114 lines
3.1 KiB
HLSL
114 lines
3.1 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.
|
|
*/
|
|
|
|
[[vk::binding(1, 0)]]
|
|
Texture2D textureEnvMap : register(t1);
|
|
[[vk::binding(1, 0)]]
|
|
SamplerState samplerEnvMap : register(s1);
|
|
[[vk::binding(2, 0)]]
|
|
Texture2D textureSphere : register(t2);
|
|
[[vk::binding(2, 0)]]
|
|
SamplerState samplerSphere : register(s2);
|
|
|
|
struct UBO
|
|
{
|
|
float4x4 projection;
|
|
float4x4 modelview;
|
|
float4x4 skybox_modelview;
|
|
int color_shading_rates;
|
|
};
|
|
[[vk::binding(0, 0)]]
|
|
ConstantBuffer<UBO> ubo : register(b0);
|
|
|
|
struct PushConstants
|
|
{
|
|
float4 offset;
|
|
int object_type;
|
|
};
|
|
[[vk::push_constant]] PushConstants push_constants;
|
|
|
|
struct VSOutput
|
|
{
|
|
float4 Pos : SV_POSITION;
|
|
[[vk::location(0)]] float3 Normal : NORMAL0;
|
|
[[vk::location(1)]] float2 UV : TEXCOORD0;
|
|
[[vk::location(2)]] float3 ViewVec : VECTOR0;
|
|
[[vk::location(3)]] float3 LightVec : VECTOR1;
|
|
};
|
|
|
|
float4 main(VSOutput input, uint shadingRate : SV_ShadingRate) : 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 shading
|
|
{
|
|
float3 ambient = textureSphere.Sample(samplerSphere, input.UV).rgb;
|
|
float3 N = normalize(input.Normal);
|
|
float3 L = normalize(input.LightVec);
|
|
float3 V = normalize(input.ViewVec);
|
|
float3 R = reflect(-L, N);
|
|
float3 diffuse = float3(max(dot(N, L), (0.0).xxx));
|
|
float3 specular = float3(pow(max(dot(R, V), (0.0).xxx), 8.0));
|
|
color = float4(ambient + diffuse + specular, 1.0);
|
|
}
|
|
break;
|
|
}
|
|
|
|
if (ubo.color_shading_rates == 1) {
|
|
// Visualize fragment shading rates
|
|
|
|
const uint SHADING_RATE_1X1 = 0;
|
|
const uint SHADING_RATE_1X2 = 0x1;
|
|
const uint SHADING_RATE_2X1 = 0x4;
|
|
const uint SHADING_RATE_2X2 = 0x5;
|
|
const uint SHADING_RATE_2X4 = 0x6;
|
|
const uint SHADING_RATE_4X2 = 0x9;
|
|
const uint SHADING_RATE_4X4 = 0xa;
|
|
|
|
int v = 1;
|
|
int h = 1;
|
|
|
|
if ((shadingRate == SHADING_RATE_1X2) || (shadingRate == SHADING_RATE_2X2) || (shadingRate == SHADING_RATE_4X2)) {
|
|
v = 2;
|
|
}
|
|
if ((shadingRate == SHADING_RATE_2X4) || (shadingRate == SHADING_RATE_4X4)) {
|
|
v = 4;
|
|
}
|
|
if ((shadingRate == SHADING_RATE_2X1) || (shadingRate == SHADING_RATE_2X2) || (shadingRate == SHADING_RATE_2X4)) {
|
|
h = 2;
|
|
}
|
|
if ((shadingRate == SHADING_RATE_4X2) || (shadingRate == SHADING_RATE_4X4)) {
|
|
h = 4;
|
|
}
|
|
|
|
if (v == 1 && h == 1) {
|
|
return float4(color.rrr * 1.0, 1.0);
|
|
} else {
|
|
return float4(color.rrr * 1.0 - ((v+h) * 0.05), 1.0);
|
|
}
|
|
} else {
|
|
return float4(color.rgb, 1.0);
|
|
}
|
|
|
|
} |