Add inverseModelView UBO to fix texturecubemap sample

This commit is contained in:
Ben Clayton 2020-05-21 15:34:09 +01:00
parent 13c081664e
commit e3234db041
11 changed files with 42 additions and 25 deletions

View file

@ -78,7 +78,7 @@ Shaders written to mirror the GLSL versions at `eddd724`. There have been change
| texture | ☑ | ☑ | ☑ | ☑
| texture3d | ☑ | ☑ | ☑ | ☑
| texturearray | ☑ | ☑ | ☑ | ☑
| texturecubemap | ☑ | ❌ | ☑ | ❌
| texturecubemap | ☑ | ❌ | ☑ | ☑
| texturemipmapgen | ☑ | ☑ | ☑ | ☑
| texturesparseresidency | ☑ | ☑ | ☑ | ☑
| triangle | ☑ | ☑ | ☑ | ☑

View file

@ -3,6 +3,16 @@
TextureCube textureColor : register(t1);
SamplerState samplerColor : register(s1);
struct UBO
{
float4x4 projection;
float4x4 model;
float4x4 invModel;
float lodBias;
};
cbuffer ubo : register(b0) { UBO ubo; }
struct VSOutput
{
[[vk::location(0)]] float3 Pos : POSITION0;
@ -16,7 +26,9 @@ float4 main(VSOutput input) : SV_TARGET
{
float3 cI = normalize (input.ViewVec);
float3 cR = reflect (cI, normalize(input.Normal));
cR.x *= -1;
cR = mul(ubo.invModel, float4(cR, 0.0)).xyz;
cR.x *= -1.0;
float4 color = textureColor.SampleLevel(samplerColor, cR, input.LodBias);

View file

@ -9,9 +9,8 @@ struct VSInput
struct UBO
{
float4x4 projection;
float4x4 view;
float4x4 model;
float3 camPos;
float4x4 invModel;
float lodBias;
};
@ -30,14 +29,14 @@ struct VSOutput
VSOutput main(VSInput input)
{
VSOutput output = (VSOutput)0;
output.Pos = mul(ubo.projection, mul(ubo.view, mul(ubo.model, float4(input.Pos.xyz, 1.0))));
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.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 - ubo.camPos;
output.ViewVec = -output.WorldPos;
return output;
}

View file

@ -3,7 +3,6 @@
struct UBO
{
float4x4 projection;
float4x4 view;
float4x4 model;
};
@ -20,6 +19,6 @@ VSOutput main([[vk::location(0)]] float3 Pos : POSITION0)
VSOutput output = (VSOutput)0;
output.UVW = Pos;
output.UVW.x *= -1.0;
output.Pos = mul(ubo.projection, mul(ubo.view, mul(ubo.model, float4(Pos.xyz, 1.0))));
output.Pos = mul(ubo.projection, mul(ubo.model, float4(Pos.xyz, 1.0)));
return output;
}

View file

@ -2,21 +2,28 @@
layout (binding = 1) uniform samplerCube samplerColor;
layout (binding = 0) uniform UBO
{
mat4 projection;
mat4 model;
mat4 invModel;
float lodBias;
} ubo;
layout (location = 0) in vec3 inPos;
layout (location = 1) in vec3 inNormal;
layout (location = 2) in float inLodBias;
layout (location = 3) in vec3 inViewVec;
layout (location = 4) in vec3 inLightVec;
layout (location = 5) in mat4 inInvModelView;
layout (location = 0) out vec4 outFragColor;
void main()
void main()
{
vec3 cI = normalize (inPos);
vec3 cR = reflect (cI, normalize(inNormal));
cR = vec3(inInvModelView * vec4(cR, 0.0));
cR = vec3(ubo.invModel * vec4(cR, 0.0));
cR.x *= -1.0;
vec4 color = texture(samplerColor, cR, inLodBias);
@ -28,5 +35,5 @@ void main()
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);
outFragColor = vec4(ambient + diffuse * color.rgb + specular, 1.0);
}

View file

@ -3,10 +3,11 @@
layout (location = 0) in vec3 inPos;
layout (location = 1) in vec3 inNormal;
layout (binding = 0) uniform UBO
layout (binding = 0) uniform UBO
{
mat4 projection;
mat4 model;
mat4 invModel;
float lodBias;
} ubo;
@ -15,24 +16,21 @@ layout (location = 1) out vec3 outNormal;
layout (location = 2) out float outLodBias;
layout (location = 3) out vec3 outViewVec;
layout (location = 4) out vec3 outLightVec;
layout (location = 5) out mat4 outInvModelView;
out gl_PerVertex
out gl_PerVertex
{
vec4 gl_Position;
};
void main()
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;
outNormal = mat3(ubo.model) * inNormal;
outLodBias = ubo.lodBias;
outInvModelView = inverse(ubo.model);
vec3 lightPos = vec3(0.0f, -5.0f, 5.0f);
outLightVec = lightPos.xyz - outPos.xyz;
outViewVec = -outPos.xyz;
outViewVec = -outPos.xyz;
}