vulkan/shader/minecraft.hlsl

62 lines
1.5 KiB
HLSL

struct VSInput
{
float3 Position : POSITION0;
float3 Normal : NORMAL0;
float2 Texture : TEXCOORD0;
// per-instance
int3 BlockPosition : BlockPosition;
int Blockid : BlockID;
int Data : Data;
int TextureID : TextureID;
int Special : Special;
};
struct VSOutput
{
float4 Position : SV_POSITION;
float4 Texture : TEXCOORD0;
};
struct Scene
{
column_major float4x4 Projection;
column_major float4x4 View;
column_major float4x4 ShadowProjection;
column_major float4x4 ShadowView;
float4 LightPosition; // view space
};
// set 0: per-frame
[[vk::binding(0, 0)]] ConstantBuffer<Scene> Scene;
// set 1: constant
[[vk::binding(0, 1)]] SamplerState LinearSampler;
[[vk::binding(1, 1)]] Texture2DArray ShadowTexture;
[[vk::binding(2, 1)]] Texture2D TerrainTexture;
float2 yf(float2 v, float scale)
{
return float2(v.x, 1.0 - v.y) * scale;
}
[shader("vertex")]
VSOutput VSMain(VSInput input)
{
VSOutput output = (VSOutput)0;
float4 Position = float4(input.Position.xyz + input.BlockPosition, 1.0);
output.Position = mul(Scene.Projection, mul(Scene.View, Position.xzyw));
float2 textureOffset = float2(input.TextureID % 8, input.TextureID / 8) * 16;
output.Texture = float4(yf(input.Texture.xy, 16), textureOffset);
return output;
}
[shader("pixel")]
float4 PSMain(VSOutput input) : SV_TARGET
{
float2 texture = input.Texture.xy + input.Texture.zw;
float4 color = TerrainTexture.Load(int3(texture, 0)).xyzw;
return float4(color.xyz, 1);
}