Add inverseModelView UBO to fix texturecubemap sample
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parent
13c081664e
commit
e3234db041
11 changed files with 42 additions and 25 deletions
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@ -3,6 +3,16 @@
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TextureCube textureColor : register(t1);
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SamplerState samplerColor : 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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};
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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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@ -16,7 +26,9 @@ 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.x *= -1;
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cR = mul(ubo.invModel, float4(cR, 0.0)).xyz;
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cR.x *= -1.0;
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float4 color = textureColor.SampleLevel(samplerColor, cR, input.LodBias);
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@ -9,9 +9,8 @@ struct VSInput
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struct UBO
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{
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float4x4 projection;
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float4x4 view;
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float4x4 model;
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float3 camPos;
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float4x4 invModel;
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float lodBias;
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};
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@ -30,14 +29,14 @@ struct VSOutput
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VSOutput main(VSInput input)
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{
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VSOutput output = (VSOutput)0;
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output.Pos = mul(ubo.projection, mul(ubo.view, mul(ubo.model, float4(input.Pos.xyz, 1.0))));
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output.Pos = mul(ubo.projection, mul(ubo.model, float4(input.Pos.xyz, 1.0)));
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output.WorldPos = mul(ubo.model, float4(input.Pos, 1.0)).xyz;
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output.Normal = -mul((float3x3)ubo.model, input.Normal);
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output.Normal = mul((float3x3)ubo.model, input.Normal);
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output.LodBias = ubo.lodBias;
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float3 lightPos = float3(0.0f, -5.0f, 5.0f);
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output.LightVec = lightPos.xyz - output.WorldPos.xyz;
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output.ViewVec = output.WorldPos - ubo.camPos;
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output.ViewVec = -output.WorldPos;
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return output;
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}
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@ -3,7 +3,6 @@
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struct UBO
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{
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float4x4 projection;
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float4x4 view;
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float4x4 model;
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};
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@ -20,6 +19,6 @@ VSOutput main([[vk::location(0)]] float3 Pos : POSITION0)
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VSOutput output = (VSOutput)0;
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output.UVW = Pos;
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output.UVW.x *= -1.0;
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output.Pos = mul(ubo.projection, mul(ubo.view, mul(ubo.model, float4(Pos.xyz, 1.0))));
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output.Pos = mul(ubo.projection, mul(ubo.model, float4(Pos.xyz, 1.0)));
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return output;
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}
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