vulkan/shader/collada.hlsl

186 lines
4.8 KiB
HLSL

struct VSInput
{
float3 Position : POSITION0;
float3 Normal : NORMAL0;
float3 Texture : TEXCOORD0;
};
struct VSOutput
{
float4 Position : SV_POSITION;
float4 ShadowPosition : ShadowPosition;
float3 Normal : NORMAL0;
float2 Texture : TEXCOORD0;
float3 LightDirection : NORMAL1;
float3 ViewDirection : NORMAL2;
nointerpolation int MaterialIndex : MaterialIndex;
};
struct VSShadowOutput
{
float4 Position : SV_POSITION;
};
struct Node
{
column_major float4x4 World;
};
struct Scene
{
column_major float4x4 Projection;
column_major float4x4 View;
column_major float4x4 ShadowProjection;
column_major float4x4 ShadowView;
float4 LightPosition; // view space
};
struct MaterialImage {
int Emission;
int Ambient;
int Diffuse;
int Specular;
};
struct MaterialColor {
float4 Emission;
float4 Ambient;
float4 Diffuse;
float4 Specular;
};
struct MaterialColorImage
{
MaterialColor Color;
MaterialImage Image;
};
// set 0: per-frame
[[vk::binding(0, 0)]] ConstantBuffer<Scene> Scene;
[[vk::binding(1, 0)]] StructuredBuffer<Node> Nodes;
// set 1: constant
[[vk::binding(0, 1)]] StructuredBuffer<MaterialColorImage> MaterialColorImages;
[[vk::binding(1, 1)]] SamplerState LinearSampler;
[[vk::binding(2, 1)]] Texture2D ShadowTexture;
[[vk::binding(3, 1)]] Texture2D SceneTexture[];
struct PushConstant {
int NodeIndex;
int MaterialIndex;
};
[[vk::push_constant]] PushConstant constants;
float4 getView(float4x4 view, float3 position)
{
float4x4 world = Nodes[constants.NodeIndex].World;
return mul(view, mul(world, float4(position.xyz, 1.0)));
}
float4 getProjection(float4x4 projection, float4 viewPosition)
{
return mul(projection, viewPosition) * float4(-1, -1, 1, 1);
}
[shader("vertex")]
VSOutput VSMain(VSInput input)
{
float4 viewPosition = getView(Scene.View, input.Position);
float4 shadowPosition = getProjection(Scene.ShadowProjection, getView(Scene.ShadowView, input.Position));
VSOutput output = (VSOutput)0;
output.Position = getProjection(Scene.Projection, viewPosition);
output.ShadowPosition = shadowPosition * float4(0.5, 0.5, 1.0, 1.0) + float4(0.5, 0.5, 0.0, 0.0);
output.Normal = mul((float3x3)Scene.View, mul((float3x3)Nodes[constants.NodeIndex].World, input.Normal));
output.Texture = input.Texture.xy * 1.0;
output.LightDirection = (Scene.LightPosition - viewPosition).xyz;
output.ViewDirection = -viewPosition.xyz;
return output;
}
float Shadow(float3 position, float bias)
{
float sampledDepth = ShadowTexture.Sample(LinearSampler, position.xy).x;
float shadow = (position.z - bias) > sampledDepth ? 0.1 : 1.0;
return shadow;
}
float ShadowPCF(float3 position, float bias)
{
float2 dimensions;
ShadowTexture.GetDimensions(dimensions.x, dimensions.y);
float2 texelSize = 1.0 / dimensions;
float shadow = 0.0;
for (int x = -1; x <= 1; x++) {
for (int y = -1; y <= 1; y++) {
float2 offset = texelSize * float2(x, y);
shadow += Shadow(position + float3(offset, 0), bias);
}
}
return shadow / 9.0;
}
[shader("pixel")]
float4 PSMain(VSOutput input) : SV_TARGET
{
MaterialColorImage MCI = MaterialColorImages[constants.MaterialIndex];
float4 diffuseColor;
float4 specularColor;
float4 emissionColor;
if (MCI.Image.Diffuse >= 0) {
diffuseColor = SceneTexture[MCI.Image.Diffuse].Sample(LinearSampler, input.Texture).bgra;
} else {
diffuseColor = MCI.Color.Diffuse;
}
if (MCI.Image.Specular >= 0) {
specularColor = SceneTexture[MCI.Image.Specular].Sample(LinearSampler, input.Texture).bgra;
} else {
specularColor = MCI.Color.Specular;
}
if (MCI.Image.Emission >= 0) {
emissionColor = SceneTexture[MCI.Image.Emission].Sample(LinearSampler, input.Texture).bgra;
} else {
emissionColor = MCI.Color.Emission;
}
float3 N = normalize(input.Normal);
float3 L = normalize(input.LightDirection);
float3 V = normalize(input.ViewDirection);
float3 R = reflect(-L, N);
const float a = 16.0;
const float specularIntensity = 0.8;
float3 specular = pow(max(dot(R, V), 0), a) * specularIntensity;
float3 diffuse = max(dot(N, L), 0.001);
float3 diffuseSpecular = diffuse * diffuseColor.xyz + specular * specularColor.xyz;
float3 shadowPosition = input.ShadowPosition.xyz / input.ShadowPosition.w;
float shadowBias = max(0.01 * (1.0 - dot(N, L)), 0.002);
//float shadowIntensity = Shadow(shadowPosition, shadowBias);
float shadowIntensity = ShadowPCF(shadowPosition, shadowBias);
return float4(diffuseSpecular * shadowIntensity + emissionColor.xyz, 1.0);
}
[shader("vertex")]
VSShadowOutput VSShadowMain(VSInput input)
{
float4 viewPosition = getView(Scene.ShadowView, input.Position);
VSShadowOutput output = (VSShadowOutput)0;
output.Position = getProjection(Scene.ShadowProjection, viewPosition);
return output;
}
[shader("pixel")]
void PSShadowMain(VSShadowOutput input)
{
}