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Vulkan-Samples/shaders/hdr/hlsl/gbuffer.frag.hlsl
T
2025-09-04 10:54:47 +08:00

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3.8 KiB
HLSL

/* 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;
[[vk::location(1)]] float3 Normal : NORMAL0;
[[vk::location(2)]] float3 ViewVec : TEXCOORD1;
[[vk::location(3)]] float3 LightVec : TEXCOORD2;
};
struct FSOutput
{
float4 Color0 : SV_TARGET0;
float4 Color1 : SV_TARGET1;
};
[[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> uboMatrices : register(b0);
struct UBO {
float exposure;
};
[[vk::binding(2, 0)]]
ConstantBuffer<UBO> ubo : register(b2);
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 = (fresnel * geoAtt) / (NdotV * NdotL * 3.14);
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
output.Color0.rgb = float3(1.0, 1.0, 1.0) - exp(-color.rgb * ubo.exposure);
// Bright parts for bloom into attachment 1
float l = dot(output.Color0.rgb, float3(0.2126, 0.7152, 0.0722));
float threshold = 0.75;
output.Color1.rgb = (l > threshold) ? output.Color0.rgb : float3(0.0, 0.0, 0.0);
output.Color1.a = 1.0;
return output;
}