/* Copyright (c) 2025, Sascha Willems * * SPDX-License-Identifier: MIT * */ /* Copyright (c) 2025, Sascha Willems * * SPDX-License-Identifier: MIT * */ struct VSInput { float3 Pos; float3 Normal; float2 UV; float4 Tangent; }; struct VSOutput { float4 Pos : SV_POSITION; float3 Normal; float2 UV; float3 ViewVec; float3 LightVec; float4 Tangent; }; struct UBO { float4x4 projection; float4x4 view; float4 lightPos; float4 viewPos; }; ConstantBuffer ubo; [[vk::binding(0, 1)]] Sampler2D samplerColorMap; [[vk::binding(1, 1)]] Sampler2D samplerNormalMap; [shader("vertex")] VSOutput vertexMain(VSInput input, uniform float4x4 modelMat) { VSOutput output; output.Normal = input.Normal; output.UV = input.UV; output.Tangent = input.Tangent; float4x4 modelView = mul(ubo.view, modelMat); output.Pos = mul(ubo.projection, mul(modelView, float4(input.Pos.xyz, 1.0))); output.Normal = mul((float3x3)modelMat, input.Normal); float4 pos = mul(modelMat, float4(input.Pos, 1.0)); output.LightVec = ubo.lightPos.xyz - pos.xyz; output.ViewVec = ubo.viewPos.xyz - pos.xyz; return output; } [shader("fragment")] float4 fragmentMain(VSOutput input, uniform float4x4 modelMat, uniform uint alphaMask, uniform float alphaMaskCutoff) { float4 color = samplerColorMap.Sample(input.UV); if (alphaMask == 1) { if (color.a < alphaMaskCutoff) { discard; } } float3 N = normalize(input.Normal); float3 T = normalize(input.Tangent.xyz); float3 B = cross(input.Normal, input.Tangent.xyz) * input.Tangent.w; float3x3 TBN = float3x3(T, B, N); N = mul(normalize(samplerNormalMap.Sample(input.UV).xyz * 2.0 - float3(1.0, 1.0, 1.0)), TBN); const float ambient = 0.1; float3 L = normalize(input.LightVec); float3 V = normalize(input.ViewVec); float3 R = reflect(-L, N); float3 diffuse = max(dot(N, L), ambient).rrr; float3 specular = pow(max(dot(R, V), 0.0), 32.0); return float4(diffuse * color.rgb + specular, color.a); }