diff options
Diffstat (limited to 'assets')
| -rw-r--r-- | assets/hdri/hdr_blue_nebulae_1.hdr (renamed from assets/hdri/HDR_blue_nebulae-1.hdr) | bin | 62208386 -> 62208386 bytes | |||
| -rw-r--r-- | assets/hdri/hdr_subdued_blue_nebulae.hdr (renamed from assets/hdri/HDR_subdued_blue_nebulae.hdr) | bin | 62041084 -> 62041084 bytes | |||
| -rw-r--r-- | assets/hdri/hdr_subdued_multi_nebulae.hdr (renamed from assets/hdri/HDR_subdued_multi_nebulae.hdr) | bin | 64541302 -> 64541302 bytes | |||
| -rw-r--r-- | assets/shaders/Grid.slang | 34 | ||||
| -rw-r--r-- | assets/shaders/Sphere.slang | 67 | ||||
| -rw-r--r-- | assets/shaders/blur.slang (renamed from assets/shaders/Blur.slang) | 0 | ||||
| -rw-r--r-- | assets/shaders/equirect_to_cubemap.slang (renamed from assets/shaders/EquirectToCubemap.slang) | 0 | ||||
| -rw-r--r-- | assets/shaders/geodesic.slang (renamed from assets/shaders/Geodesic.slang) | 0 | ||||
| -rw-r--r-- | assets/shaders/grid.slang | 39 | ||||
| -rw-r--r-- | assets/shaders/skybox.slang (renamed from assets/shaders/Skybox.slang) | 12 | ||||
| -rw-r--r-- | assets/shaders/sphere.slang | 74 | ||||
| -rw-r--r-- | assets/shaders/textured_quad.slang (renamed from assets/shaders/TexturedQuad.slang) | 0 | ||||
| -rw-r--r-- | assets/shaders/vk_pipeline_test.slang (renamed from assets/shaders/VkPipelineTest.slang) | 0 |
13 files changed, 122 insertions, 104 deletions
diff --git a/assets/hdri/HDR_blue_nebulae-1.hdr b/assets/hdri/hdr_blue_nebulae_1.hdr Binary files differindex f34b25d..f34b25d 100644 --- a/assets/hdri/HDR_blue_nebulae-1.hdr +++ b/assets/hdri/hdr_blue_nebulae_1.hdr diff --git a/assets/hdri/HDR_subdued_blue_nebulae.hdr b/assets/hdri/hdr_subdued_blue_nebulae.hdr Binary files differindex ea34298..ea34298 100644 --- a/assets/hdri/HDR_subdued_blue_nebulae.hdr +++ b/assets/hdri/hdr_subdued_blue_nebulae.hdr diff --git a/assets/hdri/HDR_subdued_multi_nebulae.hdr b/assets/hdri/hdr_subdued_multi_nebulae.hdr Binary files differindex da88396..da88396 100644 --- a/assets/hdri/HDR_subdued_multi_nebulae.hdr +++ b/assets/hdri/hdr_subdued_multi_nebulae.hdr diff --git a/assets/shaders/Grid.slang b/assets/shaders/Grid.slang deleted file mode 100644 index ea7d263..0000000 --- a/assets/shaders/Grid.slang +++ /dev/null @@ -1,34 +0,0 @@ -uniform float4x4 u_ViewProjection; -uniform float4x4 u_Transform; -uniform float u_GridSize; - -struct VSInput { float3 position : POSITION; }; -struct VSOutput { float4 position : SV_Position; }; - -[shader("vertex")] -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))); - 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 fadeFactor = 1.0 - clamp(dist / 100.0, 0.0, 0.8); - - float3 color = u_GridColor; - float alpha = u_GridAlpha * fadeFactor; - - float gridFade = 1.0 - clamp(dist / 50.0, 0.0, 0.9); - alpha *= gridFade; - - return float4(color, alpha); -} diff --git a/assets/shaders/Sphere.slang b/assets/shaders/Sphere.slang deleted file mode 100644 index 0871438..0000000 --- a/assets/shaders/Sphere.slang +++ /dev/null @@ -1,67 +0,0 @@ -uniform float4x4 u_ViewProjection; -uniform float4x4 u_Transform; - -struct VSInput -{ - float3 position : POSITION; - float3 normal : NORMAL; -}; - -struct VSOutput -{ - float4 position : SV_Position; - float3 normal : TEXCOORD0; - float3 worldPos : TEXCOORD1; -}; - -[shader("vertex")] -VSOutput vertexMain(VSInput input) -{ - VSOutput output; - output.worldPos = mul(u_Transform, float4(input.position, 1.0)).xyz; - float3x3 normalMatrix = (float3x3)u_Transform; - output.normal = mul(normalMatrix, input.normal); - output.position = mul(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; - -[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 reflectDir = reflect(-lightDir, normal); - - float3 hdriLight = u_HDRIEnvironment.Sample(normal).rgb; - float hdriIntensity = 0.3; - - 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 result = diffuse + specular + emission; - - if (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); - } - - return float4(result, 1.0); -} diff --git a/assets/shaders/Blur.slang b/assets/shaders/blur.slang index 17e4eae..17e4eae 100644 --- a/assets/shaders/Blur.slang +++ b/assets/shaders/blur.slang diff --git a/assets/shaders/EquirectToCubemap.slang b/assets/shaders/equirect_to_cubemap.slang index 9b2ea4b..9b2ea4b 100644 --- a/assets/shaders/EquirectToCubemap.slang +++ b/assets/shaders/equirect_to_cubemap.slang diff --git a/assets/shaders/Geodesic.slang b/assets/shaders/geodesic.slang index 7acbd78..7acbd78 100644 --- a/assets/shaders/Geodesic.slang +++ b/assets/shaders/geodesic.slang diff --git a/assets/shaders/grid.slang b/assets/shaders/grid.slang new file mode 100644 index 0000000..f549cb1 --- /dev/null +++ b/assets/shaders/grid.slang @@ -0,0 +1,39 @@ +// Reference grid on the XZ plane. Uniforms live in a ConstantBuffer (UBO) so both +// backends drive it through the same RHI path (bind a uniform buffer at binding 0). +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; }; + +[shader("vertex")] +VSOutput vertexMain(VSInput input) +{ + VSOutput output; + 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; +} + +[shader("fragment")] +float4 fragmentMain(VSOutput input) : SV_Target +{ + float dist = length(gu.u_CameraPos); + float fadeFactor = 1.0 - clamp(dist / 100.0, 0.0, 0.8); + + 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; + + return float4(color, alpha); +} diff --git a/assets/shaders/Skybox.slang b/assets/shaders/skybox.slang index 6ba81bc..6447bea 100644 --- a/assets/shaders/Skybox.slang +++ b/assets/shaders/skybox.slang @@ -1,5 +1,11 @@ -uniform float4x4 u_Projection; -uniform float4x4 u_View; +// Fullscreen skybox cube. View/projection in a ConstantBuffer (UBO, binding 0) +// so both backends drive it through the RHI; the cubemap is a sampler at binding 1. +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 +15,7 @@ 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; // force depth = 1 so the skybox stays behind everything return output; } diff --git a/assets/shaders/sphere.slang b/assets/shaders/sphere.slang new file mode 100644 index 0000000..e37700d --- /dev/null +++ b/assets/shaders/sphere.slang @@ -0,0 +1,74 @@ +// Lit sphere (Blinn-Phong + HDRI ambient + selection rim). Uniforms in a +// ConstantBuffer (UBO, binding 0) so both backends drive it through the RHI; +// the environment cubemap is a separate sampler at binding 1. +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 +{ + float3 position : POSITION; + float3 normal : NORMAL; +}; + +struct VSOutput +{ + float4 position : SV_Position; + float3 normal : TEXCOORD0; + float3 worldPos : TEXCOORD1; +}; + +[shader("vertex")] +VSOutput vertexMain(VSInput input) +{ + VSOutput output; + 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(su.u_ViewProjection, float4(output.worldPos, 1.0)); + return output; +} + +SamplerCube u_HDRIEnvironment; + +[shader("fragment")] +float4 fragmentMain(VSOutput input) : SV_Target +{ + float3 normal = normalize(input.normal); + 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; + float hdriIntensity = 0.3; + + float diff = max(dot(normal, lightDir), 0.0); + float spec = pow(max(dot(viewDir, reflectDir), 0.0), 32.0); + + 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 (su.u_IsSelected > 0) + { + float ndotv = max(dot(normal, viewDir), 0.0); + float rim = 1.0 - ndotv; + float outlineMask = step(1.0 - su.u_OutlineWidth, rim); + result = lerp(result, su.u_OutlineColor, outlineMask); + } + + return float4(result, 1.0); +} diff --git a/assets/shaders/TexturedQuad.slang b/assets/shaders/textured_quad.slang index 52d46ed..52d46ed 100644 --- a/assets/shaders/TexturedQuad.slang +++ b/assets/shaders/textured_quad.slang diff --git a/assets/shaders/VkPipelineTest.slang b/assets/shaders/vk_pipeline_test.slang index f4d1897..f4d1897 100644 --- a/assets/shaders/VkPipelineTest.slang +++ b/assets/shaders/vk_pipeline_test.slang |
