procedural-3d-engine/shaders/slang/indirectdraw/indirectdraw.slang
2025-05-04 17:23:23 +02:00

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/* Copyright (c) 2025, Sascha Willems
*
* SPDX-License-Identifier: MIT
*
*/
struct VSInput
{
float4 Pos;
float3 Normal;
float2 UV;
float3 Color;
float3 instancePos;
float3 instanceRot;
float instanceScale;
int instanceTexIndex;
};
struct VSOutput
{
float4 Pos : SV_POSITION;
float3 Normal;
float3 Color;
float3 UV;
float3 ViewVec;
float3 LightVec;
};
struct UBO
{
float4x4 projection;
float4x4 modelview;
};
ConstantBuffer<UBO> ubo;
Sampler2DArray samplerArray;
[shader("vertex")]
VSOutput vertexMain(VSInput input)
{
VSOutput output;
output.Color = input.Color;
output.UV = float3(input.UV, input.instanceTexIndex);
float4x4 mx, my, mz;
// rotate around x
float s = sin(input.instanceRot.x);
float c = cos(input.instanceRot.x);
mx[0] = float4(c, s, 0.0, 0.0);
mx[1] = float4(-s, c, 0.0, 0.0);
mx[2] = float4(0.0, 0.0, 1.0, 0.0);
mx[3] = float4(0.0, 0.0, 0.0, 1.0);
// rotate around y
s = sin(input.instanceRot.y);
c = cos(input.instanceRot.y);
my[0] = float4(c, 0.0, s, 0.0);
my[1] = float4(0.0, 1.0, 0.0, 0.0);
my[2] = float4(-s, 0.0, c, 0.0);
my[3] = float4(0.0, 0.0, 0.0, 1.0);
// rot around z
s = sin(input.instanceRot.z);
c = cos(input.instanceRot.z);
mz[0] = float4(1.0, 0.0, 0.0, 0.0);
mz[1] = float4(0.0, c, s, 0.0);
mz[2] = float4(0.0, -s, c, 0.0);
mz[3] = float4(0.0, 0.0, 0.0, 1.0);
float4x4 rotMat = mul(mz, mul(my, mx));
output.Normal = mul((float4x3)rotMat, input.Normal).xyz;
float4 pos = mul(rotMat, float4((input.Pos.xyz * input.instanceScale) + input.instancePos, 1.0));
output.Pos = mul(ubo.projection, mul(ubo.modelview, pos));
float4 wPos = mul(ubo.modelview, float4(pos.xyz, 1.0));
float4 lPos = float4(0.0, -5.0, 0.0, 1.0);
output.LightVec = lPos.xyz - pos.xyz;
output.ViewVec = -pos.xyz;
return output;
}
[shader("fragment")]
float4 fragmentMain(VSOutput input)
{
float4 color = samplerArray.Sample(input.UV);
if (color.a < 0.5)
{
clip(-1);
}
float3 N = normalize(input.Normal);
float3 L = normalize(input.LightVec);
float3 ambient = float3(0.65, 0.65, 0.65);
float3 diffuse = max(dot(N, L), 0.0) * input.Color;
return float4((ambient + diffuse) * color.rgb, 1.0);
}