/* Copyright (c) 2025, Sascha Willems * * SPDX-License-Identifier: MIT * */ struct VSInput { float3 Pos; float3 Normal; float2 UV; }; struct VSOutput { float4 Pos : SV_POSITION; float3 Normal; float2 UV; }; struct HSOutput { float4 Pos : SV_POSITION; float3 Normal; float2 UV; }; struct DSOutput { float4 Pos : SV_POSITION; float3 Normal; float2 UV; float3 EyePos; float3 LightVec; }; struct UBO { float4x4 projection; float4x4 model; float4 lightPos; float tessAlpha; float tessStrength; float tessLevel; }; ConstantBuffer ubo; Sampler2D samplerColorAndDisplacementMap; struct ConstantsHSOutput { float TessLevelOuter[3] : SV_TessFactor; float TessLevelInner[2] : SV_InsideTessFactor; }; ConstantsHSOutput ConstantsHS() { ConstantsHSOutput output; output.TessLevelInner[0] = ubo.tessLevel; output.TessLevelInner[1] = ubo.tessLevel; output.TessLevelOuter[0] = ubo.tessLevel; output.TessLevelOuter[1] = ubo.tessLevel; output.TessLevelOuter[2] = ubo.tessLevel; return output; } [shader("vertex")] VSOutput vertexMain(VSInput input) { VSOutput output; output.Pos = float4(input.Pos.xyz, 1.0); output.UV = input.UV; output.Normal = input.Normal; return output; } [shader("hull")] [domain("tri")] [partitioning("integer")] [outputtopology("triangle_cw")] [outputcontrolpoints(3)] [patchconstantfunc("ConstantsHS")] [maxtessfactor(20.0f)] HSOutput hullMain(InputPatch patch, uint InvocationID: SV_OutputControlPointID) { HSOutput output; output.Pos = patch[InvocationID].Pos; output.Normal = patch[InvocationID].Normal; output.UV = patch[InvocationID].UV; return output; } [shader("domain")] [domain("tri")] DSOutput domainMain(ConstantsHSOutput input, float3 TessCoord: SV_DomainLocation, const OutputPatch patch) { DSOutput output; output.Pos = (TessCoord.x * patch[0].Pos) + (TessCoord.y * patch[1].Pos) + (TessCoord.z * patch[2].Pos); output.UV = (TessCoord.x * patch[0].UV) + (TessCoord.y * patch[1].UV) + (TessCoord.z * patch[2].UV); output.Normal = TessCoord.x * patch[0].Normal + TessCoord.y * patch[1].Normal + TessCoord.z * patch[2].Normal; output.Pos.xyz += normalize(output.Normal) * (max(samplerColorAndDisplacementMap.SampleLevel(output.UV.xy, 0).a, 0.0) * ubo.tessStrength); output.EyePos = output.Pos.xyz; output.LightVec = normalize(ubo.lightPos.xyz - output.EyePos); output.Pos = mul(ubo.projection, mul(ubo.model, output.Pos)); return output; } [shader("fragment")] float4 fragmentMain(DSOutput input) { float3 N = normalize(input.Normal); float3 L = normalize(float3(1.0, 1.0, 1.0)); float3 Eye = normalize(-input.EyePos); float3 Reflected = normalize(reflect(-input.LightVec, input.Normal)); float4 IAmbient = float4(0.0, 0.0, 0.0, 1.0); float4 IDiffuse = float4(1.0, 1.0, 1.0, 1.0) * max(dot(input.Normal, input.LightVec), 0.0); return float4((IAmbient + IDiffuse) * float4(samplerColorAndDisplacementMap.Sample(input.UV).rgb, 1.0)); }