Merge glTF scene rendering sample (#744)
* Started reworking the scene rendering to sample Use glTF instead of ASSIMP, per-material pipelines, material loading, etc. * Visibility toggle for scene nodes * Fixed lighting, updated GLSL and HLSL shaders * Renamed sample * Code-Cleanup, comments, validation fixes * Android build * Started on tutorial for glTF scene rendering sample * Minor code cleanup * Adding new chapters to the tutorial for glTF scene rendering sample * Added info on normal map shader bindings, spelling * Added drawing chapter * Getter for texture descriptors Makes code a easier to read * Renamed glTF scene sample * Add markdown files to projects * Updated readme, separate chapter for glTF samples * Comments * Removed unused screenshot
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44 changed files with 1389 additions and 1044 deletions
41
data/shaders/glsl/gltfscenerendering/scene.frag
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data/shaders/glsl/gltfscenerendering/scene.frag
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#version 450
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layout (set = 1, binding = 0) uniform sampler2D samplerColorMap;
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layout (set = 1, binding = 1) uniform sampler2D samplerNormalMap;
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layout (location = 0) in vec3 inNormal;
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layout (location = 1) in vec3 inColor;
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layout (location = 2) in vec2 inUV;
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layout (location = 3) in vec3 inViewVec;
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layout (location = 4) in vec3 inLightVec;
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layout (location = 5) in vec4 inTangent;
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layout (location = 0) out vec4 outFragColor;
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layout (constant_id = 0) const bool ALPHA_MASK = false;
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layout (constant_id = 1) const float ALPHA_MASK_CUTOFF = 0.0f;
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void main()
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{
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vec4 color = texture(samplerColorMap, inUV) * vec4(inColor, 1.0);
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if (ALPHA_MASK) {
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if (color.a < ALPHA_MASK_CUTOFF) {
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discard;
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}
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}
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vec3 N = normalize(inNormal);
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vec3 T = normalize(inTangent.xyz);
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vec3 B = cross(inNormal, inTangent.xyz) * inTangent.w;
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mat3 TBN = mat3(T, B, N);
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N = TBN * normalize(texture(samplerNormalMap, inUV).xyz * 2.0 - vec3(1.0));
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const float ambient = 0.1;
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vec3 L = normalize(inLightVec);
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vec3 V = normalize(inViewVec);
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vec3 R = reflect(-L, N);
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vec3 diffuse = max(dot(N, L), ambient).rrr;
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float specular = pow(max(dot(R, V), 0.0), 32.0);
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outFragColor = vec4(diffuse * color.rgb + specular, color.a);
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}
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data/shaders/glsl/gltfscenerendering/scene.frag.spv
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data/shaders/glsl/gltfscenerendering/scene.frag.spv
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data/shaders/glsl/gltfscenerendering/scene.vert
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data/shaders/glsl/gltfscenerendering/scene.vert
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#version 450
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layout (location = 0) in vec3 inPos;
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layout (location = 1) in vec3 inNormal;
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layout (location = 2) in vec2 inUV;
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layout (location = 3) in vec3 inColor;
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layout (location = 4) in vec4 inTangent;
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layout (set = 0, binding = 0) uniform UBOScene
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{
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mat4 projection;
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mat4 view;
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vec4 lightPos;
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vec4 viewPos;
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} uboScene;
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layout(push_constant) uniform PushConsts {
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mat4 model;
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} primitive;
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layout (location = 0) out vec3 outNormal;
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layout (location = 1) out vec3 outColor;
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layout (location = 2) out vec2 outUV;
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layout (location = 3) out vec3 outViewVec;
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layout (location = 4) out vec3 outLightVec;
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layout (location = 5) out vec4 outTangent;
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void main()
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{
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outNormal = inNormal;
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outColor = inColor;
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outUV = inUV;
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outTangent = inTangent;
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gl_Position = uboScene.projection * uboScene.view * primitive.model * vec4(inPos.xyz, 1.0);
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outNormal = mat3(primitive.model) * inNormal;
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vec4 pos = primitive.model * vec4(inPos, 1.0);
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outLightVec = uboScene.lightPos.xyz - pos.xyz;
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outViewVec = uboScene.viewPos.xyz - pos.xyz;
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}
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data/shaders/glsl/gltfscenerendering/scene.vert.spv
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data/shaders/glsl/gltfscenerendering/scene.vert.spv
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glslangvalidator -V scene.vert -o scene.vert.spv
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glslangvalidator -V scene.frag -o scene.frag.spv
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@ -1,31 +0,0 @@
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#version 450
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layout (set = 1, binding = 0) uniform sampler2D samplerColorMap;
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layout (location = 0) in vec3 inNormal;
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layout (location = 1) in vec3 inColor;
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layout (location = 2) in vec2 inUV;
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layout (location = 3) in vec3 inViewVec;
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layout (location = 4) in vec3 inLightVec;
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layout(push_constant) uniform Material
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{
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vec4 ambient;
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vec4 diffuse;
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vec4 specular;
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float opacity;
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} material;
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layout (location = 0) out vec4 outFragColor;
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void main()
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{
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vec4 color = texture(samplerColorMap, inUV) * vec4(inColor, 1.0);
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vec3 N = normalize(inNormal);
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vec3 L = normalize(inLightVec);
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vec3 V = normalize(inViewVec);
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vec3 R = reflect(-L, N);
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vec3 diffuse = max(dot(N, L), 0.0) * material.diffuse.rgb;
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vec3 specular = pow(max(dot(R, V), 0.0), 16.0) * material.specular.rgb;
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outFragColor = vec4((material.ambient.rgb + diffuse) * color.rgb + specular, 1.0-material.opacity);
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}
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@ -1,42 +0,0 @@
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#version 450
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layout (location = 0) in vec3 inPos;
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layout (location = 1) in vec3 inNormal;
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layout (location = 2) in vec2 inUV;
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layout (location = 3) in vec3 inColor;
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layout (set = 0, binding = 0) uniform UBO
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{
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mat4 projection;
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mat4 view;
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mat4 model;
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vec4 lightPos;
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} ubo;
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layout (location = 0) out vec3 outNormal;
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layout (location = 1) out vec3 outColor;
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layout (location = 2) out vec2 outUV;
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layout (location = 3) out vec3 outViewVec;
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layout (location = 4) out vec3 outLightVec;
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out gl_PerVertex
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{
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vec4 gl_Position;
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};
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void main()
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{
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outNormal = inNormal;
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outColor = inColor;
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outUV = inUV;
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mat4 modelView = ubo.view * ubo.model;
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gl_Position = ubo.projection * modelView * vec4(inPos.xyz, 1.0);
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vec4 pos = modelView * vec4(inPos, 0.0);
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outNormal = mat3(ubo.model) * inNormal;
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vec3 lPos = mat3(ubo.model) * ubo.lightPos.xyz;
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outLightVec = lPos - (ubo.model * vec4(inPos, 1.0)).xyz;
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outViewVec = -(ubo.model * vec4(inPos, 1.0)).xyz;
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}
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@ -3,6 +3,11 @@
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Texture2D textureColorMap : register(t0, space1);
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SamplerState samplerColorMap : register(s0, space1);
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struct PushConsts {
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float4x4 model;
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};
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[[vk::push_constant]] PushConsts primitive;
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struct VSOutput
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{
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[[vk::location(0)]] float3 Normal : NORMAL0;
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data/shaders/hlsl/gltfloading/mesh.frag.spv
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data/shaders/hlsl/gltfloading/mesh.frag.spv
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data/shaders/hlsl/gltfloading/mesh.vert.spv
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data/shaders/hlsl/gltfloading/mesh.vert.spv
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data/shaders/hlsl/gltfscenerendering/scene.frag
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data/shaders/hlsl/gltfscenerendering/scene.frag
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// Copyright 2020 Google LLC
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Texture2D textureColorMap : register(t0, space1);
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SamplerState samplerColorMap : register(s0, space1);
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Texture2D textureNormalMap : register(t1, space1);
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SamplerState samplerNormalMap : register(s1, space1);
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[[vk::constant_id(0)]] const bool ALPHA_MASK = false;
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[[vk::constant_id(1)]] const float ALPHA_MASK_CUTOFF = 0.0;
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struct VSOutput
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{
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[[vk::location(0)]] float3 Normal : NORMAL0;
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[[vk::location(1)]] float3 Color : COLOR0;
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[[vk::location(2)]] float2 UV : TEXCOORD0;
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[[vk::location(3)]] float3 ViewVec : TEXCOORD1;
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[[vk::location(4)]] float3 LightVec : TEXCOORD2;
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[[vk::location(5)]] float4 Tangent : TEXCOORD3;
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};
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float4 main(VSOutput input) : SV_TARGET
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{
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float4 color = textureColorMap.Sample(samplerColorMap, input.UV) * float4(input.Color, 1.0);
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if (ALPHA_MASK) {
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if (color.a < ALPHA_MASK_CUTOFF) {
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discard;
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}
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}
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float3 N = normalize(input.Normal);
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float3 T = normalize(input.Tangent.xyz);
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float3 B = cross(input.Normal, input.Tangent.xyz) * input.Tangent.w;
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float3x3 TBN = float3x3(T, B, N);
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N = mul(normalize(textureNormalMap.Sample(samplerNormalMap, input.UV).xyz * 2.0 - float3(1.0, 1.0, 1.0)), TBN);
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const float ambient = 0.1;
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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 diffuse = max(dot(N, L), ambient).rrr;
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float3 specular = pow(max(dot(R, V), 0.0), 32.0);
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return float4(diffuse * color.rgb + specular, color.a);
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}
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data/shaders/hlsl/gltfscenerendering/scene.frag.spv
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data/shaders/hlsl/gltfscenerendering/scene.frag.spv
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@ -6,17 +6,23 @@ struct VSInput
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[[vk::location(1)]] float3 Normal : NORMAL0;
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[[vk::location(2)]] float2 UV : TEXCOORD0;
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[[vk::location(3)]] float3 Color : COLOR0;
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[[vk::location(4)]] float4 Tangent : TEXCOORD1;
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};
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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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float4 lightPos;
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float4 viewPos;
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};
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cbuffer ubo : register(b0) { UBO ubo; };
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struct PushConsts {
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float4x4 model;
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};
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[[vk::push_constant]] PushConsts primitive;
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struct VSOutput
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{
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float4 Pos : SV_POSITION;
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[[vk::location(2)]] float2 UV : TEXCOORD0;
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[[vk::location(3)]] float3 ViewVec : TEXCOORD1;
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[[vk::location(4)]] float3 LightVec : TEXCOORD2;
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[[vk::location(5)]] float4 Tangent : TEXCOORD3;
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};
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VSOutput main(VSInput input)
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output.Normal = input.Normal;
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output.Color = input.Color;
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output.UV = input.UV;
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output.Tangent = input.Tangent;
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float4x4 modelView = mul(ubo.view, ubo.model);
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float4x4 modelView = mul(ubo.view, primitive.model);
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output.Pos = mul(ubo.projection, mul(modelView, float4(input.Pos.xyz, 1.0)));
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float4 pos = mul(modelView, float4(input.Pos, 0.0));
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output.Normal = mul((float3x3)ubo.model, input.Normal);
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float3 lPos = mul((float3x3)ubo.model, ubo.lightPos.xyz);
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output.LightVec = lPos - mul(ubo.model, float4(input.Pos, 1.0)).xyz;
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output.ViewVec = -mul(ubo.model, float4(input.Pos, 1.0)).xyz;
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output.Normal = mul((float3x3)primitive.model, input.Normal);
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float4 pos = mul(primitive.model, float4(input.Pos, 1.0));
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output.LightVec = ubo.lightPos.xyz - pos.xyz;
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output.ViewVec = ubo.viewPos.xyz - pos.xyz;
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return output;
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}
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data/shaders/hlsl/gltfscenerendering/scene.vert.spv
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data/shaders/hlsl/gltfscenerendering/scene.vert.spv
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// Copyright 2020 Google LLC
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Texture2D textureColorMap : register(t0, space1);
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SamplerState samplerColorMap : register(s0, space1);
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struct VSOutput
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{
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[[vk::location(0)]] float3 Normal : NORMAL0;
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[[vk::location(1)]] float3 Color : COLOR0;
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[[vk::location(2)]] float2 UV : TEXCOORD0;
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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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struct Material
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{
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float4 ambient;
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float4 diffuse;
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float4 specular;
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float opacity;
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};
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[[vk::push_constant]] Material material;
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float4 main(VSOutput input) : SV_TARGET
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{
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float4 color = textureColorMap.Sample(samplerColorMap, input.UV) * float4(input.Color, 1.0);
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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 diffuse = max(dot(N, L), 0.0) * material.diffuse.rgb;
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float3 specular = pow(max(dot(R, V), 0.0), 16.0) * material.specular.rgb;
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return float4((material.ambient.rgb + diffuse) * color.rgb + specular, 1.0-material.opacity);
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}
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