procedural-3d-engine/data/shaders/hlsl/texturesparseresidency/sparseresidency.frag
Ben Clayton ca884587a4 Move shaders into glsl and hlsl directories
Move `data/shaders` to `data/shaders/glsl`
Move `data/hlsl` to `data/shaders/hlsl`

Fix up shader paths in the cpp files to point to the new glsl location.

`data/shaders/hlsl/compile.py` still overwrites the glsl .spv files (for
now).

Issue: #723
2020-06-01 12:22:28 +01:00

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923 B
GLSL

// Copyright 2020 Google LLC
Texture2D textureColor : register(t1);
SamplerState samplerColor : register(s1);
struct VSOutput
{
[[vk::location(0)]] float2 UV : TEXCOORD0;
[[vk::location(1)]] float LodBias : TEXCOORD3;
[[vk::location(2)]] float3 Normal : NORMAL0;
[[vk::location(3)]] float3 ViewVec : TEXCOORD1;
[[vk::location(4)]] float3 LightVec : TEXCOORD2;
};
float4 main(VSOutput input) : SV_TARGET
{
float4 color = float4(0.0, 0.0, 0.0, 0.0);
// Fetch sparse until we get a valid texel
uint status;
float minLod = input.LodBias;
do
{
color = textureColor.SampleLevel(samplerColor, input.UV, minLod, 0, status);
minLod += 1.0f;
} while(!CheckAccessFullyMapped(status));
float3 N = normalize(input.Normal);
N = normalize((input.Normal - 0.5) * 2.0);
float3 L = normalize(input.LightVec);
float3 R = reflect(-L, N);
float3 diffuse = max(dot(N, L), 0.25) * color.rgb;
return float4(diffuse, 1.0);
}