init
This commit is contained in:
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#version 450
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/* Copyright (c) 2021-2024, Holochip
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*
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* SPDX-License-Identifier: Apache-2.0
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*
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* Licensed under the Apache License, Version 2.0 the "License";
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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layout (binding = 1) uniform samplerCube samplerEnvMap;
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layout (location = 0) in vec3 inUVW;
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layout (location = 1) in vec3 inPos;
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layout (location = 2) in vec3 inNormal;
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layout (location = 3) in vec3 inViewVec;
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layout (location = 4) in vec3 inLightVec;
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layout (location = 0) out vec4 outColor0;
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layout (constant_id = 0) const int type = 0;
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#define PI 3.1415926
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#define TwoPI (2.0 * PI)
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layout (binding = 0) uniform UBO {
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mat4 projection;
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mat4 modelview;
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mat4 skybox_modelview;
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mat4 inverse_modelview;
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float modelscale;
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} ubo;
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void main()
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{
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vec4 color;
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vec3 wcNormal;
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switch (type) {
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case 0: // Skybox
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{
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vec3 normal = normalize(inUVW);
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color = texture(samplerEnvMap, normal);
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}
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break;
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case 1: // Reflect
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{
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vec3 wViewVec = mat3(ubo.inverse_modelview) * normalize(inViewVec);
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vec3 normal = normalize(inNormal);
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vec3 wNormal = mat3(ubo.inverse_modelview) * normal;
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float NdotL = max(dot(normal, inLightVec), 0.0);
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vec3 eyeDir = normalize(inViewVec);
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vec3 halfVec = normalize(inLightVec + eyeDir);
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float NdotH = max(dot(normal, halfVec), 0.0);
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float NdotV = max(dot(normal, eyeDir), 0.0);
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float VdotH = max(dot(eyeDir, halfVec), 0.0);
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// Geometric attenuation
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float NH2 = 2.0 * NdotH;
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float g1 = (NH2 * NdotV) / VdotH;
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float g2 = (NH2 * NdotL) / VdotH;
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float geoAtt = min(1.0, min(g1, g2));
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const float F0 = 0.6;
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const float k = 0.2;
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// Fresnel (schlick approximation)
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float fresnel = pow(1.0 - VdotH, 5.0);
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fresnel *= (1.0 - F0);
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fresnel += F0;
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// Note: clamp to zero to mitigate any divide by zero
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float spec = max((fresnel * geoAtt) / (NdotV * NdotL * 3.14), 0.0);
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color = texture(samplerEnvMap, reflect(-wViewVec, wNormal));
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color = vec4(color.rgb * NdotL * (k + spec * (1.0 - k)), 1.0);
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}
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break;
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case 2: // Refract
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{
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vec3 wViewVec = mat3(ubo.inverse_modelview) * normalize(inViewVec);
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vec3 wNormal = mat3(ubo.inverse_modelview) * inNormal;
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color = texture(samplerEnvMap, refract(-wViewVec, wNormal, 1.0/1.6));
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}
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break;
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}
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// Color with manual exposure into attachment 0
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const float exposure = 1.f;
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outColor0.rgb = vec3(1.0) - exp(-color.rgb * exposure);
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// Bright parts for bloom into attachment 1
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float l = dot(outColor0.rgb, vec3(0.2126, 0.7152, 0.0722));
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float threshold = 0.75;
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}
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#version 450
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/* Copyright (c) 2021-2024, Holochip
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*
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* SPDX-License-Identifier: Apache-2.0
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*
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* Licensed under the Apache License, Version 2.0 the "License";
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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layout (location = 0) in vec3 inPos;
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layout (location = 1) in vec3 inNormal;
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layout (constant_id = 0) const int type = 0;
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layout (binding = 0) uniform UBO {
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mat4 projection;
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mat4 modelview;
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mat4 skybox_modelview;
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mat4 inverse_modelview;
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float modelscale;
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} ubo;
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layout (location = 0) out vec3 outUVW;
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layout (location = 1) out vec3 outPos;
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layout (location = 2) out vec3 outNormal;
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layout (location = 3) out vec3 outViewVec;
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layout (location = 4) out vec3 outLightVec;
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out gl_PerVertex
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{
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vec4 gl_Position;
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};
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void main()
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{
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outUVW = inPos;
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switch(type) {
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case 0: // Skybox
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outPos = vec3(mat3(ubo.skybox_modelview) * inPos);
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gl_Position = vec4(ubo.projection * vec4(outPos, 1.0));
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break;
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case 1: // Object
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outPos = vec3(ubo.modelview * vec4(inPos * ubo.modelscale, 1.0));
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gl_Position = ubo.projection * ubo.modelview * vec4(inPos.xyz * ubo.modelscale, 1.0);
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break;
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}
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outNormal = mat3(ubo.modelview) * inNormal;
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vec3 lightPos = vec3(0.0f, -5.0f, 5.0f);
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outLightVec = lightPos.xyz - outPos.xyz;
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outViewVec = -outPos.xyz;
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}
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@@ -0,0 +1,117 @@
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/* Copyright (c) 2024-2025, Sascha Willems
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*
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* SPDX-License-Identifier: Apache-2.0
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*
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* Licensed under the Apache License, Version 2.0 the "License";
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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TextureCube textureEnvMap : register(t1);
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SamplerState samplerEnvMap : register(s1);
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struct VSOutput
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{
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float4 Pos : SV_POSITION;
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[[vk::location(0)]] float3 UVW : TEXCOORD0;
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[[vk::location(1)]] float3 Normal : NORMAL0;
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[[vk::location(2)]] float3 ViewVec : TEXCOORD1;
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[[vk::location(3)]] float3 LightVec : TEXCOORD2;
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};
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struct FSOutput
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{
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float4 Color0 : SV_TARGET0;
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};
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[[vk::constant_id(0)]] const int type = 0;
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#define PI 3.1415926
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#define TwoPI (2.0 * PI)
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struct UBOMatrices
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{
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float4x4 projection;
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float4x4 modelview;
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float4x4 skyboxModelview;
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float4x4 inverseModelView;
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float modelscale;
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};
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[[vk::binding(0, 0)]]
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ConstantBuffer<UBOMatrices> uboMatrices : register(b0);
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FSOutput main(VSOutput input)
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{
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FSOutput output = (FSOutput) 0;
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float4 color;
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float3 wcNormal;
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switch (type)
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{
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case 0: // Skybox
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{
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float3 normal = normalize(input.UVW);
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color = textureEnvMap.Sample(samplerEnvMap, normal);
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}
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break;
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case 1: // Reflect
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{
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float3 wViewVec = mul((float3x3) uboMatrices.inverseModelView, normalize(input.ViewVec)).xyz;
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float3 normal = normalize(input.Normal);
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float3 wNormal = mul((float3x3) uboMatrices.inverseModelView, normal).xyz;
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float NdotL = max(dot(normal, input.LightVec), 0.0);
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float3 eyeDir = normalize(input.ViewVec);
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float3 halfVec = normalize(input.LightVec + eyeDir);
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float NdotH = max(dot(normal, halfVec), 0.0);
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float NdotV = max(dot(normal, eyeDir), 0.0);
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float VdotH = max(dot(eyeDir, halfVec), 0.0);
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// Geometric attenuation
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float NH2 = 2.0 * NdotH;
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float g1 = (NH2 * NdotV) / VdotH;
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float g2 = (NH2 * NdotL) / VdotH;
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float geoAtt = min(1.0, min(g1, g2));
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const float F0 = 0.6;
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const float k = 0.2;
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// Fresnel (schlick approximation)
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float fresnel = pow(1.0 - VdotH, 5.0);
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fresnel *= (1.0 - F0);
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fresnel += F0;
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float spec = max((fresnel * geoAtt) / (NdotV * NdotL * 3.14), 0.0);
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color = textureEnvMap.Sample(samplerEnvMap, reflect(-wViewVec, wNormal));
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color = float4(color.rgb * NdotL * (k + spec * (1.0 - k)), 1.0);
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}
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break;
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case 2: // Refract
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{
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float3 wViewVec = mul((float4x3) uboMatrices.inverseModelView, normalize(input.ViewVec)).xyz;
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float3 wNormal = mul((float4x3) uboMatrices.inverseModelView, input.Normal).xyz;
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color = textureEnvMap.Sample(samplerEnvMap, refract(-wViewVec, wNormal, 1.0 / 1.6));
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}
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break;
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}
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// Color with manual exposure into attachment 0
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const float exposure = 1.0;
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output.Color0.rgb = float3(1.0, 1.0, 1.0) - exp(-color.rgb * exposure);
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return output;
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}
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@@ -0,0 +1,69 @@
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/* Copyright (c) 2024, Sascha Willems
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*
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* SPDX-License-Identifier: Apache-2.0
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*
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* Licensed under the Apache License, Version 2.0 the "License";
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* you may not use this file except in compliance with the License.
|
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* You may obtain a copy of the License at
|
||||
*
|
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* http://www.apache.org/licenses/LICENSE-2.0
|
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*
|
||||
* 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.
|
||||
*/
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struct VSInput
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{
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[[vk::location(0)]] float3 Pos : POSITION0;
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[[vk::location(1)]] float3 Normal : NORMAL0;
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};
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[[vk::constant_id(0)]] const int type = 0;
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struct UBO
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{
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float4x4 projection;
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float4x4 modelview;
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float4x4 skyboxModelview;
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float4x4 inverseModelView;
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float modelscale;
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};
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[[vk::binding(0, 0)]]
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ConstantBuffer<UBO> ubo : register(b0);
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struct VSOutput
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{
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float4 Pos : SV_POSITION;
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[[vk::location(0)]] float3 UVW : TEXCOORD0;
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[[vk::location(1)]] float3 Normal : NORMAL0;
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[[vk::location(2)]] float3 ViewVec : TEXCOORD1;
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[[vk::location(3)]] float3 LightVec : TEXCOORD2;
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};
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VSOutput main(VSInput input)
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{
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VSOutput output = (VSOutput) 0;
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output.UVW = input.Pos;
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float3 worldPos;
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switch (type)
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{
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case 0: // Skybox
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worldPos = mul((float4x3) ubo.skyboxModelview, input.Pos).xyz;
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output.Pos = mul(ubo.projection, float4(worldPos, 1.0));
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break;
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case 1: // Object
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worldPos = mul(ubo.modelview, float4(input.Pos * ubo.modelscale, 1.0)).xyz;
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output.Pos = mul(ubo.projection, mul(ubo.modelview, float4(input.Pos.xyz * ubo.modelscale, 1.0)));
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break;
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}
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output.Normal = mul((float4x3) ubo.modelview, input.Normal).xyz;
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float3 lightPos = float3(0.0f, -5.0f, 5.0f);
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output.LightVec = lightPos.xyz - worldPos.xyz;
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output.ViewVec = -worldPos.xyz;
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return output;
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}
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Binary file not shown.
@@ -0,0 +1,109 @@
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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;
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float3 UVW;
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float3 Normal;
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||||
float3 ViewVec;
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float3 LightVec;
|
||||
};
|
||||
|
||||
[[SpecializationConstant]] const int type = 0;
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||||
|
||||
#define PI 3.1415926
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#define TwoPI (2.0 * PI)
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||||
|
||||
struct UBOMatrices
|
||||
{
|
||||
float4x4 projection;
|
||||
float4x4 modelview;
|
||||
float4x4 skyboxModelview;
|
||||
float4x4 inverseModelView;
|
||||
float modelscale;
|
||||
};
|
||||
ConstantBuffer<UBOMatrices> uboMatrices;
|
||||
|
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SamplerCube samplerEnvMap;
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||||
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[shader("fragment")]
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float4 main(VSOutput input)
|
||||
{
|
||||
float4 color;
|
||||
float3 wcNormal;
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||||
|
||||
switch (type)
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||||
{
|
||||
case 0: // Skybox
|
||||
{
|
||||
float3 normal = normalize(input.UVW);
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||||
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
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||||
float NH2 = 2.0 * NdotH;
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float g1 = (NH2 * NdotV) / VdotH;
|
||||
float g2 = (NH2 * NdotL) / VdotH;
|
||||
float geoAtt = min(1.0, min(g1, g2));
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||||
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||||
const float F0 = 0.6;
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||||
const float k = 0.2;
|
||||
|
||||
// Fresnel (schlick approximation)
|
||||
float fresnel = pow(1.0 - VdotH, 5.0);
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||||
fresnel *= (1.0 - F0);
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||||
fresnel += F0;
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||||
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||||
float spec = max((fresnel * geoAtt) / (NdotV * NdotL * 3.14), 0.0);
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||||
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||||
color = samplerEnvMap.Sample(reflect(-wViewVec, wNormal));
|
||||
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||||
color = float4(color.rgb * NdotL * (k + spec * (1.0 - k)), 1.0);
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||||
}
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||||
break;
|
||||
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||||
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);
|
||||
}
|
||||
Binary file not shown.
@@ -0,0 +1,69 @@
|
||||
/* 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;
|
||||
}
|
||||
Binary file not shown.
Reference in New Issue
Block a user