/* Copyright (c) 2025, Sascha Willems * * SPDX-License-Identifier: MIT * */ struct VSInput { float3 Pos; float3 Normal; float2 UV; float3 Color; float4 Tangent; }; struct VSOutput { float4 Pos : SV_POSITION; float3 Normal; float3 Color; float2 UV; float3 ViewVec; float3 LightVec; float4 Tangent; }; struct UBO { float4x4 projection; float4x4 view; float4x4 model; float4 lightPos; float4 viewPos; int colorShadingRates; }; ConstantBuffer ubo; [[vk::binding(0, 1)]] Sampler2D samplerColorMap; [[vk::binding(1, 1)]] Sampler2D samplerNormalMap; [[SpecializationConstant]] const bool ALPHA_MASK = false; [[SpecializationConstant]] const float ALPHA_MASK_CUTOFF = 0.0; [shader("vertex")] VSOutput vertexMain(VSInput input) { VSOutput output; output.Normal = input.Normal; output.Color = input.Color; output.UV = input.UV; output.Tangent = input.Tangent; float4x4 modelView = mul(ubo.view, ubo.model); output.Pos = mul(ubo.projection, mul(modelView, float4(input.Pos.xyz, 1.0))); output.Normal = mul((float3x3)ubo.model, input.Normal); float4 pos = mul(ubo.model, float4(input.Pos, 1.0)); output.LightVec = ubo.lightPos.xyz - pos.xyz; output.ViewVec = ubo.viewPos.xyz - pos.xyz; return output; } static const uint SHADING_RATE_PER_PIXEL = 0; static const uint SHADING_RATE_PER_2X1_PIXELS = 6; static const uint SHADING_RATE_PER_1X2_PIXELS = 7; static const uint SHADING_RATE_PER_2X2_PIXELS = 8; static const uint SHADING_RATE_PER_4X2_PIXELS = 9; static const uint SHADING_RATE_PER_2X4_PIXELS = 10; [shader("fragment")] float4 fragmentMain(VSOutput input, uint shadingRate : SV_ShadingRate) { float4 color = samplerColorMap.Sample(input.UV) * float4(input.Color, 1.0); if (ALPHA_MASK) { if (color.a < ALPHA_MASK_CUTOFF) { 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); color = float4(diffuse * color.rgb + specular, color.a); if (ubo.colorShadingRates == 1) { switch (shadingRate) { case SHADING_RATE_PER_PIXEL: return color * float4(0.0, 0.8, 0.4, 1.0); case SHADING_RATE_PER_2X1_PIXELS: return color * float4(0.2, 0.6, 1.0, 1.0); case SHADING_RATE_PER_1X2_PIXELS: return color * float4(0.0, 0.4, 0.8, 1.0); case SHADING_RATE_PER_2X2_PIXELS: return color * float4(1.0, 1.0, 0.2, 1.0); case SHADING_RATE_PER_4X2_PIXELS: return color * float4(0.8, 0.8, 0.0, 1.0); case SHADING_RATE_PER_2X4_PIXELS: return color * float4(1.0, 0.4, 0.2, 1.0); default: return color * float4(0.8, 0.0, 0.0, 1.0); } } return color; }