This commit is contained in:
xsl
2025-09-04 10:54:47 +08:00
commit 6bc8f61b18
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/* Copyright (c) 2023-2024, Mobica Limited
*
* 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.
*/
#version 450
layout(binding = 1) uniform samplerCube samplerEnvMap;
layout(location = 0) in vec3 inUVW;
layout(location = 0) out vec4 outColor0;
void main()
{
vec4 color;
vec3 normal = normalize(inUVW);
color = texture(samplerEnvMap, normal);
outColor0 = vec4(color.rgb, 1.0);
}
@@ -0,0 +1,40 @@
/* Copyright (c) 2023-2024, Mobica Limited
*
* 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.
*/
#version 450
layout(location = 0) in vec3 inPos;
layout(location = 1) in vec3 inNormal;
layout(binding = 0) uniform UBO
{
mat4 projection;
mat4 view;
}
ubo;
layout(location = 0) out vec3 outUVW;
out gl_PerVertex
{
vec4 gl_Position;
};
void main()
{
outUVW = inPos;
gl_Position = ubo.projection * vec4(mat3(ubo.view) * (inPos * 10), 1.0);
}
@@ -0,0 +1,44 @@
/* Copyright (c) 2023-2024, Mobica Limited
*
* 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.
*/
#version 450
layout(location = 0) in vec3 inPos;
layout(location = 1) in vec3 inNormal;
layout(location = 2) in vec4 inColor;
layout(location = 4) in vec3 inLightVec;
layout(location = 5) in vec3 inLightColor[2];
layout(location = 7) in vec3 inViewVec;
layout(location = 8) in float inLightIntensity;
layout(location = 0) out vec4 outColor0;
layout(constant_id = 0) const int type = 0;
void main()
{
float attenuation = 1.0 / dot(inLightVec, inLightVec);
vec3 N = normalize(inNormal);
vec3 L = normalize(inLightVec);
vec3 V = normalize(inViewVec);
vec3 R = reflect(-L, N);
vec3 diffuse = inLightColor[0] * attenuation * max(dot(N, L), 0) * inLightIntensity;
vec3 ambient = inLightColor[1];
vec3 specular = pow(max(dot(R, V), 0.0), 16.0) * vec3(0.65);
outColor0 = vec4((ambient + diffuse) * inColor.rgb + (specular * inLightIntensity / 50), inColor.a);
}
@@ -0,0 +1,73 @@
/* Copyright (c) 2023-2024, Mobica Limited
*
* 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.
*/
#version 450
layout(location = 0) in vec3 inPos;
layout(location = 1) in vec3 inNormal;
layout(binding = 0) uniform UBO
{
mat4 projection;
mat4 view;
}
ubo;
layout(binding = 1) uniform UBOBaseline
{
vec4 ambientLightColor;
vec4 lightPosition;
vec4 lightColor;
float lightIntensity;
}
ubo_baseline;
layout(push_constant) uniform Push_Constants
{
mat4 model;
vec4 color;
}
push_constants;
layout(location = 0) out vec3 outPos;
layout(location = 1) out vec3 outNormal;
layout(location = 2) out vec4 fragColor;
layout(location = 4) out vec3 outLightVec;
layout(location = 5) out vec3 outLightColor[2];
layout(location = 7) out vec3 outViewVec;
layout(location = 8) out float outLightIntensity;
layout(constant_id = 0) const int type = 0;
out gl_PerVertex
{
vec4 gl_Position;
};
void main()
{
fragColor = push_constants.color;
vec4 localPos = ubo.view * push_constants.model * vec4(inPos, 1.0);
gl_Position = ubo.projection * localPos;
outNormal = mat3(ubo.view * push_constants.model) * inNormal;
vec4 positionWorld = push_constants.model * vec4(inPos, 1.0);
outLightVec = ubo_baseline.lightPosition.xyz - positionWorld.xyz;
outLightColor[0] = ubo_baseline.lightColor.xyz * ubo_baseline.lightColor.w;
outLightColor[1] = ubo_baseline.ambientLightColor.xyz * ubo_baseline.ambientLightColor.w;
outViewVec = -localPos.xyz;
outLightIntensity = ubo_baseline.lightIntensity;
}
@@ -0,0 +1,31 @@
/* 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.
*/
TextureCube textureEnvMap : register(t1);
SamplerState samplerEnvMap : register(s1);
struct VSOutput
{
float4 Pos : SV_POSITION;
[[vk::location(0)]] float3 UVW : TEXCOORD0;
};
float4 main(VSOutput input) : SV_TARGET0
{
float3 normal = normalize(input.UVW);
float4 color = textureEnvMap.Sample(samplerEnvMap, normal);
return float4(color.rgb, 1.0);
}
@@ -0,0 +1,44 @@
/* 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;
};
struct UBO
{
float4x4 projection;
float4x4 view;
};
[[vk::binding(0, 0)]]
ConstantBuffer<UBO> ubo : register(b0);
struct VSOutput
{
float4 Pos : SV_POSITION;
[[vk::location(0)]] float3 UVW : TEXCOORD0;
};
VSOutput main(VSInput input)
{
VSOutput output = (VSOutput) 0;
output.UVW = input.Pos;
output.Pos = mul(ubo.projection, mul(ubo.view, float4(input.Pos.xyz * 10.0, 1.0)));
return output;
}
@@ -0,0 +1,43 @@
/* 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;
float3 Normal : NORMAL0;
float4 Color : TEXCOORD0;
float3 LightVec : TEXCOORD1;
float3 LightColor[2] : TEXCOORD2;
float3 ViewVec : TEXCOORD3;
float LightIntensity : TEXCOORD4;
};
float4 main(VSOutput input) : SV_TARGET0
{
float attenuation = 1.0 / dot(input.LightVec, input.LightVec);
float3 N = normalize(input.Normal);
float3 L = normalize(input.LightVec);
float3 V = normalize(input.ViewVec);
float3 R = reflect(-L, N);
float3 diffuse = input.LightColor[0] * attenuation * max(dot(N, L), 0) * input.LightIntensity;
float3 ambient = input.LightColor[1];
float3 specular = pow(max(dot(R, V), 0.0), 16.0) * float3(0.65, 0.65, 0.65);
return float4((ambient + diffuse) * input.Color.rgb + (specular * input.LightIntensity / 50), input.Color.a);
}
@@ -0,0 +1,77 @@
/* 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;
};
struct UBO
{
float4x4 projection;
float4x4 view;
};
[[vk::binding(0, 0)]]
ConstantBuffer<UBO> ubo : register(b0);
struct UBOBaseline
{
float4 ambientLightColor;
float4 lightPosition;
float4 lightColor;
float lightIntensity;
};
[[vk::binding(1, 0)]]
ConstantBuffer<UBOBaseline> ubo_baseline : register(b1);
struct PushConstants
{
float4x4 model;
float4 color;
};
[[vk::push_constant]] PushConstants push_constants;
struct VSOutput
{
float4 Pos : SV_POSITION;
float3 Normal : NORMAL0;
float4 Color : TEXCOORD0;
float3 LightVec : TEXCOORD1;
float3 LightColor[2] : TEXCOORD2;
float3 ViewVec : TEXCOORD3;
float LightIntensity : TEXCOORD4;
};
VSOutput main(VSInput input)
{
VSOutput output = (VSOutput) 0;
float4 localPos = mul(ubo.view, mul(push_constants.model, float4(input.Pos, 1.0)));
float4 positionWorld = mul(push_constants.model, float4(input.Pos, 1.0));
output.Color = push_constants.color;
output.Pos = mul(ubo.projection, localPos);
output.Normal = mul((float3x3)(mul(ubo.view, push_constants.model)), input.Normal);
output.LightVec = ubo_baseline.lightPosition.xyz - positionWorld.xyz;
output.LightColor[0] = ubo_baseline.lightColor.xyz * ubo_baseline.lightColor.w;
output.LightColor[1] = ubo_baseline.ambientLightColor.xyz * ubo_baseline.ambientLightColor.w;
output.ViewVec = -localPos.xyz;
output.LightIntensity = ubo_baseline.lightIntensity;
return output;
}