73 lines
1.9 KiB
HLSL
73 lines
1.9 KiB
HLSL
struct VSInput
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{
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float3 Position : POSITION0;
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float3 Normal : NORMAL0;
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float2 Texture : TEXCOORD0;
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// per-instance
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int3 BlockPosition : BlockPosition;
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int Blockid : BlockID;
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int Data : Data;
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int TextureID : TextureID;
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int Special : Special;
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};
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struct VSOutput
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{
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float4 Position : SV_POSITION;
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float4 WorldPosition : WorldPosition;
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float3 Normal : NORMAL0;
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float4 Texture : TEXCOORD0;
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};
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struct Scene
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{
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column_major float4x4 Projection;
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column_major float4x4 View;
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column_major float4x4 ShadowProjection;
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column_major float4x4 ShadowView;
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float4 LightPosition; // world space
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};
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// set 0: per-frame
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[[vk::binding(0, 0)]] ConstantBuffer<Scene> Scene;
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// set 1: constant
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[[vk::binding(0, 1)]] SamplerState ClosestSampler;
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[[vk::binding(1, 1)]] Texture2DArray ShadowTexture;
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[[vk::binding(2, 1)]] Texture2D TerrainTexture;
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float2 yf(float2 v, float scale)
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{
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return float2(v.x, 1.0 - v.y) * scale;
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}
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[shader("vertex")]
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VSOutput VSMain(VSInput input)
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{
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VSOutput output = (VSOutput)0;
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float4 Position = float4(input.Position.xyz + input.BlockPosition, 1.0).xzyw;
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output.WorldPosition = Position;
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output.Position = mul(Scene.Projection, mul(Scene.View, Position));
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output.Normal = input.Normal;
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float2 textureOffset = float2(input.TextureID % 8, input.TextureID / 8) * 16;
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output.Texture = float4(yf(input.Texture.xy, 16), textureOffset);
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return output;
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}
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[shader("pixel")]
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float4 PSMain(VSOutput input) : SV_TARGET
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{
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float2 texture = input.Texture.xy + input.Texture.zw;
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//float4 color = TerrainTexture.Load(int3(texture, 0));
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float4 color = TerrainTexture.Sample(ClosestSampler, texture * 0.0078125);
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if (color.w < 0.5)
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discard;
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float3 light_direction = normalize(Scene.LightPosition.xzy + float3(0, 100, 0) - input.WorldPosition.xyz);
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float diffuse = max(dot(input.Normal, light_direction), 0.0);
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return float4(color.xyz * max(0.1, diffuse), 1.0);
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}
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