init
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/* Copyright (c) 2024, Sascha Willems
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*
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* SPDX-License-Identifier: Apache-2.0
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*
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* Licensed under the Apache License, Version 2.0 the "License";
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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[[vk::binding(1, 0)]]
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Texture2D textureColor : register(t1);
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[[vk::binding(1, 0)]]
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SamplerState samplerColor : register(s1);
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struct VSOutput
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{
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float4 Pos : SV_POSITION;
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[[vk::location(0)]] float2 UV : TEXCOORD0;
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[[vk::location(1)]] float LodBias : FLOAT0;
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[[vk::location(2)]] float3 Normal : NORMAL0;
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[[vk::location(3)]] float3 ViewVec : VECTOR0;
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[[vk::location(4)]] float3 LightVec : VECTOR1;
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};
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float4 main(VSOutput input) : SV_TARGET0
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{
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float4 color = textureColor.SampleBias(samplerColor, input.UV, input.LodBias);
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float3 N = normalize(input.Normal);
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float3 L = normalize(input.LightVec);
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float3 V = normalize(input.ViewVec);
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float3 R = reflect(-L, N);
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float3 diffuse = max(dot(N, L), 0.0).xxx;
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float3 specular = (pow(max(dot(R, V), 0.0), 16.0)).xxx * color.a;
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return float4(diffuse * color.rgb + specular, 1.0);
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}
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@@ -0,0 +1,60 @@
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/* Copyright (c) 2024, Sascha Willems
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*
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* SPDX-License-Identifier: Apache-2.0
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*
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* Licensed under the Apache License, Version 2.0 the "License";
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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struct VSInput
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{
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[[vk::location(0)]] float3 Pos : POSITION0;
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[[vk::location(1)]] float2 UV : TEXCOORD0;
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[[vk::location(2)]] float3 Normal : NORMAL0;
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};
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struct UBO
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{
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float4x4 projection;
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float4x4 model;
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float4 viewPos;
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float lodBias;
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};
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[[vk::binding(0, 0)]]
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ConstantBuffer<UBO> ubo : register(b0);
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struct VSOutput
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{
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float4 Pos : SV_POSITION;
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[[vk::location(0)]] float2 UV : TEXCOORD0;
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[[vk::location(1)]] float LodBias : FLOAT0;
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[[vk::location(2)]] float3 Normal : NORMAL0;
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[[vk::location(3)]] float3 ViewVec : VECTOR0;
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[[vk::location(4)]] float3 LightVec : VECTOR1;
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};
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VSOutput main(VSInput input)
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{
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VSOutput output = (VSOutput) 0;
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float3 vecPos = mul((float3x3) ubo.model, input.Pos.xyz).xyz;
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float3 lightPos = mul((float3x3) ubo.model, (1.0).xxx);
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output.UV = input.UV;
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output.LodBias = ubo.lodBias;
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output.Pos = mul(ubo.projection, mul(ubo.model, float4(input.Pos.xyz, 1.0)));
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output.Normal = mul((float3x3) ubo.model, input.Normal);
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output.LightVec = lightPos - vecPos;
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output.ViewVec = ubo.viewPos.xyz - vecPos;
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return output;
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}
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