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Vulkan-Samples/shaders/dynamic_rendering/slang/gbuffer.frag.slang
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2025-09-04 10:54:47 +08:00

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/* Copyright (c) 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.
*/
struct VSOutput
{
float4 Pos : SV_POSITION;
float3 UVW;
float3 Normal;
float3 ViewVec;
float3 LightVec;
};
[[SpecializationConstant]] 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;
};
ConstantBuffer<UBOMatrices> uboMatrices;
SamplerCube samplerEnvMap;
[shader("fragment")]
float4 main(VSOutput input)
{
float4 color;
float3 wcNormal;
switch (type)
{
case 0: // Skybox
{
float3 normal = normalize(input.UVW);
color = samplerEnvMap.Sample(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 = samplerEnvMap.Sample(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 = samplerEnvMap.Sample(refract(-wViewVec, wNormal, 1.0 / 1.6));
}
break;
}
// Color with manual exposure into attachment 0
const float exposure = 1.0;
float3 outColor = float3(1.0, 1.0, 1.0) - exp(-color.rgb * exposure);
return float4(outColor, 1.0);
}