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xsl
2025-09-04 10:54:47 +08:00
commit 6bc8f61b18
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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 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;
}
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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 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);
}
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