Added cube map array sample
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23 changed files with 1065 additions and 11 deletions
44
data/shaders/hlsl/texturecubemaparray/reflect.frag
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44
data/shaders/hlsl/texturecubemaparray/reflect.frag
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// Copyright 2020 Google LLC
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TextureCubeArray textureCubeMapArray : register(t1);
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SamplerState samplerCubeMapArray : register(s1);
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struct UBO
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{
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float4x4 projection;
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float4x4 model;
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float4x4 invModel;
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float lodBias;
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int cubeMapIndex;
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};
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cbuffer ubo : register(b0) { UBO ubo; }
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struct VSOutput
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{
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[[vk::location(0)]] float3 Pos : POSITION0;
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[[vk::location(1)]] float3 Normal : NORMAL0;
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[[vk::location(2)]] float LodBias : TEXCOORD3;
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[[vk::location(3)]] float3 ViewVec : TEXCOORD1;
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[[vk::location(4)]] float3 LightVec : TEXCOORD2;
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};
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float4 main(VSOutput input) : SV_TARGET
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{
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float3 cI = normalize (input.ViewVec);
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float3 cR = reflect (cI, normalize(input.Normal));
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cR = mul(ubo.invModel, float4(cR, 0.0)).xyz;
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cR *= float3(-1.0, 1.0, -1.0);
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float4 color = textureCubeMapArray.SampleLevel(samplerCubeMapArray, float4(cR, ubo.cubeMapIndex), input.LodBias);
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float3 N = normalize(input.Normal);
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float3 L = normalize(input.LightVec);
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float3 V = normalize(input.ViewVec);
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float3 R = reflect(-L, N);
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float3 ambient = float3(0.5, 0.5, 0.5) * color.rgb;
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float3 diffuse = max(dot(N, L), 0.0) * float3(1.0, 1.0, 1.0);
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float3 specular = pow(max(dot(R, V), 0.0), 16.0) * float3(0.5, 0.5, 0.5);
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return float4(ambient + diffuse * color.rgb + specular, 1.0);
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}
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