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xsl
2025-09-04 10:54:47 +08:00
commit 6bc8f61b18
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#version 450
/* 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.
*/
layout (binding = 1) uniform sampler2D samplerEnvMap;
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 (location = 0) out vec4 outColor;
layout(push_constant) uniform Push_Constants {
vec4 offset;
vec4 color;
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 shaded objects
{
vec3 ambient = push_constants.color.rgb * vec3(0.5);
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) * push_constants.color.rgb;
vec3 specular = vec3(pow(max(dot(R, V), 0.0), 8.0));
color = vec4(ambient + diffuse + specular, 1.0);
}
break;
}
outColor = vec4(color.rgb, 1.0);
}
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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.
*/
// printf requires this extension
#extension GL_EXT_debug_printf : require
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;
float modelscale;
} 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;
vec4 color;
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 * ubo.modelscale + 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;
// Output the vertex position using debug printf
if (gl_VertexIndex == 0) {
debugPrintfEXT("Position = %v3f", outPos);
}
}
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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.
*/
Texture2D textureEnvMap : register(t1);
SamplerState samplerEnvMap : register(s1);
struct VSOutput
{
float4 Pos : SV_POSITION;
[[vk::location(0)]] float2 UV : TEXCOORD0;
[[vk::location(1)]] float3 Normal : NORMAL0;
[[vk::location(2)]] float3 ViewVec : TEXCOORD1;
[[vk::location(3)]] float3 LightVec : TEXCOORD2;
};
struct PushConstants
{
float4 offset;
float4 color;
int object_type;
};
[[vk::push_constant]] PushConstants push_constants;
float4 main(VSOutput input) : 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 shaded objects
{
float3 ambient = push_constants.color.rgb * (0.5).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) * push_constants.color.rgb;
float3 specular = (pow(max(dot(R, V), 0.0), 8.0)).xxx;
color = float4(ambient + diffuse + specular, 1.0);
}
break;
}
return float4(color.rgb, 1.0);
}
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/* 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.
*/
// printf requires this extension
struct VSInput
{
[[vk::location(0)]] float3 Pos : POSITION0;
[[vk::location(1)]] float3 Normal : NORMAL0;
[[vk::location(2)]] float2 UV : TEXCOORD0;
uint VertexIndex : SV_VertexID;
};
struct UBO
{
float4x4 projection;
float4x4 modelview;
float4x4 skybox_modelview;
float modelscale;
};
[[vk::binding(0, 0)]]
ConstantBuffer<UBO> ubo : register(b0);
struct VSOutput
{
float4 Pos : SV_POSITION;
[[vk::location(0)]] float2 UV : TEXCOORD0;
[[vk::location(1)]] float3 Normal : NORMAL0;
[[vk::location(2)]] float3 ViewVec : TEXCOORD1;
[[vk::location(3)]] float3 LightVec : TEXCOORD2;
};
struct PushConstants
{
float4 offset;
float4 color;
int object_type;
};
[[vk::push_constant]] PushConstants push_constants;
VSOutput main(VSInput input)
{
VSOutput output = (VSOutput) 0;
float3 tmpPos;
switch(push_constants.object_type) {
case 0: // Skysphere
tmpPos = mul((float3x3) ubo.skybox_modelview, input.Pos.xyz);
output.Pos = mul(ubo.projection, float4(tmpPos, 1.0));
break;
case 1: // Object
float3 localPos = input.Pos * ubo.modelscale + push_constants.offset.xyz;
tmpPos = mul(ubo.modelview, float4(localPos, 1.0)).xyz;
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 - tmpPos.xyz;
output.ViewVec = -tmpPos.xyz;
// Output the vertex position using debug printf
if (input.VertexIndex == 0) {
printf("Position = %v3f", output.Pos);
}
return output;
}
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