116 lines
No EOL
3 KiB
Text
116 lines
No EOL
3 KiB
Text
/* Copyright (c) 2025, Sascha Willems
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*
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* SPDX-License-Identifier: MIT
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*
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*/
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struct VSInput
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{
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float3 Pos;
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float3 Normal;
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float2 UV;
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float3 Color;
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float4 Tangent;
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};
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struct VSOutput
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{
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float4 Pos : SV_POSITION;
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float3 Normal;
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float3 Color;
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float2 UV;
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float3 ViewVec;
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float3 LightVec;
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float4 Tangent;
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};
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struct UBO
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{
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float4x4 projection;
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float4x4 view;
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float4x4 model;
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float4 lightPos;
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float4 viewPos;
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int colorShadingRates;
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};
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ConstantBuffer<UBO> ubo;
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[[vk::binding(0, 1)]] Sampler2D samplerColorMap;
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[[vk::binding(1, 1)]] Sampler2D samplerNormalMap;
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[[SpecializationConstant]] const bool ALPHA_MASK = false;
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[[SpecializationConstant]] const float ALPHA_MASK_CUTOFF = 0.0;
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[shader("vertex")]
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VSOutput vertexMain(VSInput input)
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{
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VSOutput output;
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output.Normal = input.Normal;
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output.Color = input.Color;
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output.UV = input.UV;
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output.Tangent = input.Tangent;
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float4x4 modelView = mul(ubo.view, ubo.model);
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output.Pos = mul(ubo.projection, mul(modelView, float4(input.Pos.xyz, 1.0)));
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output.Normal = mul((float3x3)ubo.model, input.Normal);
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float4 pos = mul(ubo.model, float4(input.Pos, 1.0));
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output.LightVec = ubo.lightPos.xyz - pos.xyz;
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output.ViewVec = ubo.viewPos.xyz - pos.xyz;
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return output;
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}
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static const uint SHADING_RATE_PER_PIXEL = 0;
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static const uint SHADING_RATE_PER_2X1_PIXELS = 6;
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static const uint SHADING_RATE_PER_1X2_PIXELS = 7;
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static const uint SHADING_RATE_PER_2X2_PIXELS = 8;
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static const uint SHADING_RATE_PER_4X2_PIXELS = 9;
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static const uint SHADING_RATE_PER_2X4_PIXELS = 10;
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[shader("fragment")]
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float4 fragmentMain(VSOutput input, uint shadingRate : SV_ShadingRate)
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{
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float4 color = samplerColorMap.Sample(input.UV) * float4(input.Color, 1.0);
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if (ALPHA_MASK) {
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if (color.a < ALPHA_MASK_CUTOFF) {
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discard;
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}
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}
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float3 N = normalize(input.Normal);
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float3 T = normalize(input.Tangent.xyz);
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float3 B = cross(input.Normal, input.Tangent.xyz) * input.Tangent.w;
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float3x3 TBN = float3x3(T, B, N);
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N = mul(normalize(samplerNormalMap.Sample(input.UV).xyz * 2.0 - float3(1.0, 1.0, 1.0)), TBN);
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const float ambient = 0.1;
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float3 L = normalize(input.LightVec);
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float3 V = normalize(input.ViewVec);
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float3 R = reflect(-L, N);
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float3 diffuse = max(dot(N, L), ambient).rrr;
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float3 specular = pow(max(dot(R, V), 0.0), 32.0);
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color = float4(diffuse * color.rgb + specular, color.a);
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if (ubo.colorShadingRates == 1) {
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switch (shadingRate) {
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case SHADING_RATE_PER_PIXEL:
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return color * float4(0.0, 0.8, 0.4, 1.0);
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case SHADING_RATE_PER_2X1_PIXELS:
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return color * float4(0.2, 0.6, 1.0, 1.0);
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case SHADING_RATE_PER_1X2_PIXELS:
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return color * float4(0.0, 0.4, 0.8, 1.0);
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case SHADING_RATE_PER_2X2_PIXELS:
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return color * float4(1.0, 1.0, 0.2, 1.0);
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case SHADING_RATE_PER_4X2_PIXELS:
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return color * float4(0.8, 0.8, 0.0, 1.0);
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case SHADING_RATE_PER_2X4_PIXELS:
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return color * float4(1.0, 0.4, 0.2, 1.0);
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default:
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return color * float4(0.8, 0.0, 0.0, 1.0);
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}
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}
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return color;
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} |