This commit is contained in:
xsl
2025-09-04 10:54:47 +08:00
commit 6bc8f61b18
1808 changed files with 208268 additions and 0 deletions
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#version 450
/* 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.
*/
layout (input_attachment_index = 0, binding = 0) uniform subpassInput positionDepthAttachment;
layout (input_attachment_index = 1, binding = 1) uniform subpassInput normalAttachment;
layout (input_attachment_index = 2, binding = 2) uniform subpassInput albedoAttachment;
layout (location = 0) in vec2 inUV;
layout (location = 0) out vec4 outColor;
struct Light {
vec4 position;
vec3 color;
float radius;
};
layout(std140, binding = 3) readonly buffer LightsBuffer
{
Light lights[ ];
};
void main()
{
// Read G-Buffer values from previous sub pass
vec3 fragPos = subpassLoad(positionDepthAttachment).rgb;
vec3 normal = subpassLoad(normalAttachment).rgb;
vec4 albedo = subpassLoad(albedoAttachment);
#define ambient 0.005
// Ambient part
vec3 fragcolor = albedo.rgb * ambient;
for(int i = 0; i < lights.length(); ++i)
{
vec3 L = lights[i].position.xyz - fragPos;
float dist = length(L);
float attenuation = lights[i].radius / (pow(dist, 8.0) + 1.0);
float NdotL = max(0.0, dot(normalize(normal), normalize(L)));
vec3 diffuse = lights[i].color * albedo.rgb * NdotL * attenuation;
fragcolor += diffuse;
}
outColor = vec4(fragcolor, 1.0);
}
@@ -0,0 +1,25 @@
#version 450
/* 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.
*/
layout (location = 0) out vec2 outUV;
void main()
{
outUV = vec2((gl_VertexIndex << 1) & 2, gl_VertexIndex & 2);
gl_Position = vec4(outUV * 2.0f - 1.0f, 0.0f, 1.0f);
}
@@ -0,0 +1,52 @@
#version 450
/* 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.
*/
layout (location = 0) in vec3 inNormal;
layout (location = 1) in vec4 inColor;
layout (location = 2) in vec3 inWorldPos;
layout (location = 0) out vec4 outColor;
layout (location = 1) out vec4 outPositionDepth;
layout (location = 2) out vec4 outNormal;
layout (location = 3) out vec4 outAlbedo;
layout (constant_id = 0) const float NEAR_PLANE = 0.1f;
layout (constant_id = 1) const float FAR_PLANE = 256.0f;
float linearDepth(float depth)
{
float z = depth * 2.0f - 1.0f;
return (2.0f * NEAR_PLANE * FAR_PLANE) / (FAR_PLANE + NEAR_PLANE - z * (FAR_PLANE - NEAR_PLANE));
}
void main()
{
outPositionDepth = vec4(inWorldPos, 1.0);
vec3 N = normalize(inNormal);
N.y = -N.y;
outNormal = vec4(N, 1.0);
outAlbedo = inColor;
// Store linearized depth in alpha component
outPositionDepth.a = linearDepth(gl_FragCoord.z);
// Write color attachments to avoid undefined behaviour (validation error)
outColor = vec4(0.0);
}
@@ -0,0 +1,54 @@
#version 450
/* 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.
*/
layout (location = 0) in vec3 inPos;
layout (location = 1) in vec3 inNormal;
layout (binding = 0) uniform UBO
{
mat4 projection;
mat4 model;
mat4 view;
} ubo;
layout (location = 0) out vec3 outNormal;
layout (location = 1) out vec4 outColor;
layout (location = 2) out vec3 outWorldPos;
layout(push_constant) uniform SceneNode {
mat4 matrix;
vec4 color;
} sceneNode;
void main()
{
mat4 nodeMat = ubo.model * sceneNode.matrix;
gl_Position = ubo.projection * ubo.view * nodeMat * vec4(inPos, 1.0);
// Vertex position in world space
outWorldPos = vec3(sceneNode.matrix * vec4(inPos, 1.0));
// GL to Vulkan coord space
outWorldPos.y = -outWorldPos.y;
// Normal in world space
mat3 mNormal = transpose(inverse(mat3(mat3(nodeMat))));
outNormal = normalize(mNormal * inNormal);
outColor = sceneNode.color;
}
@@ -0,0 +1,53 @@
#version 450
/* 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.
*/
// Should be zero, also rename in other shader
layout (input_attachment_index = 0, binding = 0) uniform subpassInput positionDepthAttachment;
layout (binding = 2) uniform sampler2D samplerTexture;
layout (location = 0) in vec4 inColor;
layout (location = 1) in vec2 inUV;
layout (location = 0) out vec4 outColor;
layout (constant_id = 0) const float NEAR_PLANE = 0.1f;
layout (constant_id = 1) const float FAR_PLANE = 256.0f;
float linearDepth(float depth)
{
float z = depth * 2.0f - 1.0f;
return (2.0f * NEAR_PLANE * FAR_PLANE) / (FAR_PLANE + NEAR_PLANE - z * (FAR_PLANE - NEAR_PLANE));
}
void main ()
{
// Sample depth from deferred depth buffer and discard if obscured
float depth = subpassLoad(positionDepthAttachment).a;
// Save the sampled texture color before discarding.
// This is to avoid implicit derivatives in non-uniform control flow.
// @todo: reversed depth
vec4 sampledColor = texture(samplerTexture, inUV);
if ((depth != 0.0) && (linearDepth(gl_FragCoord.z) < depth))
{
// discard;
};
outColor = sampledColor;
}
@@ -0,0 +1,45 @@
#version 450
/* 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.
*/
layout (location = 0) in vec3 inPos;
layout (location = 1) in vec3 inNormal;
layout (location = 2) in vec2 inUV;
layout (binding = 1) uniform UBO
{
mat4 projection;
mat4 model;
mat4 view;
} ubo;
layout (location = 0) out vec4 outColor;
layout (location = 1) out vec2 outUV;
layout(push_constant) uniform SceneNode {
mat4 matrix;
vec4 color;
} sceneNode;
void main ()
{
outColor = vec4(1.0);
outUV = inUV;
gl_Position = ubo.projection * ubo.view * ubo.model * sceneNode.matrix * vec4(inPos.xyz, 1.0);
}
@@ -0,0 +1,67 @@
/* 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.
*/
[[vk::input_attachment_index(0)]] SubpassInput positionDepthAttachment;
[[vk::input_attachment_index(1)]] SubpassInput normalAttachment;
[[vk::input_attachment_index(2)]] SubpassInput albedoAttachment;
struct VSOutput
{
float4 Pos : SV_POSITION;
float2 UV : TEXCOORD0;
};
struct Light
{
float4 position;
float3 color;
float radius;
};
// Binding 0 : Position storage buffer
StructuredBuffer<Light> lights;
float4 main(VSOutput input) : SV_TARGET
{
// Read G-Buffer values from previous sub pass
float3 fragPos = positionDepthAttachment.SubpassLoad().rgb;
float3 normal = normalAttachment.SubpassLoad().rgb;
float4 albedo = albedoAttachment.SubpassLoad();
#define ambient 0.005
// Ambient part
float3 fragcolor = albedo.rgb * ambient;
uint lightsLength;
uint lightsStride;
lights.GetDimensions(lightsLength, lightsStride);
for(int i = 0; i < lightsLength; ++i)
{
float3 L = lights[i].position.xyz - fragPos;
float dist = length(L);
float attenuation = lights[i].radius / (pow(dist, 8.0) + 1.0);
float NdotL = max(0.0, dot(normalize(normal), normalize(L)));
float3 diffuse = lights[i].color * albedo.rgb * NdotL * attenuation;
fragcolor += diffuse;
}
return float4(fragcolor, 1.0);
}
@@ -0,0 +1,30 @@
/* 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;
float2 UV : TEXCOORD0;
};
VSOutput main(uint VertexIndex: SV_VertexID)
{
VSOutput output;
output.UV = float2((VertexIndex << 1) & 2, VertexIndex & 2);
output.Pos = float4(output.UV * 2.0f - 1.0f, 0.0f, 1.0f);
return output;
}
@@ -0,0 +1,56 @@
/* 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 Normal : NORMAL0;
float4 Color : COLOR0;
float3 WorldPos : POS0;
};
[[vk::constant_id(0)]] const float NEAR_PLANE = 0.1;
[[vk::constant_id(1)]] const float FAR_PLANE = 256.0;
float linearDepth(float depth)
{
float z = depth * 2.0f - 1.0f;
return (2.0f * NEAR_PLANE * FAR_PLANE) / (FAR_PLANE + NEAR_PLANE - z * (FAR_PLANE - NEAR_PLANE));
}
struct FSOutput
{
float4 Color : SV_TARGET0;
float4 PositionDepth : SV_TARGET1;
float4 Normal : SV_TARGET2;
float4 Albedo : SV_TARGET3;
};
FSOutput main(VSOutput input)
{
FSOutput output;
float3 N = normalize(input.Normal);
N.y = -N.y;
output.Normal = float4(N, 1.0);
output.Albedo = input.Color;
// Store linearized depth in alpha component
output.PositionDepth.rgb = input.WorldPos;
output.PositionDepth.a = linearDepth(input.Pos.z);
// Write color attachments to avoid undefined behaviour (validation error)
output.Color = (1.0).rrrr;
return output;
}
@@ -0,0 +1,59 @@
/* 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 : POSITION0;
float3 Normal : NORMAL0;
};
struct UBO
{
float4x4 projection;
float4x4 model;
float4x4 view;
float4x4 inverseTranspose;
};
ConstantBuffer<UBO> ubo;
struct VSOutput
{
float4 Pos : SV_POSITION;
float3 Normal : NORMAL0;
float4 Color : COLOR0;
float3 WorldPos : POS0;
};
struct PushConsts {
float4x4 Matrix;
float4 Color;
};
[[vk::push_constant]] PushConsts pushConsts;
VSOutput main(VSInput input)
{
float4x4 nodeMat = mul(ubo.model, pushConsts.Matrix);
VSOutput output;
output.Pos = mul(ubo.projection, mul(ubo.view, mul(pushConsts.Matrix, float4(input.Pos, 1.0))));
// Vertex position in world space
output.WorldPos = mul(pushConsts.Matrix, float4(input.Pos, 1.0)).xyz;
// GL to Vulkan coord space
output.WorldPos.y = -output.WorldPos.y;
output.Normal = mul((float3x3)nodeMat, input.Normal);
output.Color = pushConsts.Color;
return output;
}
@@ -0,0 +1,54 @@
/* 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.
*/
[[vk::input_attachment_index(0)]] SubpassInput positionDepthAttachment;
Texture2D texture : register(t2);
SamplerState samplerTexture : register(s2);
struct VSOutput
{
float4 Pos : SV_POSITION;
float3 Color : COLOR0;
float2 UV : TEXCOORD0;
};
[[vk::constant_id(0)]] const float NEAR_PLANE = 0.1;
[[vk::constant_id(1)]] const float FAR_PLANE = 256.0;
float linearDepth(float depth)
{
float z = depth * 2.0f - 1.0f;
return (2.0f * NEAR_PLANE * FAR_PLANE) / (FAR_PLANE + NEAR_PLANE - z * (FAR_PLANE - NEAR_PLANE));
}
float4 main(VSOutput input) : SV_TARGET
{
// Sample depth from deferred depth buffer and discard if obscured
float depth = positionDepthAttachment.SubpassLoad().a;
// Save the sampled texture color before discarding.
// This is to avoid implicit derivatives in non-uniform control flow.
// @todo: reversed depth
float4 sampledColor = texture.Sample(samplerTexture, input.UV);
if ((depth != 0.0) && (linearDepth(input.Pos.z) < depth))
{
// discard;
};
return sampledColor;
}
@@ -0,0 +1,53 @@
/* 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 : POSITION0;
float3 Normal : NORMAL0;
float2 UV : TEXCOORD;
};
struct UBO
{
float4x4 projection;
float4x4 model;
float4x4 view;
};
[[vk::binding(1,0)]] ConstantBuffer<UBO> ubo;
struct VSOutput
{
float4 Pos : SV_POSITION;
float3 Color : COLOR0;
float2 UV : TEXCOORD0;
};
struct PushConsts {
float4x4 Matrix;
float4 Color;
};
[[vk::push_constant]] PushConsts pushConsts;
VSOutput main(VSInput input)
{
VSOutput output;
output.Color = pushConsts.Color.rgb;
output.Pos = mul(ubo.projection, mul(ubo.view, mul(pushConsts.Matrix, float4(input.Pos, 1.0))));
output.UV = input.UV;
return output;
}
@@ -0,0 +1,68 @@
/* 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.
*/
[[vk::input_attachment_index(0)]] SubpassInput positionDepthAttachment;
[[vk::input_attachment_index(1)]] SubpassInput normalAttachment;
[[vk::input_attachment_index(2)]] SubpassInput albedoAttachment;
struct VSOutput
{
float4 Pos : SV_POSITION;
float2 UV;
};
struct Light
{
float4 position;
float3 color;
float radius;
};
// Binding 0 : Position storage buffer
StructuredBuffer<Light> lights;
[shader("fragment")]
float4 main(VSOutput input)
{
// Read G-Buffer values from previous sub pass
float3 fragPos = positionDepthAttachment.SubpassLoad().rgb;
float3 normal = normalAttachment.SubpassLoad().rgb;
float4 albedo = albedoAttachment.SubpassLoad();
#define ambient 0.005
// Ambient part
float3 fragcolor = albedo.rgb * ambient;
uint lightsLength;
uint lightsStride;
lights.GetDimensions(lightsLength, lightsStride);
for(int i = 0; i < lightsLength; ++i)
{
float3 L = lights[i].position.xyz - fragPos;
float dist = length(L);
float attenuation = lights[i].radius / (pow(dist, 8.0) + 1.0);
float NdotL = max(0.0, dot(normalize(normal), normalize(L)));
float3 diffuse = lights[i].color * albedo.rgb * NdotL * attenuation;
fragcolor += diffuse;
}
return float4(fragcolor, 1.0);
}
@@ -0,0 +1,31 @@
/* 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;
float2 UV;
};
[shader("vertex")]
VSOutput main(uint VertexIndex: SV_VertexID)
{
VSOutput output;
output.UV = float2((VertexIndex << 1) & 2, VertexIndex & 2);
output.Pos = float4(output.UV * 2.0f - 1.0f, 0.0f, 1.0f);
return output;
}
@@ -0,0 +1,57 @@
/* 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 Normal;
float4 Color;
float3 WorldPos;
};
[[SpecializationConstant]] const float NEAR_PLANE = 0.1;
[[SpecializationConstant]] const float FAR_PLANE = 256.0;
float linearDepth(float depth)
{
float z = depth * 2.0f - 1.0f;
return (2.0f * NEAR_PLANE * FAR_PLANE) / (FAR_PLANE + NEAR_PLANE - z * (FAR_PLANE - NEAR_PLANE));
}
struct FSOutput
{
float4 Color;
float4 PositionDepth;
float4 Normal;
float4 Albedo;
};
[shader("fragment")]
FSOutput main(VSOutput input)
{
FSOutput output;
float3 N = normalize(input.Normal);
N.y = -N.y;
output.Normal = float4(N, 1.0);
output.Albedo = input.Color;
// Store linearized depth in alpha component
output.PositionDepth.rgb = input.WorldPos;
output.PositionDepth.a = linearDepth(input.Pos.z);
// Write color attachments to avoid undefined behaviour (validation error)
output.Color = (1.0).rrrr;
return output;
}
@@ -0,0 +1,54 @@
/* 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;
};
struct UBO
{
float4x4 projection;
float4x4 model;
float4x4 view;
float4x4 inverseTranspose;
};
ConstantBuffer<UBO> ubo;
struct VSOutput
{
float4 Pos : SV_POSITION;
float3 Normal;
float4 Color;
float3 WorldPos;
};
[shader("vertex")]
VSOutput main(VSInput input, uniform float4x4 pushMatrix, uniform float4 pushColor)
{
float4x4 nodeMat = mul(ubo.model, pushMatrix);
VSOutput output;
output.Pos = mul(ubo.projection, mul(ubo.view, mul(pushMatrix, float4(input.Pos, 1.0))));
// Vertex position in world space
output.WorldPos = mul(pushMatrix, float4(input.Pos, 1.0)).xyz;
// GL to Vulkan coord space
output.WorldPos.y = -output.WorldPos.y;
output.Normal = mul((float3x3)nodeMat, input.Normal);
output.Color = pushColor;
return output;
}
@@ -0,0 +1,54 @@
/* 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.
*/
[[vk::input_attachment_index(0)]] SubpassInput positionDepthAttachment;
[[vk::binding(2, 0)]] Sampler2D samplerTexture;
struct VSOutput
{
float4 Pos : SV_POSITION;
float3 Color;
float2 UV;
};
[[SpecializationConstant]] const float NEAR_PLANE = 0.1;
[[SpecializationConstant]] const float FAR_PLANE = 256.0;
float linearDepth(float depth)
{
float z = depth * 2.0f - 1.0f;
return (2.0f * NEAR_PLANE * FAR_PLANE) / (FAR_PLANE + NEAR_PLANE - z * (FAR_PLANE - NEAR_PLANE));
}
[shader("fragment")]
float4 main(VSOutput input)
{
// Sample depth from deferred depth buffer and discard if obscured
float depth = positionDepthAttachment.SubpassLoad().a;
// Save the sampled texture color before discarding.
// This is to avoid implicit derivatives in non-uniform control flow.
// @todo: reversed depth
float4 sampledColor = samplerTexture.Sample(input.UV);
if ((depth != 0.0) && (linearDepth(input.Pos.z) < depth))
{
// discard;
};
return sampledColor;
}
@@ -0,0 +1,50 @@
/* 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;
float2 UV;
};
struct UBO
{
float4x4 projection;
float4x4 model;
float4x4 view;
};
[[vk::binding(1,0)]] ConstantBuffer<UBO> ubo;
struct VSOutput
{
float4 Pos : SV_POSITION;
float4 Color;
float2 UV;
};
[shader("vertex")]
VSOutput main(VSInput input, uniform float4x4 pushMatrix, uniform float4 pushColor)
{
VSOutput output;
output.Color = pushColor;
// @todo
// outColor = vec4(1.0);
output.Pos = mul(ubo.projection, mul(ubo.view, mul(pushMatrix, float4(input.Pos, 1.0))));
output.UV = input.UV;
return output;
}