diff --git a/data/hlsl/README.md b/data/hlsl/README.md index b09a5428..90147f0a 100644 --- a/data/hlsl/README.md +++ b/data/hlsl/README.md @@ -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 | ☑ | ☑ | ☑ | ☑ diff --git a/data/hlsl/gltfscene/mesh.frag b/data/hlsl/gltfscene/mesh.frag new file mode 100644 index 00000000..15d11a51 --- /dev/null +++ b/data/hlsl/gltfscene/mesh.frag @@ -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); +} \ No newline at end of file diff --git a/data/hlsl/gltfscene/mesh.vert b/data/hlsl/gltfscene/mesh.vert new file mode 100644 index 00000000..a47967ac --- /dev/null +++ b/data/hlsl/gltfscene/mesh.vert @@ -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; +} \ No newline at end of file