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xsl
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#version 450
/* Copyright (c) 2021-2024, Holochip
*
* SPDX-License-Identifier: Apache-2.0
*
* Licensed under the Apache License, Version 2.0 the "License";
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
layout (binding = 1) uniform samplerCube samplerEnvMap;
layout (location = 0) in vec3 inUVW;
layout (location = 1) in vec3 inPos;
layout (location = 2) in vec3 inNormal;
layout (location = 3) in vec3 inViewVec;
layout (location = 4) in vec3 inLightVec;
layout (location = 0) out vec4 outColor0;
layout (constant_id = 0) const int type = 0;
#define PI 3.1415926
#define TwoPI (2.0 * PI)
layout (binding = 0) uniform UBO {
mat4 projection;
mat4 modelview;
mat4 skybox_modelview;
mat4 inverse_modelview;
float modelscale;
} ubo;
void main()
{
vec4 color;
vec3 wcNormal;
switch (type) {
case 0: // Skybox
{
vec3 normal = normalize(inUVW);
color = texture(samplerEnvMap, normal);
}
break;
case 1: // Reflect
{
vec3 wViewVec = mat3(ubo.inverse_modelview) * normalize(inViewVec);
vec3 normal = normalize(inNormal);
vec3 wNormal = mat3(ubo.inverse_modelview) * normal;
float NdotL = max(dot(normal, inLightVec), 0.0);
vec3 eyeDir = normalize(inViewVec);
vec3 halfVec = normalize(inLightVec + 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;
// Note: clamp to zero to mitigate any divide by zero
float spec = max((fresnel * geoAtt) / (NdotV * NdotL * 3.14), 0.0);
color = texture(samplerEnvMap, reflect(-wViewVec, wNormal));
color = vec4(color.rgb * NdotL * (k + spec * (1.0 - k)), 1.0);
}
break;
case 2: // Refract
{
vec3 wViewVec = mat3(ubo.inverse_modelview) * normalize(inViewVec);
vec3 wNormal = mat3(ubo.inverse_modelview) * inNormal;
color = texture(samplerEnvMap, refract(-wViewVec, wNormal, 1.0/1.6));
}
break;
}
// Color with manual exposure into attachment 0
const float exposure = 1.f;
outColor0.rgb = vec3(1.0) - exp(-color.rgb * exposure);
// Bright parts for bloom into attachment 1
float l = dot(outColor0.rgb, vec3(0.2126, 0.7152, 0.0722));
float threshold = 0.75;
}
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#version 450
/* Copyright (c) 2021-2024, Holochip
*
* SPDX-License-Identifier: Apache-2.0
*
* Licensed under the Apache License, Version 2.0 the "License";
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
layout (location = 0) in vec3 inPos;
layout (location = 1) in vec3 inNormal;
layout (constant_id = 0) const int type = 0;
layout (binding = 0) uniform UBO {
mat4 projection;
mat4 modelview;
mat4 skybox_modelview;
mat4 inverse_modelview;
float modelscale;
} ubo;
layout (location = 0) out vec3 outUVW;
layout (location = 1) out vec3 outPos;
layout (location = 2) out vec3 outNormal;
layout (location = 3) out vec3 outViewVec;
layout (location = 4) out vec3 outLightVec;
out gl_PerVertex
{
vec4 gl_Position;
};
void main()
{
outUVW = inPos;
switch(type) {
case 0: // Skybox
outPos = vec3(mat3(ubo.skybox_modelview) * inPos);
gl_Position = vec4(ubo.projection * vec4(outPos, 1.0));
break;
case 1: // Object
outPos = vec3(ubo.modelview * vec4(inPos * ubo.modelscale, 1.0));
gl_Position = ubo.projection * ubo.modelview * vec4(inPos.xyz * ubo.modelscale, 1.0);
break;
}
outNormal = mat3(ubo.modelview) * inNormal;
vec3 lightPos = vec3(0.0f, -5.0f, 5.0f);
outLightVec = lightPos.xyz - outPos.xyz;
outViewVec = -outPos.xyz;
}
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/* Copyright (c) 2024-2025, Sascha Willems
*
* SPDX-License-Identifier: Apache-2.0
*
* Licensed under the Apache License, Version 2.0 the "License";
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
TextureCube textureEnvMap : register(t1);
SamplerState samplerEnvMap : register(s1);
struct VSOutput
{
float4 Pos : SV_POSITION;
[[vk::location(0)]] float3 UVW : TEXCOORD0;
[[vk::location(1)]] float3 Normal : NORMAL0;
[[vk::location(2)]] float3 ViewVec : TEXCOORD1;
[[vk::location(3)]] float3 LightVec : TEXCOORD2;
};
struct FSOutput
{
float4 Color0 : SV_TARGET0;
};
[[vk::constant_id(0)]] const int type = 0;
#define PI 3.1415926
#define TwoPI (2.0 * PI)
struct UBOMatrices
{
float4x4 projection;
float4x4 modelview;
float4x4 skyboxModelview;
float4x4 inverseModelView;
float modelscale;
};
[[vk::binding(0, 0)]]
ConstantBuffer<UBOMatrices> uboMatrices : register(b0);
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((float3x3) uboMatrices.inverseModelView, normalize(input.ViewVec)).xyz;
float3 normal = normalize(input.Normal);
float3 wNormal = mul((float3x3) uboMatrices.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 = max((fresnel * geoAtt) / (NdotV * NdotL * 3.14), 0.0);
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) uboMatrices.inverseModelView, normalize(input.ViewVec)).xyz;
float3 wNormal = mul((float4x3) uboMatrices.inverseModelView, input.Normal).xyz;
color = textureEnvMap.Sample(samplerEnvMap, refract(-wViewVec, wNormal, 1.0 / 1.6));
}
break;
}
// Color with manual exposure into attachment 0
const float exposure = 1.0;
output.Color0.rgb = float3(1.0, 1.0, 1.0) - exp(-color.rgb * exposure);
return output;
}
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/* Copyright (c) 2024, Sascha Willems
*
* SPDX-License-Identifier: Apache-2.0
*
* Licensed under the Apache License, Version 2.0 the "License";
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
struct VSInput
{
[[vk::location(0)]] float3 Pos : POSITION0;
[[vk::location(1)]] float3 Normal : NORMAL0;
};
[[vk::constant_id(0)]] const int type = 0;
struct UBO
{
float4x4 projection;
float4x4 modelview;
float4x4 skyboxModelview;
float4x4 inverseModelView;
float modelscale;
};
[[vk::binding(0, 0)]]
ConstantBuffer<UBO> ubo : register(b0);
struct VSOutput
{
float4 Pos : SV_POSITION;
[[vk::location(0)]] float3 UVW : TEXCOORD0;
[[vk::location(1)]] float3 Normal : NORMAL0;
[[vk::location(2)]] float3 ViewVec : TEXCOORD1;
[[vk::location(3)]] float3 LightVec : TEXCOORD2;
};
VSOutput main(VSInput input)
{
VSOutput output = (VSOutput) 0;
output.UVW = input.Pos;
float3 worldPos;
switch (type)
{
case 0: // Skybox
worldPos = mul((float4x3) ubo.skyboxModelview, input.Pos).xyz;
output.Pos = mul(ubo.projection, float4(worldPos, 1.0));
break;
case 1: // Object
worldPos = mul(ubo.modelview, float4(input.Pos * ubo.modelscale, 1.0)).xyz;
output.Pos = mul(ubo.projection, mul(ubo.modelview, float4(input.Pos.xyz * ubo.modelscale, 1.0)));
break;
}
output.Normal = mul((float4x3) ubo.modelview, input.Normal).xyz;
float3 lightPos = float3(0.0f, -5.0f, 5.0f);
output.LightVec = lightPos.xyz - worldPos.xyz;
output.ViewVec = -worldPos.xyz;
return output;
}
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/* Copyright (c) 2025, Sascha Willems
*
* SPDX-License-Identifier: Apache-2.0
*
* Licensed under the Apache License, Version 2.0 the "License";
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
struct VSOutput
{
float4 Pos : SV_POSITION;
float3 UVW;
float3 Normal;
float3 ViewVec;
float3 LightVec;
};
[[SpecializationConstant]] const int type = 0;
#define PI 3.1415926
#define TwoPI (2.0 * PI)
struct UBOMatrices
{
float4x4 projection;
float4x4 modelview;
float4x4 skyboxModelview;
float4x4 inverseModelView;
float modelscale;
};
ConstantBuffer<UBOMatrices> uboMatrices;
SamplerCube samplerEnvMap;
[shader("fragment")]
float4 main(VSOutput input)
{
float4 color;
float3 wcNormal;
switch (type)
{
case 0: // Skybox
{
float3 normal = normalize(input.UVW);
color = samplerEnvMap.Sample(normal);
}
break;
case 1: // Reflect
{
float3 wViewVec = mul((float3x3) uboMatrices.inverseModelView, normalize(input.ViewVec)).xyz;
float3 normal = normalize(input.Normal);
float3 wNormal = mul((float3x3) uboMatrices.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 = max((fresnel * geoAtt) / (NdotV * NdotL * 3.14), 0.0);
color = samplerEnvMap.Sample(reflect(-wViewVec, wNormal));
color = float4(color.rgb * NdotL * (k + spec * (1.0 - k)), 1.0);
}
break;
case 2: // Refract
{
float3 wViewVec = mul((float4x3) uboMatrices.inverseModelView, normalize(input.ViewVec)).xyz;
float3 wNormal = mul((float4x3)uboMatrices.inverseModelView, input.Normal).xyz;
color = samplerEnvMap.Sample(refract(-wViewVec, wNormal, 1.0 / 1.6));
}
break;
}
// Color with manual exposure into attachment 0
const float exposure = 1.0;
float3 outColor = float3(1.0, 1.0, 1.0) - exp(-color.rgb * exposure);
return float4(outColor, 1.0);
}
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/* Copyright (c) 2025, Sascha Willems
*
* SPDX-License-Identifier: Apache-2.0
*
* Licensed under the Apache License, Version 2.0 the "License";
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
struct VSInput
{
float3 Pos;
float3 Normal;
};
[[SpecializationConstant]] const int type = 0;
struct UBO
{
float4x4 projection;
float4x4 modelview;
float4x4 skyboxModelview;
float4x4 inverseModelView;
float modelscale;
};
ConstantBuffer<UBO> ubo;
struct VSOutput
{
float4 Pos : SV_POSITION;
float3 UVW;
float3 Normal;
float3 ViewVec;
float3 LightVec;
};
[shader("vertex")]
VSOutput main(VSInput input)
{
VSOutput output;
output.UVW = input.Pos;
float3 worldPos;
switch (type)
{
case 0: // Skybox
worldPos = mul((float4x3) ubo.skyboxModelview, input.Pos).xyz;
output.Pos = mul(ubo.projection, float4(worldPos, 1.0));
break;
case 1: // Object
worldPos = mul(ubo.modelview, float4(input.Pos * ubo.modelscale, 1.0)).xyz;
output.Pos = mul(ubo.projection, mul(ubo.modelview, float4(input.Pos.xyz * ubo.modelscale, 1.0)));
break;
}
output.Normal = mul((float4x3) ubo.modelview, input.Normal).xyz;
float3 lightPos = float3(0.0f, -5.0f, 5.0f);
output.LightVec = lightPos.xyz - worldPos.xyz;
output.ViewVec = -worldPos.xyz;
return output;
}
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