// 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; struct PSInput { float4 Position : SV_Position; float3 Color : TEXCOORD0; float2 UV : TEXCOORD1; float3 Normal : TEXCOORD2; float3x3 TBN : TEXCOORD3; }; struct PSOutput { float4 oColor0 : SV_TARGET; float4 oNormal : SV_TARGET1; float4 oMaterial : SV_TARGET2; float4 oEntityID : SV_TARGET3; }; struct ModelPushConstant { int modelIndex; // Push constant data int materialIndex; int cameraID; float entityID; }; [[vk::push_constant]] ModelPushConstant pushConstants; PSOutput main(PSInput input) { PSOutput output; Material inMaterial = material[pushConstants.materialIndex]; // NORMAL // TODO use TBN matrix float3 normal = float3(0.5, 0.5, 1.0); if(inMaterial.hasNormal == 1) { // Sample from texture. } normal = mul(input.TBN, normal); normal = input.Normal / 2.0f + 0.5f; output.oNormal = float4(normal, 1.0f); // MATERIAL // ALBEDO COLOR float4 albedoColor = float4(inMaterial.albedo.xyz, 1.0f); if(inMaterial.hasAlbedo == 1) { float4 albedoSample = textures[inMaterial.albedoTextureId].Sample(mySampler, input.UV); // Alpha cutout? if(albedoSample.a < 0.001f) { discard; } albedoColor.xyz = albedoSample.xyz; } output.oColor0 = albedoColor; // MATERIAL PROPERTIES float metalnessValue = inMaterial.metalnessValue; if(inMaterial.hasMetalness == 1) { // TODO: Sample from metal texture } float aoValue = inMaterial.aoValue; if(inMaterial.hasAO == 1) { // TODO: Sample from AO texture } float roughnessValue = inMaterial.roughnessValue; if(inMaterial.hasRoughness == 1) { // TODO: Sample from roughness texture } float3 materialOuput = float3(inMaterial.metalnessValue, inMaterial.aoValue, inMaterial.roughnessValue); output.oMaterial = float4(materialOuput, 1.0f); output.oEntityID = float4(pushConstants.entityID, pushConstants.entityID, pushConstants.entityID, pushConstants.entityID); return output; }