61 lines
1.8 KiB
Plaintext
61 lines
1.8 KiB
Plaintext
/* Copyright (c) 2025-2026, Sascha Willems
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*
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* SPDX-License-Identifier: MIT
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*
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*/
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struct VSInput {
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float3 Pos;
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float3 Normal;
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float2 UV;
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};
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Sampler2D textures[];
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struct ShaderData {
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float4x4 projection;
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float4x4 view;
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float4x4 model[3];
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float4 lightPos;
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uint32_t selected;
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};
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struct VSOutput {
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float4 Pos : SV_POSITION;
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float3 Normal;
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float2 UV;
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float3 Factor;
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float3 LightVec;
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float3 ViewVec;
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uint32_t InstanceIndex;
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};
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[shader("vertex")]
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VSOutput main(VSInput input, uniform ShaderData *shaderData, uint instanceIndex : SV_VulkanInstanceID) {
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VSOutput output;
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float4x4 modelMat = shaderData->model[instanceIndex];
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output.Normal = mul((float3x3)mul(shaderData->view, modelMat), input.Normal);
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output.UV = input.UV;
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output.Pos = mul(shaderData->projection, mul(shaderData->view, mul(modelMat, float4(input.Pos.xyz, 1.0))));
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output.Factor = (shaderData->selected == instanceIndex ? 3.0f : 1.0f);
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output.InstanceIndex = instanceIndex;
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// Calculate view vectors required for lighting
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float4 fragPos = mul(mul(shaderData->view, modelMat), float4(input.Pos.xyz, 1.0));
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output.LightVec = shaderData->lightPos.xyz - fragPos.xyz;
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output.ViewVec = -fragPos.xyz;
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return output;
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}
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[shader("fragment")]
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float4 main(VSOutput input) {
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// Phong lighting
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float3 N = normalize(input.Normal);
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float3 L = normalize(input.LightVec);
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float3 V = normalize(input.ViewVec);
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float3 R = reflect(-L, N);
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float3 diffuse = max(dot(N, L), 0.0025);
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float3 specular = pow(max(dot(R, V), 0.0), 16.0) * 0.75;
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// Sample from texture
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float3 color = textures[NonUniformResourceIndex(input.InstanceIndex)].Sample(input.UV).rgb * input.Factor;
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return float4(diffuse * color.rgb + specular, 1.0);
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} |