/* Copyright (c) 2025, Sascha Willems * * SPDX-License-Identifier: MIT * */ struct VSInput { float3 Pos; float3 Normal; float3 Color; }; struct VSOutput { float4 Pos : SV_POSITION; float3 Normal; float3 Color; float3 ViewVec; float3 LightVec; }; struct HSOutput { float4 Pos : SV_POSITION; float3 Normal; float3 Color; float3 ViewVec; float3 LightVec; }; struct DSOutput { float4 Pos : SV_POSITION; float3 Normal; float3 Color; float3 ViewVec; float3 LightVec; }; struct ConstantsHSOutput { float TessLevelOuter[3] : SV_TessFactor; float TessLevelInner[2] : SV_InsideTessFactor; }; struct UBO { float4x4 projection; float4x4 modelview; float4 lightPos; }; ConstantBuffer ubo; struct PushConsts { float3 objPos; }; [[vk::push_constant]] PushConsts pushConsts; ConstantsHSOutput ConstantsHS(InputPatch patch) { ConstantsHSOutput output; output.TessLevelInner[0] = 2.0; output.TessLevelInner[1] = 2.0; output.TessLevelOuter[0] = 1.0; output.TessLevelOuter[1] = 1.0; output.TessLevelOuter[2] = 1.0; return output; } [shader("hull")] [domain("tri")] [partitioning("integer")] [outputtopology("triangle_ccw")] [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.Color = patch[InvocationID].Color; output.ViewVec = patch[InvocationID].ViewVec; output.LightVec = patch[InvocationID].LightVec; return output; } [shader("domain")] [domain("tri")] DSOutput domainMain(ConstantsHSOutput input, float3 TessCoord: SV_DomainLocation, const OutputPatch patch) { DSOutput output; output.Pos = (TessCoord.x * patch[2].Pos) + (TessCoord.y * patch[1].Pos) + (TessCoord.z * patch[0].Pos); output.Normal = TessCoord.x * patch[2].Normal + TessCoord.y * patch[1].Normal + TessCoord.z * patch[0].Normal; output.ViewVec = TessCoord.x * patch[2].ViewVec + TessCoord.y * patch[1].ViewVec + TessCoord.z * patch[0].ViewVec; output.LightVec = TessCoord.x * patch[2].LightVec + TessCoord.y * patch[1].LightVec + TessCoord.z * patch[0].LightVec; output.Color = patch[0].Color; return output; } [shader("vertex")] VSOutput vertexMain(VSInput input) { VSOutput output; output.Color = input.Color; float3 locPos = mul(ubo.modelview, float4(input.Pos, 1.0)).xyz; float3 worldPos = mul(ubo.modelview, float4(input.Pos + pushConsts.objPos, 1.0)).xyz; output.Pos = mul(ubo.projection, float4(worldPos, 1.0)); float4 pos = mul(ubo.modelview, float4(worldPos, 1.0)); output.Normal = mul((float3x3)ubo.modelview, input.Normal); output.LightVec = ubo.lightPos.xyz - pos.xyz; output.ViewVec = -pos.xyz; return output; } [shader("fragment")] float4 fragmentMain(VSOutput input) { 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), 8.0) * float3(0.75, 0.75, 0.75); return float4(diffuse + specular, 0.5); }