// Transforms struct ModelData { float4x4 model; }; [[vk::binding(0, 0)]] StructuredBuffer model : register(t1); // Vertex struct Vertex { float3 position; float uv_x; float3 normal; float uv_y; float3 tangent; float3 bitangent; }; [[vk::binding(0, 1)]] StructuredBuffer vertexBuffer : register(t2); // Samplers [[vk::binding(0, 2)]] SamplerState mySampler : register(s0); // Materials struct Material { bool hasAlbedo; float3 albedo; bool hasNormal; bool hasMetalness; bool hasRoughness; bool hasAO; float metalnessValue; float roughnessValue; float aoValue; int albedoTextureId; int normalTextureId; int metalnessTextureId; int roughnessTextureId; int aoTextureId; }; [[vk::binding(0, 3)]] StructuredBuffer material; // Textures [[vk::binding(0, 4)]] Texture2D textures[]; // Lights struct Light { float3 position; int type; float4 color; float3 direction; float outerConeAngle; float innerConeAngle; bool castShadow; int shadowMapTextureId[4]; int transformId[4]; }; [[vk::binding(0, 5)]] StructuredBuffer lights; // Cameras struct CameraView { float4x4 View; float4x4 Projection; float4x4 ViewProjection; float4x4 InverseView; float4x4 InverseProjection; float3 Position; float Near; float Far; }; [[vk::binding(0, 6)]] StructuredBuffer cameras; [[vk::binding(0, 7)]] StructuredBuffer ssaoKernels; struct PSInput { float4 Position : SV_Position; float2 UV : TEXCOORD0; }; struct PSOutput { float4 oColor0 : SV_TARGET; }; struct BlurConstant { int blurSourceID; float2 sourceSize; }; [[vk::push_constant]] BlurConstant pushConstants; float3 SampleTexture(int textureId, float2 uv) { return textures[textureId].Sample(mySampler, uv).rgb; } PSOutput main(PSInput input) { float2 texelSize = 1.0 / pushConstants.sourceSize; float3 result = 0.0; for (int x = -2; x < 2; x++) { for (int y = -2; y < 2; y++) { float2 offset = float2(x, y) * texelSize; result += SampleTexture(pushConstants.blurSourceID, input.UV + offset); } } result = result / (4.0 * 4.0); PSOutput output; output.oColor0 = float4(result.rgb, 1.0f); return output; }