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
@@ -0,0 +1,53 @@
#version 450
/* Copyright (c) 2022-2024, 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 model;
vec4 lightPos;
} ubo;
layout(push_constant) uniform PushConsts {
vec4 color;
} pushConsts;
layout (location = 0) out vec3 outNormal;
layout (location = 1) out vec3 outColor;
layout (location = 2) out vec3 outViewVec;
layout (location = 3) out vec3 outLightVec;
layout (location = 4) flat out vec3 outFlatNormal;
void main()
{
outNormal = inNormal;
outColor = pushConsts.color.rgb;
vec4 pos = vec4(inPos.xyz, 1.0);
gl_Position = ubo.projection * ubo.model * pos;
pos = ubo.model * pos;
outNormal = mat3(ubo.model) * inNormal;
vec3 lPos = ubo.lightPos.xyz;
outLightVec = lPos - pos.xyz;
outViewVec = -pos.xyz;
}
@@ -0,0 +1,72 @@
#version 450
/* Copyright (c) 2022-2024, 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 inNormal;
layout (location = 1) in vec3 inColor;
layout (location = 2) in vec3 inViewVec;
layout (location = 3) in vec3 inLightVec;
layout (location = 4) flat in vec3 inFlatNormal;
layout (constant_id = 0) const int LIGHTING_MODEL = 0;
layout (location = 0) out vec4 outFragColor;
void main()
{
switch (LIGHTING_MODEL) {
case 0: // Phong
{
vec3 ambient = inColor * vec3(0.25);
vec3 N = normalize(inNormal);
vec3 L = normalize(inLightVec);
vec3 V = normalize(inViewVec);
vec3 R = reflect(-L, N);
vec3 diffuse = max(dot(N, L), 0.0) * inColor;
vec3 specular = pow(max(dot(R, V), 0.0), 32.0) * vec3(0.75);
outFragColor = vec4(ambient + diffuse * 1.75 + specular, 1.0);
break;
}
case 1: // Toon
{
vec3 N = normalize(inNormal);
vec3 L = normalize(inLightVec);
float intensity = dot(N,L);
vec3 color;
if (intensity > 0.98)
color = inColor * 1.5;
else if (intensity > 0.9)
color = inColor * 1.0;
else if (intensity > 0.5)
color = inColor * 0.6;
else if (intensity > 0.25)
color = inColor * 0.4;
else
color = inColor * 0.2;
// Desaturate a bit
color = vec3(mix(color, vec3(dot(vec3(0.2126,0.7152,0.0722), color)), 0.25));
outFragColor.rgb = color;
break;
}
case 2: // No shading
{
outFragColor.rgb = inColor;
break;
}
}
}
Binary file not shown.
@@ -0,0 +1,63 @@
/* 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 model;
float4 lightPos;
};
[[vk::binding(0, 0)]]
ConstantBuffer<UBO> ubo : register(b0);
struct PushConstants
{
float4 color;
};
[[vk::push_constant]] PushConstants pushConsts;
struct VSOutput
{
float4 Pos : SV_POSITION;
[[vk::location(0)]] float3 Normal : NORMAL0;
[[vk::location(1)]] float3 Color : COLOR0;
[[vk::location(2)]] float3 ViewVec : VECTOR0;
[[vk::location(3)]] float3 LightVec : VECTOR1;
[[vk::location(4)]] nointerpolation float3 FlatNormal : NORMAL1;
};
VSOutput main(VSInput input)
{
VSOutput output = (VSOutput) 0;
float3 vecPos = mul((float3x3) ubo.model, input.Pos.xyz).xyz;
output.Color = pushConsts.color.rgb;
output.Normal = mul((float3x3) ubo.model, input.Normal);
output.Pos = mul(ubo.projection, mul(ubo.model, float4(input.Pos.xyz, 1.0)));
output.LightVec = ubo.lightPos.xyz - vecPos;
output.ViewVec = -vecPos;
return output;
}
@@ -0,0 +1,67 @@
/* 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 VSOutput
{
float4 Pos : SV_POSITION;
[[vk::location(0)]] float3 Normal : NORMAL0;
[[vk::location(1)]] float3 Color : COLOR0;
[[vk::location(2)]] float3 ViewVec : VECTOR0;
[[vk::location(3)]] float3 LightVec : VECTOR1;
[[vk::location(4)]] nointerpolation float3 FlatNormal : NORMAL1;
};
[[vk::constant_id(0)]] const int LIGHTING_MODEL = 0;
float4 main(VSOutput input) : SV_TARGET0
{
switch (LIGHTING_MODEL) {
case 0: // Phong
{
float3 ambient = input.Color * (0.25).xxx;
float3 N = normalize(input.Normal);
float3 L = normalize(input.LightVec);
float3 V = normalize(input.ViewVec);
float3 R = reflect(-L, N);
float3 diffuse = max(dot(N, L), (0.0).xxx) * input.Color;
float3 specular = pow(max(dot(R, V), (0.0).xxx), 32.0) * (0.75).xxx;
return float4(ambient + diffuse * 1.75 + specular, 1.0);
}
case 1: // Toon
{
float3 N = normalize(input.Normal);
float3 L = normalize(input.LightVec);
float intensity = dot(N,L);
float3 color;
if (intensity > 0.98)
color = input.Color * 1.5;
else if (intensity > 0.9)
color = input.Color * 1.0;
else if (intensity > 0.5)
color = input.Color * 0.6;
else if (intensity > 0.25)
color = input.Color * 0.4;
else
color = input.Color * 0.2;
// Desaturate a bit
color = float3(lerp(color, float3(dot(float3(0.2126,0.7152,0.0722), color).xxx), 0.25));
return float4(color, 1.0);
}
}
return float4(input.Color, 1.0);
}
Binary file not shown.