Files
Nuake/Data/Shaders/Vulkan/gizmo.frag
2025-04-14 17:43:54 -04:00

144 lines
2.8 KiB
GLSL

// Transforms
struct ModelData
{
float4x4 model;
};
[[vk::binding(0, 0)]]
StructuredBuffer<ModelData> 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<Vertex> 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> 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<Light> 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<CameraView> cameras;
struct PSInput {
float4 Position : SV_Position;
float2 UV : TEXCOORD0;
};
struct PSOutput {
float4 oColor0 : SV_TARGET;
float4 oEntityID : SV_TARGET1;
};
struct DebugConstant
{
float4 Color;
float4x4 Transform;
int TextureID;
float EntityID;
};
[[vk::push_constant]]
DebugConstant pushConstants;
PSOutput main(PSInput input)
{
PSOutput output;
if(pushConstants.TextureID < 0)
{
output.oColor0 = float4(input.UV.x, input.UV.y, 0, 1);
}
else
{
float2 uv = input.UV;
float4 textureSample = textures[pushConstants.TextureID].Sample(mySampler, uv);
// Alpha scisorring
if(textureSample.a < 0.1)
{
//discard;
}
output.oColor0 = textureSample * pushConstants.Color;
if(pushConstants.EntityID != 0.0f)
{
float2 center = float2(0.5, 0.5);
float dist = distance(uv, center);
float radius = 0.5; // You can adjust this as needed
if (dist <= radius)
{
output.oEntityID = float4(pushConstants.EntityID, 0, 0, 1.0f);
}
else
{
output.oEntityID = float4(0, 0, 0, 0); // Or leave it unassigned if default is zero
discard;
}
}
}
return output;
}