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//TEST:SIMPLE(filecheck=CHECK): -target spirv
// CHECK: OpEntryPoint
static extern const bool _AlphaTest = false;
static extern const bool _BaseColorMap = false;
static extern const bool _NormalMap = false;
static extern const bool _EmissiveMap = false;
static extern const bool _MetallicRoughnessMap = false;
interface IVertexInput
{
float3 GetPosition();
float3 GetNormal();
float4 GetTangent();
float2 GetUV();
float4 GetBone();
}
struct StandardVertexInput : IVertexInput
{
float3 position;
float3 normal;
float4 tangent;
float2 uv;
float3 GetPosition() {return position;}
float3 GetNormal() {return normal;}
float4 GetTangent() {return tangent;}
float2 GetUV() { return uv;}
float4 GetBone() { return float4(0,0,0,0);}
}
extern struct VertexInput : IVertexInput = StandardVertexInput;
struct PushConstant
{
float4x4 model;
float4x4 invTspModel;
}
[vk_push_constant]
PushConstant pconst;
struct VertexOutput
{
float4 position : SV_Position;
float3 positionWS;
float3 normalWS;
float3 tangentWS;
float3 bitangentWS;
float2 uv;
}
VertexOutput SceneLitVertex(VertexInput input)
{
VertexOutput output;
float3 vertexPos = input.GetPosition();
float3 normal = input.GetNormal();
float4 tangent = input.GetTangent();
output.positionWS = mul(pconst.model, float4(vertexPos, 1)).xyz;
matrix<float,3,3> model33 = (float3x3)pconst.invTspModel;
output.normalWS = mul(model33, normal).xyz;
output.tangentWS = mul(model33, tangent.xyz);
output.bitangentWS = tangent.w * cross(output.normalWS, output.tangentWS);
output.uv = input.GetUV();
float4x4 vp = {};
output.position = mul(vp, float4(output.positionWS, 1));
return output;
}
[shader("vertex")]
VertexOutput VertexMain(VertexInput input)
{
return SceneLitVertex(input);
}
struct PerMaterial
{
float4 baseColorFactor;
float4 emissive;
float roughness;
float metallic;
float alphaCutoff;
Sampler2D baseColorTex;
Sampler2D normalMap;
Sampler2D metallicRoughnessMap;
Sampler2D emissiveMap;
};
ParameterBlock<PerMaterial> perMaterial;
struct FragmentOutput
{
float4 color : SV_Target0;
}
FragmentOutput SceneLitFragment(VertexOutput input)
{
FragmentOutput output;
output.color = 0;
return output;
}
[shader("fragment")]
FragmentOutput FragmentMain(VertexOutput input)
{
return SceneLitFragment(input);
}
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