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

@ -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;
}