This commit is contained in:
2025-05-13 02:41:57 +03:00
parent f0152418ec
commit 148a50920d
23 changed files with 754 additions and 0 deletions
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struct VS_INPUT {
float4 vPosition : POSITION;
float3 normal : NORMAL;
float2 uv0 : UV0;
float2 uv1 : UV1;
};
struct VS_OUTPUT {
float4 vPosition : SV_POSITION;
float3 normal : TEXCOORD0;
float2 uv0 : TEXCOORD1;
float2 uv1 : TEXCOORD2;
float3 worldPos : TEXCOORD3;
};
cbuffer TestBuffer : register(b3) {
float4x4 mWorld;
float4x4 mView;
float4x4 mProjection;
float4 cameraWorldPos;
}
Texture2D diffuse : register(t0);
Texture2D tex2 : register(t1);
SamplerState MeshTextureSampler;
VS_OUTPUT main_vs(VS_INPUT v) {
VS_OUTPUT o;
float4x4 wvp = mul(mul(mProjection, mView), mWorld);
o.vPosition = mul(wvp, float4(v.vPosition.xyz, 1));
o.normal = mul((float3x3)mWorld, v.normal);
o.uv0 = v.uv0;
o.uv1 = v.uv1;
o.worldPos = mul((float3x3)mWorld, v.vPosition.xyz);
return o;
}
#include "lighting/cook_torrance_term.inc"
float4 main_ps(VS_OUTPUT input) : SV_Target
{
float3 ambient = float3(0.3f, 0.3f, 0.4f);
float4 diffuseColor = 1.0f;// diffuse.Sample(MeshTextureSampler, input.uv0);
float3 worldPos = input.worldPos;
float3 camPos = cameraWorldPos.xyz;
float3 viewDir = normalize(camPos - worldPos);
float3 sun = normalize(float3(-1, 1, -1));
float3 surfaceColor = cook_torrance(normalize(input.normal), viewDir, sun, 0.1f, 1.0f, float3(1,1,1), diffuseColor.rgb);
return float4(surfaceColor + ambient * diffuseColor, 1);
}
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struct VS_INPUT
{
float4 vPosition : POSITION;
float3 normal : NORMAL;
float2 uv0 : UV0;
float2 uv1 : UV1;
};
struct VS_OUTPUT {
float4 vPosition : SV_POSITION;
float3 normal : TEXCOORD0;
float2 uv0 : TEXCOORD1;
float2 uv1 : TEXCOORD2;
float3 worldPos : TEXCOORD3;
float3 viewPos : TEXCOORD4;
};
cbuffer TestBuffer : register(b3) {
float4x4 mWorld;
float4x4 mView;
float4x4 mProjection;
float4 cameraWorldPos;
float4 _DiffuseColor;
}
Texture2D diffuse : register(t0);
Texture2D tex2 : register(t1);
SamplerState MeshTextureSampler;
VS_OUTPUT main_vs(VS_INPUT v){
VS_OUTPUT o;
float4x4 wv = mul(mView, mWorld);
float4x4 wvp = mul(mul(mProjection, mView), mWorld);
o.vPosition = mul(wvp, float4(v.vPosition.xyz,1));
o.normal = mul((float3x3)mWorld, v.normal);
o.uv0 = v.uv0;
o.uv1 = v.uv1;
o.worldPos = mul((float3x3)mWorld, v.vPosition.xyz);
o.viewPos = mul(wv, float4(v.vPosition.xyz, 1));
return o;
}
#include "lighting/cook_torrance_term.inc"
float4 main_ps(VS_OUTPUT input) : SV_Target
{
float3 ambient = float3(0.3f, 0.3f, 0.4f);
float4 diffuseColor = _DiffuseColor * diffuse.Sample(MeshTextureSampler, input.uv0);
float3 worldPos = input.worldPos;
float3 camPos = cameraWorldPos.xyz;
float3 viewDir = normalize(camPos - worldPos);
float3 sun = normalize(float3(-1, 1, -1));
float3 surfaceColor = cook_torrance(normalize(input.normal), viewDir, sun, 0.7f, 0.1f, diffuseColor.rgb, diffuseColor.rgb);
return float4(surfaceColor + ambient * diffuseColor, 1);
}
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struct VS_INPUT
{
float4 position : POSITION;
float4 color : COLOR;
};
struct VS_OUTPUT {
float4 position : SV_POSITION;
float4 color : TEXCOORD0;
};
cbuffer TestBuffer : register(b3) {
float4x4 mWorld;
float4x4 mView;
float4x4 mProjection;
float alphaMul;
}
VS_OUTPUT main_vs(VS_INPUT v) {
VS_OUTPUT o;
float4x4 wvp = mul(mul(mProjection, mView), mWorld);
o.position = mul(wvp, float4(v.position.xyz, 1));
o.color = v.color;
return o;
}
float4 main_ps(VS_OUTPUT input) : SV_Target{
float4 color = input.color;
color *= alphaMul;
return color;
}
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#ifndef COOK_TORRANCE_TERM
#define COOK_TORRANCE_TERM
float4 cook_torrance(
in float3 normal,
in float3 viewer,
in float3 light, float roughness_value, float ref_at_norm_incidence, float3 cSpecular, float3 cDiffuse)
{
// Compute any aliases and intermediary values
// -------------------------------------------
float3 half_vector = normalize( light + viewer );
float NdotL = saturate( dot( normal, light ) );
float NdotH = max( dot( normal, half_vector ) , 1.0e-7);
float NdotV = saturate( dot( normal, viewer ) );
float VdotH = saturate( dot( viewer, half_vector ) );
float r_sq = roughness_value * roughness_value;
// Evaluate the geometric term
// --------------------------------
float geo_numerator = 2.0f * NdotH;
float geo_denominator = VdotH;
float geo_b = (geo_numerator * NdotV ) / geo_denominator;
float geo_c = (geo_numerator * NdotL ) / geo_denominator;
float geo = min( 1.0f, min( geo_b, geo_c ) );
// Now evaluate the roughness term
// -------------------------------
float roughness;
float roughness_a = 1.0f / ( 4.0f * r_sq * pow( NdotH, 4 ) );
float roughness_b = NdotH * NdotH - 1.0f;
float roughness_c = r_sq * NdotH * NdotH;
roughness = roughness_a * exp( roughness_b / roughness_c );
// Next evaluate the Fresnel value
// -------------------------------
float fresnel = pow( 1.0f - VdotH, 5.0f );
fresnel *= ( 1.0f - ref_at_norm_incidence );
fresnel += ref_at_norm_incidence;
// Put all the terms together to compute
// the specular term in the equation
// -------------------------------------
float3 Rs_numerator = ( fresnel * geo * roughness );
float Rs_denominator = max(1.0e-7, NdotV * NdotL);
float3 Rs = Rs_numerator/ Rs_denominator;
// Put all the parts together to generate
// the final colour
// --------------------------------------
Rs = max(0, Rs);
float3 final = max(0.0f, NdotL) *cDiffuse + (1 * Rs );
// Return the result
// -----------------
return float4( final, 1.0f );
}
#endif
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struct VS_INPUT
{
float4 vPosition : POSITION;
float3 normal : NORMAL;
float2 uv0 : UV0;
float2 uv1 : UV1;
};
struct VS_OUTPUT {
float4 vPosition : SV_POSITION;
float3 normal : TEXCOORD0;
float2 uv0 : TEXCOORD1;
float2 uv1 : TEXCOORD2;
};
cbuffer TestBuffer : register(b3) {
float4x4 mWorld;
float4x4 mView;
float4x4 mProjection;
}
Texture2D tex : register(t0);
Texture2D tex2 : register(t1);
SamplerState MeshTextureSampler;
VS_OUTPUT main_vs(VS_INPUT v) {
VS_OUTPUT o;
float4x4 wvp = mul(mul(mProjection, mView), mWorld);
o.vPosition = mul(wvp, float4(v.vPosition.xyz, 1));
o.normal = mul((float3x3)mWorld, v.normal);
o.uv0 = v.uv0;
o.uv1 = v.uv1;
return o;
}
float4 main_ps(VS_OUTPUT input) : SV_Target
{
float3 sun = normalize(float3(-1,1,-1));
float lit = dot(sun, input.normal);
float3 diffuse = float3(1, 0, 0);
return float4(diffuse * lit, 1);
}
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struct VS_INPUT
{
float4 vPosition : POSITION;
float3 normal : NORMAL;
float2 uv0 : UV0;
float2 uv1 : UV1;
};
struct VS_OUTPUT {
float4 vPosition : SV_POSITION;
float3 normal : TEXCOORD0;
float2 uv0 : TEXCOORD1;
float2 uv1 : TEXCOORD2;
float3 worldPos : TEXCOORD3;
float3 viewPos : TEXCOORD4;
};
cbuffer TestBuffer : register(b3) {
float4x4 mWorld;
float4x4 mView;
float4x4 mProjection;
float4 cameraWorldPos;
}
Texture2D diffuse : register(t0);
SamplerState MeshTextureSampler : register(s0);
VS_OUTPUT main_vs(VS_INPUT v){
VS_OUTPUT o;
float4x4 wv = mul(mView, mWorld);
float4x4 wvp = mul(mul(mProjection, mView), mWorld);
o.vPosition = mul(wvp, float4(v.vPosition.xyz,1));
o.normal = mul((float3x3)mWorld, v.normal);
o.uv0 = v.uv0;
o.uv1 = v.uv1;
o.worldPos = mul((float3x3)mWorld, v.vPosition.xyz);
o.viewPos = mul(wv, float4(v.vPosition.xyz, 1));
return o;
}
#include "lighting/cook_torrance_term.inc"
float4 main_ps(VS_OUTPUT input) : SV_Target
{
float3 ambient = float3(0.3f, 0.3f, 0.4f);
float4 diffuseColor = diffuse.Sample(MeshTextureSampler, input.uv0);
return diffuseColor;
float3 worldPos = input.worldPos;
float3 camPos = cameraWorldPos.xyz;
float3 viewDir = normalize(camPos - worldPos);
float3 sun = normalize(float3(-1, 1, -1));
float3 surfaceColor = cook_torrance(normalize(input.normal), viewDir, sun, 0.7f, 0.1f, diffuseColor.rgb, diffuseColor.rgb);
return float4(surfaceColor + ambient * diffuseColor, 1);
}
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#pragma shader_language HLSL
#include <Shaders/test0.hlsl>
struct VS_INPUT
{
float4 inPosition : POSITION;
float3 inColor : NORMAL;
float2 uv0 : UV0;
float2 uv1 : UV1;
};
struct VS_OUTPUT {
float4 vPosition : SV_POSITION;
float3 color;
};
#ifdef SHADER_STAGE_VERTEX
cbuffer CameraData : register(b0, space0) {
float4x4 view;
float4x4 proj;
float4x4 viewproj;
}
struct Test {
float3 getColor() {
return float3(1,0,0);
}
};
VS_OUTPUT main(VS_INPUT v, uint VertexIndex : SV_VertexID) {
VS_OUTPUT o;
Test t;
float4x4 vp = mul(view, proj);
o.vPosition = mul(float4(v.inPosition.xyz, 1), vp);
o.color = v.inColor;
return o;
}
#endif
#ifdef SHADER_STAGE_FRAGMENT
float4 main(VS_OUTPUT input) : SV_Target
{
return float4(input.color, 1.0f);
}
#endif