mirror of
https://github.com/antopilo/Nuake.git
synced 2026-09-09 20:08:57 +03:00
132 lines
2.7 KiB
GLSL
132 lines
2.7 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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};
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struct TonemapPushConstant
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{
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float Exposure;
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float Gamma;
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int SourceTextureID;
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};
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[[vk::push_constant]]
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TonemapPushConstant pushConstants;
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float3 PBRNeutralToneMapping(float3 color)
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{
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const float startCompression = 0.8 - 0.04;
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const float desaturation = 0.15;
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float x = min(color.r, min(color.g, color.b));
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float offset = x < 0.08 ? x - 6.25 * x * x : 0.04;
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color -= offset;
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float peak = max(color.r, max(color.g, color.b));
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if (peak < startCompression) return color;
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const float d = 1. - startCompression;
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float newPeak = 1. - d * d / (peak + d - startCompression);
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color *= newPeak / peak;
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float g = 1. - 1. / (desaturation * (peak - newPeak) + 1.);
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return lerp(color, newPeak * float3(1, 1, 1), g);
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}
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PSOutput main(PSInput input)
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{
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PSOutput output;
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float3 color = textures[pushConstants.SourceTextureID].Sample(mySampler, input.UV).rgb;
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float3 mapped = float3(1.0, 1.0, 1.0) - exp(-color * pushConstants.Exposure);
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color = pow(mapped, float3(pushConstants.Gamma, pushConstants.Gamma, pushConstants.Gamma));
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output.oColor0 = float4(color, 1);
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return output;
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} |