mirror of
https://github.com/antopilo/Nuake.git
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144 lines
2.8 KiB
GLSL
144 lines
2.8 KiB
GLSL
// Transforms
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struct ModelData
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{
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float4x4 model;
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};
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[[vk::binding(0, 0)]]
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StructuredBuffer<ModelData> model : register(t1);
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// Vertex
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struct Vertex
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{
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float3 position;
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float uv_x;
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float3 normal;
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float uv_y;
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float3 tangent;
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float3 bitangent;
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};
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[[vk::binding(0, 1)]]
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StructuredBuffer<Vertex> vertexBuffer : register(t2);
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// Samplers
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[[vk::binding(0, 2)]]
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SamplerState mySampler : register(s0);
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// Materials
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struct Material
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{
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bool hasAlbedo;
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float3 albedo;
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bool hasNormal;
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bool hasMetalness;
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bool hasRoughness;
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bool hasAO;
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float metalnessValue;
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float roughnessValue;
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float aoValue;
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int albedoTextureId;
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int normalTextureId;
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int metalnessTextureId;
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int roughnessTextureId;
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int aoTextureId;
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};
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[[vk::binding(0, 3)]]
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StructuredBuffer<Material> material;
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// Textures
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[[vk::binding(0, 4)]]
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Texture2D textures[];
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// Lights
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struct Light
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{
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float3 position;
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int type;
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float4 color;
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float3 direction;
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float outerConeAngle;
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float innerConeAngle;
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bool castShadow;
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int shadowMapTextureId[4];
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int transformId[4];
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};
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[[vk::binding(0, 5)]]
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StructuredBuffer<Light> lights;
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// Cameras
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struct CameraView {
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float4x4 View;
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float4x4 Projection;
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float4x4 ViewProjection;
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float4x4 InverseView;
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float4x4 InverseProjection;
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float3 Position;
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float Near;
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float Far;
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};
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[[vk::binding(0, 6)]]
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StructuredBuffer<CameraView> cameras;
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struct PSInput {
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float4 Position : SV_Position;
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float2 UV : TEXCOORD0;
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};
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struct PSOutput {
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float4 oColor0 : SV_TARGET;
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float4 oEntityID : SV_TARGET1;
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};
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struct DebugConstant
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{
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float4 Color;
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float4x4 Transform;
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int TextureID;
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float EntityID;
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};
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[[vk::push_constant]]
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DebugConstant pushConstants;
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PSOutput main(PSInput input)
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{
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PSOutput output;
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if(pushConstants.TextureID < 0)
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{
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output.oColor0 = float4(input.UV.x, input.UV.y, 0, 1);
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}
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else
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{
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float2 uv = input.UV;
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float4 textureSample = textures[pushConstants.TextureID].Sample(mySampler, uv);
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// Alpha scisorring
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if(textureSample.a < 0.1)
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{
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//discard;
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}
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output.oColor0 = textureSample * pushConstants.Color;
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if(pushConstants.EntityID != 0.0f)
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{
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float2 center = float2(0.5, 0.5);
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float dist = distance(uv, center);
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float radius = 0.5; // You can adjust this as needed
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if (dist <= radius)
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{
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output.oEntityID = float4(pushConstants.EntityID, 0, 0, 1.0f);
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}
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else
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{
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output.oEntityID = float4(0, 0, 0, 0); // Or leave it unassigned if default is zero
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discard;
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}
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}
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}
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return output;
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} |