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Vulkan-Samples/shaders/shader_debugprintf/hlsl/scene.frag.hlsl
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2025-09-04 10:54:47 +08:00

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1.9 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.
*/
Texture2D textureEnvMap : register(t1);
SamplerState samplerEnvMap : register(s1);
struct VSOutput
{
float4 Pos : SV_POSITION;
[[vk::location(0)]] float2 UV : TEXCOORD0;
[[vk::location(1)]] float3 Normal : NORMAL0;
[[vk::location(2)]] float3 ViewVec : TEXCOORD1;
[[vk::location(3)]] float3 LightVec : TEXCOORD2;
};
struct PushConstants
{
float4 offset;
float4 color;
int object_type;
};
[[vk::push_constant]] PushConstants push_constants;
float4 main(VSOutput input) : 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 shaded objects
{
float3 ambient = push_constants.color.rgb * (0.5).xxx;
float3 N = normalize(input.Normal);
float3 L = normalize(input.LightVec);
float3 V = normalize(input.ViewVec);
float3 R = reflect(-L, N);
float3 diffuse = max(dot(N, L), 0.0) * push_constants.color.rgb;
float3 specular = (pow(max(dot(R, V), 0.0), 8.0)).xxx;
color = float4(ambient + diffuse + specular, 1.0);
}
break;
}
return float4(color.rgb, 1.0);
}