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authorhachem <im@hachem.wtf>2026-08-23 16:19:19 +0200
committerhachem <im@hachem.wtf>2026-08-23 16:19:19 +0200
commit0ee2712029f53175552d459f908b163ad61de197 (patch)
treea58bc213d91acb8b42aec0b19cd678e63bb3ecd4 /assets
parent380b4d5d5a3e66d89ca7b3b1601bb23e5a01bf7b (diff)
feat: RHI interface with shared scene and black hole renderers
Diffstat (limited to 'assets')
-rw-r--r--assets/shaders/grid.slang27
-rw-r--r--assets/shaders/skybox.slang10
-rw-r--r--assets/shaders/sphere.slang48
3 files changed, 48 insertions, 37 deletions
diff --git a/assets/shaders/grid.slang b/assets/shaders/grid.slang
index ea7d263..d90799e 100644
--- a/assets/shaders/grid.slang
+++ b/assets/shaders/grid.slang
@@ -1,6 +1,13 @@
-uniform float4x4 u_ViewProjection;
-uniform float4x4 u_Transform;
-uniform float u_GridSize;
+struct GridU
+{
+ float4x4 u_ViewProjection;
+ float4x4 u_Transform;
+ float u_GridSize;
+ float3 u_GridColor;
+ float u_GridAlpha;
+ float3 u_CameraPos;
+};
+ConstantBuffer<GridU> gu;
struct VSInput { float3 position : POSITION; };
struct VSOutput { float4 position : SV_Position; };
@@ -9,23 +16,19 @@ struct VSOutput { float4 position : SV_Position; };
VSOutput vertexMain(VSInput input)
{
VSOutput output;
- float3 scaledPosition = input.position * (u_GridSize / 50.0);
- output.position = mul(u_ViewProjection, mul(u_Transform, float4(scaledPosition, 1.0)));
+ float3 scaledPosition = input.position * (gu.u_GridSize / 50.0);
+ output.position = mul(gu.u_ViewProjection, mul(gu.u_Transform, float4(scaledPosition, 1.0)));
return output;
}
-uniform float3 u_GridColor;
-uniform float u_GridAlpha;
-uniform float3 u_CameraPos;
-
[shader("fragment")]
float4 fragmentMain(VSOutput input) : SV_Target
{
- float dist = length(u_CameraPos);
+ float dist = length(gu.u_CameraPos);
float fadeFactor = 1.0 - clamp(dist / 100.0, 0.0, 0.8);
- float3 color = u_GridColor;
- float alpha = u_GridAlpha * fadeFactor;
+ float3 color = gu.u_GridColor;
+ float alpha = gu.u_GridAlpha * fadeFactor;
float gridFade = 1.0 - clamp(dist / 50.0, 0.0, 0.9);
alpha *= gridFade;
diff --git a/assets/shaders/skybox.slang b/assets/shaders/skybox.slang
index cffffcd..b7e5de8 100644
--- a/assets/shaders/skybox.slang
+++ b/assets/shaders/skybox.slang
@@ -1,5 +1,9 @@
-uniform float4x4 u_Projection;
-uniform float4x4 u_View;
+struct SkyboxU
+{
+ float4x4 u_Projection;
+ float4x4 u_View;
+};
+ConstantBuffer<SkyboxU> sb;
struct VSInput { float3 position : POSITION; };
struct VSOutput { float4 position : SV_Position; float3 texCoords : TEXCOORD0; };
@@ -9,7 +13,7 @@ VSOutput vertexMain(VSInput input)
{
VSOutput output;
output.texCoords = input.position;
- float4 pos = mul(u_Projection, mul(u_View, float4(input.position, 1.0)));
+ float4 pos = mul(sb.u_Projection, mul(sb.u_View, float4(input.position, 1.0)));
output.position = pos.xyww;
return output;
}
diff --git a/assets/shaders/sphere.slang b/assets/shaders/sphere.slang
index 0871438..256372d 100644
--- a/assets/shaders/sphere.slang
+++ b/assets/shaders/sphere.slang
@@ -1,5 +1,17 @@
-uniform float4x4 u_ViewProjection;
-uniform float4x4 u_Transform;
+struct SphereU
+{
+ float4x4 u_ViewProjection;
+ float4x4 u_Transform;
+ float3 u_Color;
+ float u_Specular;
+ float u_Emission;
+ float3 u_LightPos;
+ float3 u_CameraPos;
+ int u_IsSelected;
+ float3 u_OutlineColor;
+ float u_OutlineWidth;
+};
+ConstantBuffer<SphereU> su;
struct VSInput
{
@@ -18,29 +30,21 @@ struct VSOutput
VSOutput vertexMain(VSInput input)
{
VSOutput output;
- output.worldPos = mul(u_Transform, float4(input.position, 1.0)).xyz;
- float3x3 normalMatrix = (float3x3)u_Transform;
+ output.worldPos = mul(su.u_Transform, float4(input.position, 1.0)).xyz;
+ float3x3 normalMatrix = (float3x3)su.u_Transform;
output.normal = mul(normalMatrix, input.normal);
- output.position = mul(u_ViewProjection, float4(output.worldPos, 1.0));
+ output.position = mul(su.u_ViewProjection, float4(output.worldPos, 1.0));
return output;
}
-uniform float3 u_Color;
-uniform float u_Specular;
-uniform float u_Emission;
-uniform float3 u_LightPos;
-uniform float3 u_CameraPos;
-uniform int u_IsSelected;
-uniform float3 u_OutlineColor;
-uniform float u_OutlineWidth;
-SamplerCube u_HDRIEnvironment;
+SamplerCube u_HDRIEnvironment;
[shader("fragment")]
float4 fragmentMain(VSOutput input) : SV_Target
{
float3 normal = normalize(input.normal);
- float3 lightDir = normalize(u_LightPos - input.worldPos);
- float3 viewDir = normalize(u_CameraPos - input.worldPos);
+ float3 lightDir = normalize(su.u_LightPos - input.worldPos);
+ float3 viewDir = normalize(su.u_CameraPos - input.worldPos);
float3 reflectDir = reflect(-lightDir, normal);
float3 hdriLight = u_HDRIEnvironment.Sample(normal).rgb;
@@ -49,18 +53,18 @@ float4 fragmentMain(VSOutput input) : SV_Target
float diff = max(dot(normal, lightDir), 0.0);
float spec = pow(max(dot(viewDir, reflectDir), 0.0), 32.0);
- float3 diffuse = u_Color * (diff + hdriIntensity * hdriLight);
- float3 specular = float3(u_Specular, u_Specular, u_Specular) * spec;
- float3 emission = u_Color * u_Emission;
+ float3 diffuse = su.u_Color * (diff + hdriIntensity * hdriLight);
+ float3 specular = float3(su.u_Specular, su.u_Specular, su.u_Specular) * spec;
+ float3 emission = su.u_Color * su.u_Emission;
float3 result = diffuse + specular + emission;
- if (u_IsSelected > 0)
+ if (su.u_IsSelected > 0)
{
float ndotv = max(dot(normal, viewDir), 0.0);
float rim = 1.0 - ndotv;
- float outlineMask = step(1.0 - u_OutlineWidth, rim);
- result = lerp(result, u_OutlineColor, outlineMask);
+ float outlineMask = step(1.0 - su.u_OutlineWidth, rim);
+ result = lerp(result, su.u_OutlineColor, outlineMask);
}
return float4(result, 1.0);