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xsl
2025-09-04 10:54:47 +08:00
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#version 450
/* Copyright (c) 2020-2024, 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.
*/
#extension GL_EXT_fragment_shading_rate : require
layout (binding = 1) uniform sampler2D samplerEnvMap;
layout (binding = 2) uniform sampler2D samplerSphere;
layout (location = 0) in vec2 inUV;
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 (binding = 0) uniform UBO {
mat4 projection;
mat4 modelview;
mat4 skybox_modelview;
int color_shading_rates;
} ubo;
layout (location = 0) out vec4 outColor;
layout(push_constant) uniform Push_Constants {
vec4 offset;
int object_type;
} push_constants;
void main()
{
vec4 color;
switch (push_constants.object_type) {
case 0: // Skysphere
{
color = texture(samplerEnvMap, vec2(inUV.s, 1.0 - inUV.t));
}
break;
case 1: // Phong shading
{
vec3 ambient = texture(samplerSphere, inUV).rgb;
vec3 N = normalize(inNormal);
vec3 L = normalize(inLightVec);
vec3 V = normalize(inViewVec);
vec3 R = reflect(-L, N);
vec3 diffuse = vec3(max(dot(N, L), 0.0));
vec3 specular = vec3(pow(max(dot(R, V), 0.0), 8.0));
color = vec4(ambient + diffuse + specular, 1.0);
}
break;
}
if (ubo.color_shading_rates == 1) {
// Visualize fragment shading rates
int v = 1;
int h = 1;
if ((gl_ShadingRateEXT & gl_ShadingRateFlag2VerticalPixelsEXT) == gl_ShadingRateFlag2VerticalPixelsEXT) {
v = 2;
}
if ((gl_ShadingRateEXT & gl_ShadingRateFlag4VerticalPixelsEXT) == gl_ShadingRateFlag4VerticalPixelsEXT) {
v = 4;
}
if ((gl_ShadingRateEXT & gl_ShadingRateFlag2HorizontalPixelsEXT) == gl_ShadingRateFlag2HorizontalPixelsEXT) {
h = 2;
}
if ((gl_ShadingRateEXT & gl_ShadingRateFlag4HorizontalPixelsEXT) == gl_ShadingRateFlag4HorizontalPixelsEXT) {
h = 4;
}
if (v == 1 && h == 1) {
outColor = vec4(color.rrr * 1.0, 1.0);
} else {
outColor = vec4(color.rrr * 1.0 - ((v+h) * 0.05), 1.0);
}
} else {
outColor = vec4(color.rgb, 1.0);
}
}
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#version 450
/* Copyright (c) 2020-2024, 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.
*/
layout (location = 0) in vec3 inPos;
layout (location = 1) in vec3 inNormal;
layout (location = 2) in vec2 inUV;
layout (binding = 0) uniform UBO {
mat4 projection;
mat4 modelview;
mat4 skybox_modelview;
int color_shading_rates;
} ubo;
layout (location = 0) out vec2 outUV;
layout (location = 1) out vec3 outPos;
layout (location = 2) out vec3 outNormal;
layout (location = 3) out vec3 outViewVec;
layout (location = 4) out vec3 outLightVec;
layout(push_constant) uniform Push_Constants {
vec4 offset;
int object_type;
} push_constants;
void main()
{
switch(push_constants.object_type) {
case 0: // Skysphere
outPos = vec3(mat3(ubo.skybox_modelview) * inPos);
gl_Position = vec4(ubo.projection * vec4(outPos, 1.0));
break;
case 1: // Object
vec3 localPos = inPos + push_constants.offset.xyz;
outPos = vec3(ubo.modelview * vec4(localPos, 1.0));
gl_Position = ubo.projection * ubo.modelview * vec4(localPos, 1.0);
break;
}
outUV = inUV;
outNormal = mat3(ubo.modelview) * inNormal;
vec3 lightPos = mat3(ubo.modelview) * vec3(0.0, -10.0, -10.0);
outLightVec = lightPos.xyz - outPos.xyz;
outViewVec = -outPos.xyz;
}
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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.
*/
[[vk::binding(1, 0)]]
Texture2D textureEnvMap : register(t1);
[[vk::binding(1, 0)]]
SamplerState samplerEnvMap : register(s1);
[[vk::binding(2, 0)]]
Texture2D textureSphere : register(t2);
[[vk::binding(2, 0)]]
SamplerState samplerSphere : register(s2);
struct UBO
{
float4x4 projection;
float4x4 modelview;
float4x4 skybox_modelview;
int color_shading_rates;
};
[[vk::binding(0, 0)]]
ConstantBuffer<UBO> ubo : register(b0);
struct PushConstants
{
float4 offset;
int object_type;
};
[[vk::push_constant]] PushConstants push_constants;
struct VSOutput
{
float4 Pos : SV_POSITION;
[[vk::location(0)]] float3 Normal : NORMAL0;
[[vk::location(1)]] float2 UV : TEXCOORD0;
[[vk::location(2)]] float3 ViewVec : VECTOR0;
[[vk::location(3)]] float3 LightVec : VECTOR1;
};
float4 main(VSOutput input, uint shadingRate : SV_ShadingRate) : SV_TARGET
{
float4 color;
switch (push_constants.object_type) {
case 0: // Skysphere
{
color = textureEnvMap.Sample(samplerEnvMap, float2(input.UV.x, 1.0 - input.UV.y));
}
break;
case 1: // Phong shading
{
float3 ambient = textureSphere.Sample(samplerSphere, input.UV).rgb;
float3 N = normalize(input.Normal);
float3 L = normalize(input.LightVec);
float3 V = normalize(input.ViewVec);
float3 R = reflect(-L, N);
float3 diffuse = float3(max(dot(N, L), (0.0).xxx));
float3 specular = float3(pow(max(dot(R, V), (0.0).xxx), 8.0));
color = float4(ambient + diffuse + specular, 1.0);
}
break;
}
if (ubo.color_shading_rates == 1) {
// Visualize fragment shading rates
const uint SHADING_RATE_1X1 = 0;
const uint SHADING_RATE_1X2 = 0x1;
const uint SHADING_RATE_2X1 = 0x4;
const uint SHADING_RATE_2X2 = 0x5;
const uint SHADING_RATE_2X4 = 0x6;
const uint SHADING_RATE_4X2 = 0x9;
const uint SHADING_RATE_4X4 = 0xa;
int v = 1;
int h = 1;
if ((shadingRate == SHADING_RATE_1X2) || (shadingRate == SHADING_RATE_2X2) || (shadingRate == SHADING_RATE_4X2)) {
v = 2;
}
if ((shadingRate == SHADING_RATE_2X4) || (shadingRate == SHADING_RATE_4X4)) {
v = 4;
}
if ((shadingRate == SHADING_RATE_2X1) || (shadingRate == SHADING_RATE_2X2) || (shadingRate == SHADING_RATE_2X4)) {
h = 2;
}
if ((shadingRate == SHADING_RATE_4X2) || (shadingRate == SHADING_RATE_4X4)) {
h = 4;
}
if (v == 1 && h == 1) {
return float4(color.rrr * 1.0, 1.0);
} else {
return float4(color.rrr * 1.0 - ((v+h) * 0.05), 1.0);
}
} else {
return float4(color.rgb, 1.0);
}
}
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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::location(2)]] float2 UV : TEXCOORD0;
};
struct UBO
{
float4x4 projection;
float4x4 modelview;
float4x4 skybox_modelview;
int color_shading_rates;
};
[[vk::binding(0, 0)]]
ConstantBuffer<UBO> ubo : register(b0);
struct PushConstants
{
float4 offset;
int object_type;
};
[[vk::push_constant]] PushConstants push_constants;
struct VSOutput
{
float4 Pos : SV_POSITION;
[[vk::location(0)]] float3 Normal : NORMAL0;
[[vk::location(1)]] float2 UV : TEXCOORD0;
[[vk::location(2)]] float3 ViewVec : VECTOR0;
[[vk::location(3)]] float3 LightVec : VECTOR1;
};
VSOutput main(VSInput input)
{
VSOutput output = (VSOutput)0;
float3 outPos;
switch(push_constants.object_type) {
case 0: // Skysphere
outPos = mul((float3x3)ubo.skybox_modelview, input.Pos);
output.Pos = float4(mul(ubo.projection, float4(outPos, 1.0)));
break;
case 1: // Object
float3 localPos = input.Pos + push_constants.offset.xyz;
outPos = mul((float3x3)ubo.modelview, localPos);
output.Pos = mul(ubo.projection, mul(ubo.modelview, float4(localPos, 1.0)));
break;
}
output.UV = input.UV;
output.Normal = mul((float3x3)ubo.modelview, input.Normal);
float3 lightPos = mul((float3x3)ubo.modelview, float3(0.0, -10.0, -10.0));
output.LightVec = lightPos.xyz - outPos.xyz;
output.ViewVec = -outPos.xyz;
return output;
}
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