Test a blit shader implementation

This commit is contained in:
2026-08-08 23:14:29 +01:00
parent f5ff6c70ea
commit ebd1801883
16 changed files with 372 additions and 8532 deletions
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// Prism fullscreen texture blit shader.
//
// Draws a selected texture from the bindless array as a fullscreen quad that
// is letterboxed/pillarboxed to preserve aspect ratio (contain-fit). The NDC
// content rect is supplied via push constants so the texture is never
// stretched, squashed, or cropped.
struct BlitData {
float4 rect; // NDC fit rect: x0, y0, x1, y1
uint selected;
uint pad[3];
};
[[vk::push_constant]]
BlitData blit;
Sampler2D textures[];
struct VSOutput {
float4 Pos : SV_POSITION;
float2 UV;
};
[shader("vertex")]
VSOutput main(uint vertexIndex : SV_VertexID) {
VSOutput output;
float2 uv = float2(float(vertexIndex & 1), float((vertexIndex >> 1) & 1));
output.UV = uv;
float2 pos = lerp(blit.rect.xy, blit.rect.zw, uv);
output.Pos = float4(pos, 0.0, 1.0);
return output;
}
[shader("fragment")]
float4 main(VSOutput input) {
return textures[NonUniformResourceIndex(blit.selected)].Sample(input.UV);
}
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/* Copyright (c) 2025-2026, Sascha Willems
*
* SPDX-License-Identifier: MIT
*
*/
struct VSInput {
float3 Pos;
float3 Normal;
float2 UV;
};
Sampler2D textures[];
struct ShaderData {
float4x4 projection;
float4x4 view;
float4x4 model[3];
float4 lightPos;
uint32_t selected;
};
struct VSOutput {
float4 Pos : SV_POSITION;
float3 Normal;
float2 UV;
float3 Factor;
float3 LightVec;
float3 ViewVec;
uint32_t InstanceIndex;
};
[shader("vertex")]
VSOutput main(VSInput input, uniform ShaderData *shaderData, uint instanceIndex : SV_VulkanInstanceID) {
VSOutput output;
float4x4 modelMat = shaderData->model[instanceIndex];
output.Normal = mul((float3x3)mul(shaderData->view, modelMat), input.Normal);
output.UV = input.UV;
output.Pos = mul(shaderData->projection, mul(shaderData->view, mul(modelMat, float4(input.Pos.xyz, 1.0))));
output.Factor = (shaderData->selected == instanceIndex ? 3.0f : 1.0f);
output.InstanceIndex = instanceIndex;
// Calculate view vectors required for lighting
float4 fragPos = mul(mul(shaderData->view, modelMat), float4(input.Pos.xyz, 1.0));
output.LightVec = shaderData->lightPos.xyz - fragPos.xyz;
output.ViewVec = -fragPos.xyz;
return output;
}
[shader("fragment")]
float4 main(VSOutput input) {
// Phong lighting
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), 0.0025);
float3 specular = pow(max(dot(R, V), 0.0), 16.0) * 0.75;
// Sample from texture
float3 color = textures[NonUniformResourceIndex(input.InstanceIndex)].Sample(input.UV).rgb * input.Factor;
return float4(diffuse * color.rgb + specular, 1.0);
}
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# Blender 5.0.1 MTL File: 'suzanne4.blend'
# www.blender.org
newmtl Material
Ns 250.000000
Ka 1.000000 1.000000 1.000000
Kd 0.800000 0.800000 0.800000
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.500000
d 1.000000
illum 2
newmtl Material.001
Ns 250.000000
Ka 1.000000 1.000000 1.000000
Kd 0.127605 0.127605 0.127605
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.500000
d 1.000000
illum 2
newmtl Material.002
Ns 250.000000
Ka 1.000000 1.000000 1.000000
Kd 0.000000 0.000000 0.000000
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.500000
d 1.000000
illum 2
newmtl Material.003
Ns 250.000000
Ka 1.000000 1.000000 1.000000
Kd 0.800000 0.800000 0.800000
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.500000
d 1.000000
illum 2
newmtl Material.004
Ns 250.000000
Ka 1.000000 1.000000 1.000000
Kd 0.800007 0.200800 0.327761
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.500000
d 1.000000
illum 2
newmtl Material.005
Ns 250.000000
Ka 1.000000 1.000000 1.000000
Kd 1.000000 1.000000 1.000000
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.500000
d 1.000000
illum 2
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