/* 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. */ TextureCube textureEnvMap : register(t1); SamplerState samplerEnvMap : register(s1); struct VSOutput { float4 Pos : SV_POSITION; [[vk::location(0)]] float3 UVW : TEXCOORD0; [[vk::location(1)]] float3 Normal : NORMAL0; [[vk::location(2)]] float3 ViewVec : TEXCOORD1; [[vk::location(3)]] float3 LightVec : TEXCOORD2; }; struct FSOutput { float4 Color0 : SV_TARGET0; }; [[vk::constant_id(0)]] const int type = 0; #define PI 3.1415926 #define TwoPI (2.0 * PI) struct UBOMatrices { float4x4 projection; float4x4 modelview; float4x4 skyboxModelview; float4x4 inverseModelView; float modelscale; }; [[vk::binding(0, 0)]] ConstantBuffer uboMatrices : register(b0); FSOutput main(VSOutput input) { FSOutput output = (FSOutput) 0; float4 color; float3 wcNormal; switch (type) { case 0: // Skybox { float3 normal = normalize(input.UVW); color = textureEnvMap.Sample(samplerEnvMap, normal); } break; case 1: // Reflect { float3 wViewVec = mul((float3x3) uboMatrices.inverseModelView, normalize(input.ViewVec)).xyz; float3 normal = normalize(input.Normal); float3 wNormal = mul((float3x3) uboMatrices.inverseModelView, normal).xyz; float NdotL = max(dot(normal, input.LightVec), 0.0); float3 eyeDir = normalize(input.ViewVec); float3 halfVec = normalize(input.LightVec + eyeDir); float NdotH = max(dot(normal, halfVec), 0.0); float NdotV = max(dot(normal, eyeDir), 0.0); float VdotH = max(dot(eyeDir, halfVec), 0.0); // Geometric attenuation float NH2 = 2.0 * NdotH; float g1 = (NH2 * NdotV) / VdotH; float g2 = (NH2 * NdotL) / VdotH; float geoAtt = min(1.0, min(g1, g2)); const float F0 = 0.6; const float k = 0.2; // Fresnel (schlick approximation) float fresnel = pow(1.0 - VdotH, 5.0); fresnel *= (1.0 - F0); fresnel += F0; float spec = max((fresnel * geoAtt) / (NdotV * NdotL * 3.14), 0.0); color = textureEnvMap.Sample(samplerEnvMap, reflect(-wViewVec, wNormal)); color = float4(color.rgb * NdotL * (k + spec * (1.0 - k)), 1.0); } break; case 2: // Refract { float3 wViewVec = mul((float4x3) uboMatrices.inverseModelView, normalize(input.ViewVec)).xyz; float3 wNormal = mul((float4x3) uboMatrices.inverseModelView, input.Normal).xyz; color = textureEnvMap.Sample(samplerEnvMap, refract(-wViewVec, wNormal, 1.0 / 1.6)); } break; } // Color with manual exposure into attachment 0 const float exposure = 1.0; output.Color0.rgb = float3(1.0, 1.0, 1.0) - exp(-color.rgb * exposure); return output; }