
[[vk::location(3)]] float3 ViewVec : TEXCOORD1;
|
||||
[[vk::location(4)]] float3 LightVec : TEXCOORD2;
|
||||
};
|
||||
|
||||
float4 main(VSOutput input) : SV_TARGET
|
||||
{
|
||||
float3 cI = normalize (input.ViewVec);
|
||||
float3 cR = reflect (cI, normalize(input.Normal));
|
||||
|
||||
cR = mul(ubo.invModel, float4(cR, 0.0)).xyz;
|
||||
cR *= float3(-1.0, 1.0, -1.0);
|
||||
|
||||
float4 color = textureCubeMapArray.SampleLevel(samplerCubeMapArray, float4(cR, ubo.cubeMapIndex), input.LodBias);
|
||||
|
||||
float3 N = normalize(input.Normal);
|
||||
float3 L = normalize(input.LightVec);
|
||||
float3 V = normalize(input.ViewVec);
|
||||
float3 R = reflect(-L, N);
|
||||
float3 ambient = float3(0.5, 0.5, 0.5) * color.rgb;
|
||||
float3 diffuse = max(dot(N, L), 0.0) * float3(1.0, 1.0, 1.0);
|
||||
float3 specular = pow(max(dot(R, V), 0.0), 16.0) * float3(0.5, 0.5, 0.5);
|
||||
return float4(ambient + diffuse * color.rgb + specular, 1.0);
|
||||
}
|
||||
BIN
data/shaders/hlsl/texturecubemaparray/reflect.frag.spv
Normal file
BIN
data/shaders/hlsl/texturecubemaparray/reflect.frag.spv
Normal file
Binary file not shown.
42
data/shaders/hlsl/texturecubemaparray/reflect.vert
Normal file
42
data/shaders/hlsl/texturecubemaparray/reflect.vert
Normal file
|
|
@ -0,0 +1,42 @@
|
|||
// Copyright 2020 Google LLC
|
||||
|
||||
struct VSInput
|
||||
{
|
||||
[[vk::location(0)]] float3 Pos : POSITION0;
|
||||
[[vk::location(1)]] float3 Normal : NORMAL0;
|
||||
};
|
||||
|
||||
struct UBO
|
||||
{
|
||||
float4x4 projection;
|
||||
float4x4 model;
|
||||
float4x4 invModel;
|
||||
float lodBias;
|
||||
};
|
||||
|
||||
cbuffer ubo : register(b0) { UBO ubo; }
|
||||
|
||||
struct VSOutput
|
||||
{
|
||||
float4 Pos : SV_POSITION;
|
||||
[[vk::location(0)]] float3 WorldPos : POSITION0;
|
||||
[[vk::location(1)]] float3 Normal : NORMAL0;
|
||||
[[vk::location(2)]] float LodBias : TEXCOORD3;
|
||||
[[vk::location(3)]] float3 ViewVec : TEXCOORD1;
|
||||
[[vk::location(4)]] float3 LightVec : TEXCOORD2;
|
||||
};
|
||||
|
||||
VSOutput main(VSInput input)
|
||||
{
|
||||
VSOutput output = (VSOutput)0;
|
||||
output.Pos = mul(ubo.projection, mul(ubo.model, float4(input.Pos.xyz, 1.0)));
|
||||
|
||||
output.WorldPos = mul(ubo.model, float4(input.Pos, 1.0)).xyz;
|
||||
output.Normal = mul((float3x3)ubo.model, input.Normal);
|
||||
output.LodBias = ubo.lodBias;
|
||||
|
||||
float3 lightPos = float3(0.0f, -5.0f, 5.0f);
|
||||
output.LightVec = lightPos.xyz - output.WorldPos.xyz;
|
||||
output.ViewVec = -output.WorldPos;
|
||||
return output;
|
||||
}
|
||||
BIN
data/shaders/hlsl/texturecubemaparray/reflect.vert.spv
Normal file
BIN
data/shaders/hlsl/texturecubemaparray/reflect.vert.spv
Normal file
Binary file not shown.
20
data/shaders/hlsl/texturecubemaparray/skybox.frag
Normal file
20
data/shaders/hlsl/texturecubemaparray/skybox.frag
Normal file
|
|
@ -0,0 +1,20 @@
|
|||
// Copyright 2020 Google LLC
|
||||
|
||||
TextureCubeArray textureCubeMapArray : register(t1);
|
||||
SamplerState samplerCubeMapArray : register(s1);
|
||||
|
||||
struct UBO
|
||||
{
|
||||
float4x4 projection;
|
||||
float4x4 model;
|
||||
float4x4 invModel;
|
||||
float lodBias;
|
||||
int cubeMapIndex;
|
||||
};
|
||||
|
||||
cbuffer ubo : register(b0) { UBO ubo; }
|
||||
|
||||
float4 main([[vk::location(0)]] float3 inUVW : TEXCOORD0) : SV_TARGET
|
||||
{
|
||||
return textureCubeMapArray.SampleLevel(samplerCubeMapArray, float4(inUVW, ubo.cubeMapIndex), ubo.lodBias);
|
||||
}
|
||||
BIN
data/shaders/hlsl/texturecubemaparray/skybox.frag.spv
Normal file
BIN
data/shaders/hlsl/texturecubemaparray/skybox.frag.spv
Normal file
Binary file not shown.
27
data/shaders/hlsl/texturecubemaparray/skybox.vert
Normal file
27
data/shaders/hlsl/texturecubemaparray/skybox.vert
Normal file
|
|
@ -0,0 +1,27 @@
|
|||
// Copyright 2020 Google LLC
|
||||
|
||||
struct UBO
|
||||
{
|
||||
float4x4 projection;
|
||||
float4x4 model;
|
||||
float4x4 invModel;
|
||||
float lodBias;
|
||||
int cubeMapIndex;
|
||||
};
|
||||
|
||||
cbuffer ubo : register(b0) { UBO ubo; }
|
||||
|
||||
struct VSOutput
|
||||
{
|
||||
float4 Pos : SV_POSITION;
|
||||
[[vk::location(0)]] float3 UVW : TEXCOORD0;
|
||||
};
|
||||
|
||||
VSOutput main([[vk::location(0)]] float3 Pos : POSITION0)
|
||||
{
|
||||
VSOutput output = (VSOutput)0;
|
||||
output.UVW = Pos;
|
||||
output.UVW.y *= -1.0;
|
||||
output.Pos = mul(ubo.projection, mul(ubo.model, float4(Pos.xyz, 1.0)));
|
||||
return output;
|
||||
}
|
||||
BIN
data/shaders/hlsl/texturecubemaparray/skybox.vert.spv
Normal file
BIN
data/shaders/hlsl/texturecubemaparray/skybox.vert.spv
Normal file
Binary file not shown.
Loading…
Add table
Add a link
Reference in a new issue