Add HLSL shaders for glftscene sample

This commit is contained in:
Ben Clayton 2020-05-21 14:27:10 +01:00
parent 9c06c4eea7
commit e9ab033b5e
3 changed files with 76 additions and 1 deletions

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@ -33,7 +33,7 @@ Shaders written to mirror the GLSL versions at `eddd724`. There have been change
| dynamicuniformbuffer | ☑ | ☑ | ☑ | ☑
| gears | ☑ | ☑ | ☑ | ☑
| geometryshader | ☑ | ☑ | ☑ | ☑
| gltfscene | - | - | ☑ | ❌
| gltfscene | - | - | ☑ | ☑
| hdr | ☑ | ❌ | ☑ | ❌
| imgui | ☑ | ☑ | ☑ | ☑
| indirectdraw | ☑ | ☑ | ☑ | ☑

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@ -0,0 +1,26 @@
// Copyright 2020 Google LLC
Texture2D textureColorMap : register(t0, space1);
SamplerState samplerColorMap : register(s0, space1);
struct VSOutput
{
[[vk::location(0)]] float3 Normal : NORMAL0;
[[vk::location(1)]] float3 Color : COLOR0;
[[vk::location(2)]] float2 UV : TEXCOORD0;
[[vk::location(3)]] float3 ViewVec : TEXCOORD1;
[[vk::location(4)]] float3 LightVec : TEXCOORD2;
};
float4 main(VSOutput input) : SV_TARGET
{
float4 color = textureColorMap.Sample(samplerColorMap, input.UV) * float4(input.Color, 1.0);
float3 N = normalize(input.Normal);
float3 L = normalize(input.LightVec);
float3 V = normalize(input.ViewVec);
float3 R = reflect(-L, N);
float3 diffuse = max(dot(N, L), 0.0) * input.Color;
float3 specular = pow(max(dot(R, V), 0.0), 16.0) * float3(0.75, 0.75, 0.75);
return float4(diffuse * color.rgb + specular, 1.0);
}

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@ -0,0 +1,49 @@
// Copyright 2020 Google LLC
struct VSInput
{
[[vk::location(0)]] float3 Pos : POSITION0;
[[vk::location(1)]] float3 Normal : NORMAL0;
[[vk::location(2)]] float2 UV : TEXCOORD0;
[[vk::location(3)]] float3 Color : COLOR0;
};
struct UBO
{
float4x4 projection;
float4x4 view;
float4 lightPos;
};
cbuffer ubo : register(b0) { UBO ubo; }
struct PushConsts {
float4x4 model;
};
[[vk::push_constant]] PushConsts primitive;
struct VSOutput
{
float4 Pos : SV_POSITION;
[[vk::location(0)]] float3 Normal : NORMAL0;
[[vk::location(1)]] float3 Color : COLOR0;
[[vk::location(2)]] float2 UV : TEXCOORD0;
[[vk::location(3)]] float3 ViewVec : TEXCOORD1;
[[vk::location(4)]] float3 LightVec : TEXCOORD2;
};
VSOutput main(VSInput input)
{
VSOutput output = (VSOutput)0;
output.Normal = input.Normal;
output.Color = input.Color;
output.UV = input.UV;
output.Pos = mul(ubo.projection, mul(ubo.view, mul(primitive.model, float4(input.Pos.xyz, 1.0))));
float4 pos = mul(ubo.view, float4(input.Pos, 1.0));
output.Normal = mul((float3x3)ubo.view, input.Normal);
float3 lPos = mul((float3x3)ubo.view, ubo.lightPos.xyz);
output.LightVec = lPos - pos.xyz;
output.ViewVec = -pos.xyz;
return output;
}