// Copyright 2020 Google LLC TextureCube textureEnvMap : register(t1); SamplerState samplerEnvMap : register(s1); struct VSOutput { [[vk::location(0)]] float3 UVW : TEXCOORD0; [[vk::location(1)]] float3 Pos : POSITION0; [[vk::location(2)]] float3 Normal : NORMAL0; [[vk::location(3)]] float3 ViewVec : TEXCOORD1; [[vk::location(4)]] float3 LightVec : TEXCOORD2; }; struct FSOutput { float4 Color0 : SV_TARGET0; float4 Color1 : SV_TARGET1; }; [[vk::constant_id(0)]] const int type = 0; #define PI 3.1415926 #define TwoPI (2.0 * PI) struct UBO { float4x4 projection; float4x4 modelview; float4x4 inverseModelview; }; cbuffer ubo : register(b0) { UBO ubo; } cbuffer Exposure : register(b2) { float exposure; } FSOutput main(VSOutput input) { FSOutput output = (FSOutput)0; float4 color; float3 wcNormal; switch (type) { case 0: // Skybox { float3 normal = normalize(input.UVW); color = textureEnvMap.Sample(samplerEnvMap, normal); } break; case 1: // Reflect { float3 wViewVec = mul((float4x3)ubo.inverseModelview, normalize(input.ViewVec)).xyz; float3 normal = normalize(input.Normal); float3 wNormal = mul((float4x3)ubo.inverseModelview, normal).xyz; float NdotL = max(dot(normal, input.LightVec), 0.0); float3 eyeDir = normalize(input.ViewVec); float3 halfVec = normalize(input.LightVec + eyeDir); float NdotH = max(dot(normal, halfVec), 0.0); float NdotV = max(dot(normal, eyeDir), 0.0); float VdotH = max(dot(eyeDir, halfVec), 0.0); // Geometric attenuation float NH2 = 2.0 * NdotH; float g1 = (NH2 * NdotV) / VdotH; float g2 = (NH2 * NdotL) / VdotH; float geoAtt = min(1.0, min(g1, g2)); const float F0 = 0.6; const float k = 0.2; // Fresnel (schlick approximation) float fresnel = pow(1.0 - VdotH, 5.0); fresnel *= (1.0 - F0); fresnel += F0; float spec = (fresnel * geoAtt) / (NdotV * NdotL * 3.14); color = textureEnvMap.Sample(samplerEnvMap, reflect(-wViewVec, wNormal)); color = float4(color.rgb * NdotL * (k + spec * (1.0 - k)), 1.0); } break; case 2: // Refract { float3 wViewVec = mul((float4x3)ubo.inverseModelview, normalize(input.ViewVec)).xyz; float3 wNormal = mul((float4x3)ubo.inverseModelview, input.Normal).xyz; color = textureEnvMap.Sample(samplerEnvMap, refract(-wViewVec, wNormal, 1.0/1.6)); } break; } // Color with manual exposure into attachment 0 output.Color0.rgb = float3(1.0, 1.0, 1.0) - exp(-color.rgb * exposure); // Bright parts for bloom into attachment 1 float l = dot(output.Color0.rgb, float3(0.2126, 0.7152, 0.0722)); float threshold = 0.75; output.Color1.rgb = (l > threshold) ? output.Color0.rgb : float3(0.0, 0.0, 0.0); output.Color1.a = 1.0; return output; }