Migrate GLSL to Slang, text shader
This commit is contained in:
@@ -1,68 +0,0 @@
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#version 460
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layout(set = 0, binding = 0) uniform sampler _EquirectangularSampler;
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layout(set = 0, binding = 1) uniform texture2D _EquirectangularTexture;
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layout(set = 0, binding = 2, rgba16f) uniform writeonly restrict imageCube _CubemapImage;
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const float INV_PI = 0.31830987;
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const float HALF_INV_PI = 0.15915494;
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const mat3x3 MATRIX_2D_TO_CUBE[6] = mat3x3[](
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// Positive X
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mat3x3(
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0, 0, -1,
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0, -1, 0,
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1, 0, 0
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),
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// Negative X
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mat3x3(
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0, 0, 1,
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0, -1, 0,
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-1, 0, 0
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),
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// Positive Y
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mat3x3(
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1, 0, 0,
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0, 0, 1,
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0, 1, 0
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),
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// Negative Y
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mat3x3(
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1, 0, 0,
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0, 0, -1,
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0, -1, 0
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),
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// Positive Z
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mat3x3(
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1, 0, 0,
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0, -1, 0,
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0, 0, 1
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),
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// Negative Z
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mat3x3(
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-1, 0, 0,
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0, -1, 0,
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0, 0, -1
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)
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);
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layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
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void main() {
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vec2 size = vec2(imageSize(_CubemapImage).xy);
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vec2 texCoord = (vec2(gl_GlobalInvocationID.xy) + vec2(0.5)) / size;
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uint layerIndex = gl_GlobalInvocationID.z;
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texCoord = texCoord * vec2(2.0) - vec2(1.0); // Map to range [-1, 1]
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vec3 cubeCoord = MATRIX_2D_TO_CUBE[layerIndex] * vec3(texCoord, 1.0);
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vec3 cubeDir = normalize(cubeCoord);
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float theta = atan(cubeDir.y, cubeDir.x);
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float phi = asin(cubeDir.z);
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vec2 equirectCoord = vec2(theta * HALF_INV_PI, phi * INV_PI) + vec2(0.5);
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vec4 irradiance = texture(sampler2D(_EquirectangularTexture, _EquirectangularSampler), equirectCoord);
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imageStore(_CubemapImage, ivec3(gl_GlobalInvocationID.xyz), irradiance);
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}
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72
assets/shaders/equirect_to_cube.slang
Normal file
72
assets/shaders/equirect_to_cube.slang
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@@ -0,0 +1,72 @@
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import "includes/math";
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[[vk::binding(0, 0)]] SamplerState _EquirectangularSampler;
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[[vk::binding(1, 0)]] Texture2D _EquirectangularTexture;
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[[vk::binding(2, 0)]] WTexture2DArray _CubemapImage;
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static const float3x3 MATRIX_2D_TO_CUBE[6] = {
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// Positive X
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{
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0, 0, 1,
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0, -1, 0,
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-1, 0, 0,
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},
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// Negative X
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{
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0, 0, -1,
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0, -1, 0,
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1, 0, 0,
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},
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// Positive Y
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{
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1, 0, 0,
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0, 0, 1,
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0, 1, 0,
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},
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// Negative Y
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{
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1, 0, 0,
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0, 0, -1,
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0, -1, 0,
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},
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// Positive Z
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{
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1, 0, 0,
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0, -1, 0,
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0, 0, 1,
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},
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// Negative Z
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{
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-1, 0, 0,
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0, -1, 0,
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0, 0, -1,
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}
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};
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float2 cubemapSize() {
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uint width, height, elements;
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_CubemapImage.GetDimensions(width, height, elements);
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return float2(width, height);
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}
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[shader("compute")]
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[numthreads(8, 8, 1)]
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void main(uint3 threadID: SV_DispatchThreadID)
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{
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let size = cubemapSize();
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var texCoord = (float2(threadID.xy) + 0.5) / size;
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let layerIndex = threadID.z;
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texCoord = 2.0 * texCoord - 1.0; // Map to range [-1, 1]
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let cubeCoord = mul(MATRIX_2D_TO_CUBE[layerIndex], float3(texCoord, 1.0));
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let cubeDir = normalize(cubeCoord);
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let theta = atan2(cubeDir.y, cubeDir.x);
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let phi = asin(cubeDir.z);
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let equirectCoord = float2(theta * HALF_INV_PI, phi * INV_PI) + 0.5;
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let irradiance = _EquirectangularTexture.SampleLevel(_EquirectangularSampler, equirectCoord, 0.0);
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_CubemapImage.Store(threadID, irradiance);
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}
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@@ -1,39 +0,0 @@
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#version 460
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#extension GL_EXT_nonuniform_qualifier : require
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#extension GL_EXT_scalar_block_layout : require
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#extension GL_EXT_shader_16bit_storage : require
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in Varyings {
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layout(location = 0) flat uint instance;
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layout(location = 1) vec2 positionSSPX;
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} var;
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#include "includes/gui_box_common.glsl"
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layout(location = 0) out vec4 fragColor;
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float boxSDF(vec2 p, vec2 center, vec2 halfExtents, float borderRadius) {
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vec2 q = abs(p - center) - halfExtents + borderRadius;
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return min(max(q.x, q.y), 0.0) + length(max(q, 0.0)) - borderRadius;
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}
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#define BOX _Boxes[var.instance]
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void main() {
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vec2 halfExtentsPX = 0.5 * BOX.sizePX;
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vec2 centerSSPX = BOX.positionSSPX + halfExtentsPX;
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float borderHalfWidthPX = 0.5 * BOX.borderWidthPX;
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float interiorSDF = boxSDF(var.positionSSPX, centerSSPX, halfExtentsPX, BOX.borderRadiusPX) + BOX.borderWidthPX;
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float borderSDF = abs(interiorSDF - borderHalfWidthPX) - borderHalfWidthPX;
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float interiorCoverage = clamp(-interiorSDF + 0.5, 0.0, 1.0) * BOX.backgroundColor.a;
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float borderCoverage = clamp(-borderSDF + 0.5, 0.0, 1.0) * BOX.borderColor.a;
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float totalCoverage = interiorCoverage + borderCoverage;
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fragColor = vec4(
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interiorCoverage * BOX.backgroundColor.rgb +
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borderCoverage * BOX.borderColor.rgb,
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totalCoverage
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);
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}
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65
assets/shaders/gui_box.slang
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65
assets/shaders/gui_box.slang
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@@ -0,0 +1,65 @@
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import "includes/math";
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import "includes/structs";
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struct Varyings {
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float4 positionCS : SV_Position;
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nointerpolation uint instance;
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float2 positionSSPX;
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}
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struct GuiBox {
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float4 backgroundColor;
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float4 borderColor;
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float2 positionSSPX;
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float2 sizePX;
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float borderWidthPX;
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float borderRadiusPX;
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}
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[[vk::binding(0, 0)]] ConstantBuffer<GlobalUniforms> _Global;
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[[vk::binding(1, 0)]] StructuredBuffer<GuiBox> _Boxes;
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static const float2 VERTICES[4] = {
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float2(0, 1),
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float2(1, 1),
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float2(0, 0),
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float2(1, 0),
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};
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[shader("vertex")]
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Varyings vertexMain(uint vertexID : SV_VulkanVertexID, uint instanceID : SV_VulkanInstanceID) {
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Varyings out;
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let vertex = VERTICES[vertexID];
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let box = _Boxes[instanceID];
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let positionSSPX = vertex * box.sizePX + box.positionSSPX;
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let positionCS = float4(mul(_Global.matrixSSPXtoCS, float3(positionSSPX, 1.0)), 0.0, 1.0);
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out.positionCS = positionCS;
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out.instance = instanceID;
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out.positionSSPX = positionSSPX;
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return out;
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}
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[shader("fragment")]
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float4 fragmentMain(Varyings frag) : SV_Target {
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let box = _Boxes[frag.instance];
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let halfExtentsPX = 0.5 * box.sizePX;
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let centerSSPX = box.positionSSPX + halfExtentsPX;
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let borderHalfWidthPX = 0.5 * box.borderWidthPX;
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let interiorSDF = boxSDF(frag.positionSSPX, centerSSPX, halfExtentsPX, box.borderRadiusPX) + box.borderWidthPX;
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float borderSDF = abs(interiorSDF - borderHalfWidthPX) - borderHalfWidthPX;
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float interiorCoverage = saturate(-interiorSDF + 0.5) * box.backgroundColor.a;
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float borderCoverage = saturate(-borderSDF + 0.5) * box.borderColor.a;
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float totalCoverage = interiorCoverage + borderCoverage;
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return float4(
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interiorCoverage * box.backgroundColor.rgb +
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borderCoverage * box.borderColor.rgb,
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totalCoverage,
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);
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}
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@@ -1,30 +0,0 @@
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#version 460
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#extension GL_EXT_nonuniform_qualifier : require
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#extension GL_EXT_scalar_block_layout : require
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#extension GL_EXT_shader_16bit_storage : require
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out Varyings {
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layout(location = 0) flat uint instance;
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layout(location = 1) vec2 positionSSPX;
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} var;
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#include "includes/gui_box_common.glsl"
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const vec2 VERTICES[4] = vec2[](
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vec2(0, 1),
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vec2(1, 1),
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vec2(0, 0),
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vec2(1, 0)
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);
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#define BOX _Boxes[gl_InstanceIndex]
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#define VERTEX VERTICES[gl_VertexIndex]
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void main() {
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vec2 positionSSPX = VERTEX * BOX.sizePX + BOX.positionSSPX;
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vec4 positionCS = vec4(_Global.matrixSSPXtoCS * vec3(positionSSPX, 1.0), 0.0, 1.0);
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gl_Position = positionCS;
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var.instance = gl_InstanceIndex;
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var.positionSSPX = positionSSPX;
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}
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@@ -1,20 +0,0 @@
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#version 460
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#extension GL_EXT_nonuniform_qualifier : require
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#extension GL_EXT_scalar_block_layout : require
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#extension GL_EXT_shader_16bit_storage : require
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in Varyings {
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layout(location = 0) flat uint instance;
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layout(location = 1) vec2 texCoord;
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} var;
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#include "includes/gui_image_common.glsl"
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layout(location = 0) out vec4 fragColor;
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#define IMAGE _Images[var.instance]
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void main() {
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vec4 texel = texture(sampler2D(_Textures[uint(IMAGE.textureId)], _Sampler), var.texCoord);
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fragColor = texel * IMAGE.tint;
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}
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53
assets/shaders/gui_image.slang
Normal file
53
assets/shaders/gui_image.slang
Normal file
@@ -0,0 +1,53 @@
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import "includes/structs";
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struct Varyings {
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float4 positionCS : SV_Position;
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nointerpolation uint instance;
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float2 texCoord;
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}
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struct GuiImage {
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float4 tint;
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float2 positionSSPX;
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float2 sizePX;
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float2 uvMin;
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float2 uvMax;
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uint16_t texture;
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}
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[[vk::binding(0, 0)]] ConstantBuffer<GlobalUniforms> _Global;
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[[vk::binding(1, 0)]] StructuredBuffer<GuiImage> _Images;
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[[vk::binding(2, 0)]] SamplerState _Sampler;
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[[vk::binding(3, 0)]] Texture2D _Textures[];
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static const float2 VERTICES[4] = {
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float2(0, 1),
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float2(1, 1),
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float2(0, 0),
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float2(1, 0),
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};
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[shader("vertex")]
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Varyings vertexMain(uint vertexID : SV_VulkanVertexID, uint instanceID : SV_VulkanInstanceID) {
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Varyings out;
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let vertex = VERTICES[vertexID];
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let image = _Images[instanceID];
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let positionSSPX = vertex * image.sizePX + image.positionSSPX;
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let positionCS = float4(mul(_Global.matrixSSPXtoCS, float3(positionSSPX, 1.0)), 0.0, 1.0);
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let texCoord = vertex * (image.uvMax - image.uvMin) + image.uvMin;
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out.positionCS = positionCS;
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out.instance = instanceID;
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out.texCoord = texCoord;
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return out;
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}
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[shader("fragment")]
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float4 fragmentMain(Varyings frag) : SV_Target {
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let image = _Images[frag.instance];
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let texel = _Textures[image.texture].Sample(_Sampler, frag.texCoord);
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return texel * image.tint;
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}
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@@ -1,32 +0,0 @@
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#version 460
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#extension GL_EXT_nonuniform_qualifier : require
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#extension GL_EXT_scalar_block_layout : require
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#extension GL_EXT_shader_16bit_storage : require
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out Varyings {
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layout(location = 0) flat uint instance;
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layout(location = 1) vec2 texCoord;
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} var;
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#include "includes/gui_image_common.glsl"
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const vec2 VERTICES[4] = vec2[](
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vec2(0, 1),
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vec2(1, 1),
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vec2(0, 0),
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vec2(1, 0)
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);
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#define IMAGE _Images[gl_InstanceIndex]
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#define VERTEX VERTICES[gl_VertexIndex]
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void main() {
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vec2 positionSSPX = VERTEX * IMAGE.sizePX + IMAGE.positionSSPX;
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vec4 positionCS = vec4(_Global.matrixSSPXtoCS * vec3(positionSSPX, 1.0), 0.0, 1.0);
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vec2 texCoord = VERTEX * (IMAGE.uvMax - IMAGE.uvMin) + IMAGE.uvMin;
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gl_Position = positionCS;
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var.instance = gl_InstanceIndex;
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var.texCoord = texCoord;
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}
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@@ -1,21 +0,0 @@
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#version 460
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#extension GL_EXT_nonuniform_qualifier : require
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#extension GL_EXT_scalar_block_layout : require
|
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#extension GL_EXT_shader_16bit_storage : require
|
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layout(location = 0) out vec4 fragColor;
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uint calcRootCode(float y1, float y2, float y3) {
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uint i1 = floatBitsToUint(y1) >> 31U;
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uint i2 = floatBitsToUint(y2) >> 30U;
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uint i3 = floatBitsToUint(y3) >> 29U;
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uint shift = (i2 & 2U) | (i1 & ~2U);
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shift = (i3 & 4U) | (shift & ~4U);
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return ((0x2E74U >> shift) & 0x0101U);
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}
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void main() {
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fragColor = vec4(1.0, 0.0, 1.0, 1.0);
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}
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271
assets/shaders/gui_text.slang
Normal file
271
assets/shaders/gui_text.slang
Normal file
@@ -0,0 +1,271 @@
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import "includes/structs";
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|
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struct Varyings {
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float4 positionCS : SV_Position;
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nointerpolation uint instance;
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float2 texCoordEM : U_TEXCOORD;
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}
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struct GuiText {
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float4 color;
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// Index into _GlyphData
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uint glyph;
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float2 bottomLeftSSPX;
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float fontSizePX;
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}
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struct GlyphData {
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float2 bottomLeftEM;
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float2 sizeEM;
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// Index into _BandData of the first vertical/horizontal band data.
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// `bandPtr.x` refers to vertical bands and `bandPtr.y` refers to horizontal
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// bands.
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uint2 bandPtr;
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// Number of vertical/horizontal bands. `bandCount.x` is the number of
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// vertical bands and `bandCount.y` is the number of horizontal bands.
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uint2 bandCount;
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}
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[[vk::binding(0, 0)]] ConstantBuffer<GlobalUniforms> _Global;
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[[vk::binding(1, 0)]] StructuredBuffer<GuiText> _Instances;
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[[vk::binding(0, 1)]] StructuredBuffer<GlyphData> _GlyphData;
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[[vk::binding(1, 1)]] StructuredBuffer<half2> _ControlPoints;
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[[vk::binding(2, 1)]] StructuredBuffer<uint> _BandData;
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static const float2 VERTICES[4] = {
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float2(0, 1),
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float2(1, 1),
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float2(0, 0),
|
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float2(1, 0),
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};
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// Classify a quadratic Bézier curve based on the sign bits of the ray-relative
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// Y coordinates. Returns `(t2 << 1) | t1` where `t1` and `t2` are bits
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// signifying the root eligibility; `t1` possibly adding one to the winding
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// number and `t2` possibly subtracting one from the winding number.
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uint classifyQuadCurve(float y0, float y1, float y2)
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{
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// ┌─────┰────┬────┬────┰────┬────┐
|
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// │class┃ y2 │ y1 │ y0 ┃ t2 │ t1 │
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||||
// ├─────╂────┼────┼────╂────┼────┤
|
||||
// │ A ┃ 0 │ 0 │ 0 ┃ 0 │ 0 │
|
||||
// │ B ┃ 0 │ 0 │ 1 ┃ 1 │ 0 │
|
||||
// │ C ┃ 0 │ 1 │ 0 ┃ 1 │ 1 │
|
||||
// │ D ┃ 0 │ 1 │ 1 ┃ 1 │ 0 │
|
||||
// │ E ┃ 1 │ 0 │ 0 ┃ 0 │ 1 │
|
||||
// │ F ┃ 1 │ 0 │ 1 ┃ 1 │ 1 │
|
||||
// │ G ┃ 1 │ 1 │ 0 ┃ 0 │ 1 │
|
||||
// │ H ┃ 1 │ 1 │ 1 ┃ 0 │ 0 │
|
||||
// └─────┸────┴────┴────┸────┴────┘
|
||||
//
|
||||
// Lookup table constant:
|
||||
// H G F E D C B A
|
||||
// 00 01 11 01 10 11 10 00 = 0x1DB8
|
||||
|
||||
let sign0 = asuint(y0) >> 31;
|
||||
let sign1 = asuint(y1) >> 31;
|
||||
let sign2 = asuint(y2) >> 31;
|
||||
|
||||
let class = (sign0 << 0) | (sign1 << 1) | (sign2 << 2);
|
||||
let shift = 2 * class;
|
||||
|
||||
return (0x2E74U >> shift) & 0b11U;
|
||||
}
|
||||
|
||||
// Find intersections between a quadratic Bézier curve and `y = 0` line by
|
||||
// solving a quadratic equation.
|
||||
//
|
||||
// Returns the X coordinates at witch the intersections occur for roots t1 and
|
||||
// t2. Imaginary solutions to the quadratic equation will return double root at
|
||||
// the global minimum.
|
||||
float2 raycastQuadCurveHorizontally(float2 cp0, float2 cp1, float2 cp2)
|
||||
{
|
||||
static const float EPSILON = 1.0 / 65536.0;
|
||||
|
||||
// When solving for y = 0, we get a quadratic polynomial given by:
|
||||
//
|
||||
// at² - 2bt + c
|
||||
//
|
||||
// where:
|
||||
// * a = cp0.y - 2 * cp1.y + cp2.y
|
||||
// * b = cp0.y - cp1.y
|
||||
// * c = cp0.y
|
||||
//
|
||||
// Let Δ = b² - ac
|
||||
// Then:
|
||||
//
|
||||
// t1 = (b - sqrt(Δ)) / a
|
||||
// t2 = (b + sqrt(Δ)) / a
|
||||
|
||||
let a = cp0 - 2.0 * cp1 + cp2;
|
||||
let b = cp0 - cp1;
|
||||
let c = cp0;
|
||||
|
||||
let Δ = sqrt(max(b.y * b.y - a.y * c.y, 0.0));
|
||||
var t = (b.y + float2(-Δ, Δ)) / a.y;
|
||||
|
||||
// If nearly linear, solve -2bt + c = 0 directly
|
||||
if (abs(a.y) < EPSILON) {
|
||||
t = float2(0.5 * c.y / b.y);
|
||||
}
|
||||
|
||||
return (a.x * t - 2.0 * b.x) * t + c.x;
|
||||
}
|
||||
|
||||
// Find intersections between a quadratic Bézier curve and `x = 0` line by
|
||||
// solving a quadratic equation.
|
||||
//
|
||||
// Returns the Y coordinates at witch the intersections occur for roots t1 and
|
||||
// t2. Imaginary solutions to the quadratic equation will return double root at
|
||||
// the global minimum.
|
||||
float2 raycastQuadCurveVertically(float2 cp0, float2 cp1, float2 cp2)
|
||||
{
|
||||
static const float EPSILON = 1.0 / 65536.0;
|
||||
|
||||
let a = cp0 - 2.0 * cp1 + cp2;
|
||||
let b = cp0 - cp1;
|
||||
let c = cp0;
|
||||
|
||||
let Δ = sqrt(max(b.x * b.x - a.x * c.x, 0.0));
|
||||
var t = (b.x + float2(-Δ, Δ)) / a.x;
|
||||
|
||||
if (abs(a.x) < EPSILON) {
|
||||
t = float2(0.5 * c.x / b.x);
|
||||
}
|
||||
|
||||
return (a.y * t - 2.0 * b.y) * t + c.y;
|
||||
}
|
||||
|
||||
float calculateCoverage(float xCoverage, float yCoverage, float xWeight, float yWeight) {
|
||||
static const float EPSILON = 1.0 / 65536.0;
|
||||
|
||||
var coverage = max(
|
||||
abs(xCoverage * xWeight + yCoverage * yWeight) / max(xWeight + yWeight, EPSILON),
|
||||
min(abs(xCoverage), abs(yCoverage)),
|
||||
);
|
||||
// non-zero fill rule
|
||||
coverage = saturate(coverage);
|
||||
|
||||
return coverage;
|
||||
}
|
||||
|
||||
[shader("vertex")]
|
||||
Varyings vertexMain(uint vertexID : SV_VulkanVertexID, uint instanceID : SV_VulkanInstanceID) {
|
||||
Varyings out;
|
||||
|
||||
let vertex = VERTICES[vertexID];
|
||||
let instance = _Instances[instanceID];
|
||||
let glyph = _GlyphData[instance.glyph];
|
||||
let normal = 2.0 * vertex - 1.0;
|
||||
|
||||
let sizePX = instance.fontSizePX * glyph.sizeEM;
|
||||
|
||||
let positionSSPX = vertex * sizePX + instance.bottomLeftSSPX;
|
||||
let dilatedPositionSSPX = positionSSPX + 0.5 * normal;
|
||||
let dilatedPositionCS = float4(mul(_Global.matrixSSPXtoCS, float3(positionSSPX, 1.0)), 0.0, 1.0);
|
||||
|
||||
let texCoordEM = vertex * glyph.sizeEM + glyph.bottomLeftEM;
|
||||
let dilatedTexCoordEM = texCoordEM + (0.5 / instance.fontSizePX) * normal;
|
||||
|
||||
out.positionCS = dilatedPositionCS;
|
||||
out.instance = instanceID;
|
||||
out.texCoordEM = dilatedTexCoordEM;
|
||||
return out;
|
||||
}
|
||||
|
||||
[shader("fragment")]
|
||||
float4 fragmentMain(Varyings frag) : SV_Target {
|
||||
let instance = _Instances[frag.instance];
|
||||
let glyph = _GlyphData[instance.glyph];
|
||||
|
||||
let emPerPX = fwidth(frag.texCoordEM);
|
||||
let pxPerEM = 1.0 / emPerPX;
|
||||
|
||||
let bandF = float2(glyph.bandCount) * (frag.texCoordEM - glyph.bottomLeftEM) / glyph.sizeEM;
|
||||
let band = uint2(clamp(bandF, float2(0, 0), float2(glyph.bandCount - 1U)));
|
||||
|
||||
// --- HORIZONTAL BAND -----------------------------------------------------
|
||||
|
||||
var xCoverage = 0.0;
|
||||
var xWeight = 0.0;
|
||||
|
||||
let horizontalBandPtr = glyph.bandPtr.y + band.y;
|
||||
let horizontalBandData = _BandData[horizontalBandPtr];
|
||||
let horizontalBandCurvePtr = horizontalBandPtr + (horizontalBandData >> 16);
|
||||
let horizontalBandCurveCount = horizontalBandData & 0xFFFF;
|
||||
|
||||
for (uint horizontalBandCurveID = 0; horizontalBandCurveID < horizontalBandCurveCount; horizontalBandCurveID++) {
|
||||
let cpPtr = _BandData[horizontalBandCurvePtr + horizontalBandCurveID];
|
||||
let cp0 = float2(_ControlPoints[cpPtr]) - frag.texCoordEM;
|
||||
let cp1 = float2(_ControlPoints[cpPtr + 1]) - frag.texCoordEM;
|
||||
let cp2 = float2(_ControlPoints[cpPtr + 2]) - frag.texCoordEM;
|
||||
|
||||
if (max(max(cp0.x, cp1.x), cp2.x) * pxPerEM.x < -0.5) break;
|
||||
|
||||
let rootFlags = classifyQuadCurve(cp0.y, cp1.y, cp2.y);
|
||||
if (rootFlags != 0U) {
|
||||
|
||||
let result = raycastQuadCurveHorizontally(cp0, cp1, cp2) * pxPerEM.x;
|
||||
|
||||
// consider t1 at X position result.x
|
||||
if ((rootFlags & 0b01U) != 0U) {
|
||||
xCoverage += saturate(result.x + 0.5);
|
||||
xWeight = max(xWeight, saturate(1.0 - abs(result.x) * 2.0));
|
||||
}
|
||||
|
||||
// consider t2 at X position result.y
|
||||
if ((rootFlags & 0b10U) != 0U) {
|
||||
xCoverage -= saturate(result.y + 0.5);
|
||||
xWeight = max(xWeight, saturate(1.0 - abs(result.y) * 2.0));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// --- VERTICAL BAND -------------------------------------------------------
|
||||
|
||||
var yCoverage = 0.0;
|
||||
var yWeight = 0.0;
|
||||
|
||||
let verticalBandPtr = glyph.bandPtr.x + band.x;
|
||||
let verticalBandData = _BandData[verticalBandPtr];
|
||||
let verticalBandCurvePtr = verticalBandPtr + (verticalBandData >> 16);
|
||||
let verticalBandCurveCount = verticalBandData & 0xFFFF;
|
||||
|
||||
for (uint verticalBandCurveID = 0; verticalBandCurveID < verticalBandCurveCount; verticalBandCurveID++) {
|
||||
let cpPtr = _BandData[verticalBandCurvePtr + verticalBandCurveID];
|
||||
let cp0 = float2(_ControlPoints[cpPtr]) - frag.texCoordEM;
|
||||
let cp1 = float2(_ControlPoints[cpPtr + 1]) - frag.texCoordEM;
|
||||
let cp2 = float2(_ControlPoints[cpPtr + 2]) - frag.texCoordEM;
|
||||
|
||||
if (max(max(cp0.y, cp1.y), cp2.y) * pxPerEM.y < -0.5) break;
|
||||
|
||||
let rootFlags = classifyQuadCurve(cp0.x, cp1.x, cp2.x);
|
||||
if (rootFlags != 0U) {
|
||||
|
||||
let result = raycastQuadCurveVertically(cp0, cp1, cp2) * pxPerEM.y;
|
||||
|
||||
// consider t1 at Y position result.x
|
||||
if ((rootFlags & 0b01U) != 0U)
|
||||
{
|
||||
yCoverage -= saturate(result.x + 0.5);
|
||||
yWeight = max(yWeight, saturate(1.0 - abs(result.x) * 2.0));
|
||||
}
|
||||
|
||||
// consider t2 at Y position result.y
|
||||
if ((rootFlags & 0b10U) != 0U)
|
||||
{
|
||||
yCoverage += saturate(result.y + 0.5);
|
||||
yWeight = max(yWeight, saturate(1.0 - abs(result.y) * 2.0));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// --- RESOLVE -------------------------------------------------------------
|
||||
|
||||
let coverage = calculateCoverage(xCoverage, yCoverage, xWeight, yWeight) * instance.color.a;
|
||||
return float4(
|
||||
coverage * instance.color.rgb,
|
||||
coverage,
|
||||
);
|
||||
}
|
||||
@@ -1,14 +0,0 @@
|
||||
#version 460
|
||||
#extension GL_EXT_nonuniform_qualifier : require
|
||||
#extension GL_EXT_scalar_block_layout : require
|
||||
#extension GL_EXT_shader_16bit_storage : require
|
||||
|
||||
layout(location = 0) in vec4 positionOS_normalOS;
|
||||
layout(location = 1) in vec4 texCoordEM_band_flags;
|
||||
layout(location = 2) in vec4 jacobian;
|
||||
layout(location = 3) in vec4 scale_offset;
|
||||
layout(location = 4) in vec4 color;
|
||||
|
||||
void main() {
|
||||
gl_Position = vec4(0.0, 0.0, 0.0, 1.0);
|
||||
}
|
||||
@@ -1,6 +0,0 @@
|
||||
layout(set = 0, binding = 0, scalar) uniform GlobalUniforms {
|
||||
mat4 matrixWStoVS;
|
||||
mat4 matrixVStoCS;
|
||||
mat3x2 matrixSSPXtoCS;
|
||||
vec3 ambientLight;
|
||||
} _Global;
|
||||
@@ -1,14 +0,0 @@
|
||||
struct Box {
|
||||
vec4 backgroundColor;
|
||||
vec4 borderColor;
|
||||
vec2 positionSSPX;
|
||||
vec2 sizePX;
|
||||
float borderWidthPX;
|
||||
float borderRadiusPX;
|
||||
};
|
||||
|
||||
#include "global_uniforms.glsl"
|
||||
|
||||
layout(set = 0, binding = 1, scalar) readonly buffer Boxes {
|
||||
Box _Boxes[];
|
||||
};
|
||||
@@ -1,17 +0,0 @@
|
||||
struct Image {
|
||||
vec4 tint;
|
||||
vec2 positionSSPX;
|
||||
vec2 sizePX;
|
||||
vec2 uvMin;
|
||||
vec2 uvMax;
|
||||
uint16_t textureId;
|
||||
};
|
||||
|
||||
#include "global_uniforms.glsl"
|
||||
|
||||
layout(set = 0, binding = 1, scalar) readonly buffer Images {
|
||||
Image _Images[];
|
||||
};
|
||||
|
||||
layout(set = 0, binding = 2) uniform sampler _Sampler;
|
||||
layout(set = 0, binding = 3) uniform texture2D _Textures[];
|
||||
@@ -1,58 +0,0 @@
|
||||
// --- SET 0 --- GLOBAL --------------------------------------------------------
|
||||
|
||||
struct PointLight {
|
||||
vec3 positionWS;
|
||||
vec3 color;
|
||||
};
|
||||
|
||||
struct DirectionalLight {
|
||||
vec3 directionWS;
|
||||
vec3 color;
|
||||
};
|
||||
|
||||
struct Material {
|
||||
vec3 baseColor;
|
||||
vec3 emissive;
|
||||
float ior;
|
||||
float metallic;
|
||||
float normalScale;
|
||||
float occlusionTextureStrength;
|
||||
float roughness;
|
||||
|
||||
uint16_t baseColorTexture;
|
||||
uint16_t emissiveTexture;
|
||||
uint16_t normalTexture;
|
||||
uint16_t occlusionRoughnessMetallicTexture;
|
||||
};
|
||||
|
||||
struct ObjectUniforms {
|
||||
mat4 matrixOStoWS;
|
||||
mat4 matrixOStoWSNormal;
|
||||
|
||||
uint16_t material;
|
||||
};
|
||||
|
||||
#include "global_uniforms.glsl"
|
||||
|
||||
layout(set = 0, binding = 1, scalar) readonly buffer PointLights {
|
||||
uint count;
|
||||
PointLight lights[];
|
||||
} _PointLights;
|
||||
|
||||
layout(set = 0, binding = 2, scalar) readonly buffer DirectionalLights {
|
||||
uint count;
|
||||
DirectionalLight lights[];
|
||||
} _DirectionalLights;
|
||||
|
||||
layout(set = 0, binding = 3, scalar) readonly buffer Materials {
|
||||
Material _Materials[];
|
||||
};
|
||||
|
||||
layout(set = 0, binding = 4) uniform sampler _Sampler;
|
||||
layout(set = 0, binding = 5) uniform texture2D _Textures[];
|
||||
|
||||
// --- SET 1 --- PER BATCH -----------------------------------------------------
|
||||
|
||||
layout(set = 1, binding = 0, scalar) readonly buffer ObjectsUniforms {
|
||||
ObjectUniforms _Object[];
|
||||
};
|
||||
77
assets/shaders/includes/math.slang
Normal file
77
assets/shaders/includes/math.slang
Normal file
@@ -0,0 +1,77 @@
|
||||
import "structs";
|
||||
|
||||
static const float INV_PI = 0.31830987;
|
||||
static const float HALF_INV_PI = 0.15915494;
|
||||
|
||||
static const float3 F90 = float3(1.0);
|
||||
|
||||
float4 texture2DAA(Texture2D texture, SamplerState sampler, float2 texCoord) {
|
||||
uint width, height;
|
||||
texture.GetDimensions(width, height);
|
||||
let size = float2(width, height);
|
||||
|
||||
var texCoordPX = texCoord * size;
|
||||
let seam = floor(texCoordPX + 0.5);
|
||||
|
||||
texCoordPX = (texCoordPX - seam) / fwidth(texCoordPX) + seam;
|
||||
texCoordPX = clamp(texCoordPX, seam - 0.5, seam + 0.5);
|
||||
|
||||
texCoord = texCoordPX / size;
|
||||
return texture.Sample(sampler, texCoord);
|
||||
}
|
||||
|
||||
float3 fresnelSchlick(float dotVH, float3 f0) {
|
||||
return lerp(f0, F90, pow(1.0 - dotVH, 5.0));
|
||||
}
|
||||
|
||||
float visibilityGGX(float dotNL, float dotNV, float alpha) {
|
||||
let alphaSquared = alpha * alpha;
|
||||
|
||||
let vGGX = dotNL * sqrt(dotNV * dotNV * (1.0 - alphaSquared) + alphaSquared);
|
||||
let lGGX = dotNV * sqrt(dotNL * dotNL * (1.0 - alphaSquared) + alphaSquared);
|
||||
let GGX = vGGX + lGGX;
|
||||
return select(GGX > 0.0, 0.5 / GGX, 0.0);
|
||||
}
|
||||
|
||||
float distributionGGX(float dotNH, float alpha) {
|
||||
let alphaSquared = alpha * alpha;
|
||||
let tmp = dotNH * dotNH * (alphaSquared - 1.0) + 1.0;
|
||||
return alphaSquared * INV_PI / (tmp * tmp);
|
||||
}
|
||||
|
||||
float3 lightOutgoingRadiance(
|
||||
float3 viewDirectionVS, float3 normalVS, float dotNV,
|
||||
Surface surf, IncomingLight light,
|
||||
) {
|
||||
let halfVectorVS = normalize(light.directionVS + viewDirectionVS);
|
||||
let dotVH = saturate(dot(viewDirectionVS, halfVectorVS));
|
||||
let dotNH = saturate(dot(normalVS, halfVectorVS));
|
||||
let dotNL = saturate(dot(normalVS, light.directionVS));
|
||||
|
||||
let fresnel = fresnelSchlick(dotVH, surf.f0);
|
||||
let visibility = visibilityGGX(dotNL, dotNV, surf.alpha);
|
||||
let distribution = distributionGGX(dotNH, surf.alpha);
|
||||
|
||||
let scatteredFactor = (1.0 - fresnel) * (1.0 - surf.metallic) * surf.baseColor * INV_PI;
|
||||
let reflectedFactor = fresnel * visibility * distribution;
|
||||
|
||||
return (scatteredFactor + reflectedFactor) * light.radiance * dotNL;
|
||||
}
|
||||
|
||||
float3 toneMapAcesNarkowicz(float3 color) {
|
||||
static const float A = 2.51;
|
||||
static const float B = 0.03;
|
||||
static const float C = 2.43;
|
||||
static const float D = 0.59;
|
||||
static const float E = 0.14;
|
||||
return saturate((color * (A * color + B)) / (color * (C * color + D) + E));
|
||||
}
|
||||
|
||||
float3 linearToSrgbColor(float3 color) {
|
||||
return pow(color, 1.0 / 2.2);
|
||||
}
|
||||
|
||||
float boxSDF(float2 p, float2 center, float2 halfExtents, float borderRadius) {
|
||||
let q = abs(p - center) - halfExtents + borderRadius;
|
||||
return min(max(q.x, q.y), 0.0) + length(max(q, 0.0)) - borderRadius;
|
||||
}
|
||||
82
assets/shaders/includes/structs.slang
Normal file
82
assets/shaders/includes/structs.slang
Normal file
@@ -0,0 +1,82 @@
|
||||
struct GlobalUniforms {
|
||||
float4x4 matrixWStoVS;
|
||||
float4x4 matrixVStoCS;
|
||||
float2x3 matrixSSPXtoCS;
|
||||
|
||||
uint pointLightCount;
|
||||
uint directionalLightCount;
|
||||
float3 ambientLight;
|
||||
}
|
||||
|
||||
struct PointLight {
|
||||
float3 positionWS;
|
||||
float3 color;
|
||||
|
||||
IncomingLight getIncoming(float4x4 matrixWStoVS, float3 positionVS) {
|
||||
IncomingLight light;
|
||||
|
||||
let lightPositionVS = mul(matrixWStoVS, float4(positionWS, 1.0)).xyz;
|
||||
let lightDirectionVS = normalize(lightPositionVS - positionVS);
|
||||
let lightDistance = distance(positionVS, lightPositionVS);
|
||||
let lightAttenuation = 1.0 / (lightDistance * lightDistance);
|
||||
let incomingRadiance = color * lightAttenuation;
|
||||
|
||||
light.radiance = incomingRadiance;
|
||||
light.directionVS = lightDirectionVS;
|
||||
return light;
|
||||
}
|
||||
}
|
||||
|
||||
struct DirectionalLight {
|
||||
float3 directionWS;
|
||||
float3 color;
|
||||
|
||||
IncomingLight getIncoming(float4x4 matrixWStoVS) {
|
||||
IncomingLight light;
|
||||
|
||||
light.radiance = color;
|
||||
light.directionVS = normalize(mul(matrixWStoVS, float4(-directionWS, 0.0)).xyz);
|
||||
return light;
|
||||
}
|
||||
}
|
||||
|
||||
struct Material {
|
||||
float3 baseColor;
|
||||
float3 emissive;
|
||||
float ior;
|
||||
float metallic;
|
||||
float normalScale;
|
||||
float occlusionTextureStrength;
|
||||
float roughness;
|
||||
|
||||
uint16_t baseColorTexture;
|
||||
uint16_t emissiveTexture;
|
||||
uint16_t normalTexture;
|
||||
uint16_t occlusionRoughnessMetallicTexture;
|
||||
}
|
||||
|
||||
struct ObjectUniforms {
|
||||
float4x4 matrixOStoWS;
|
||||
float4x4 matrixOStoWSNormal;
|
||||
|
||||
uint16_t material;
|
||||
}
|
||||
|
||||
struct Surface {
|
||||
float3 baseColor;
|
||||
float alpha;
|
||||
float metallic;
|
||||
float3 f0;
|
||||
|
||||
__init(float3 baseColor, float alpha, float metallic, float3 f0) {
|
||||
this.baseColor = baseColor;
|
||||
this.alpha = alpha;
|
||||
this.metallic = metallic;
|
||||
this.f0 = f0;
|
||||
}
|
||||
}
|
||||
|
||||
struct IncomingLight {
|
||||
float3 radiance;
|
||||
float3 directionVS;
|
||||
}
|
||||
@@ -1,8 +0,0 @@
|
||||
vec3 toneMapAcesNarkowicz(vec3 color) {
|
||||
const float A = 2.51;
|
||||
const float B = 0.03;
|
||||
const float C = 2.43;
|
||||
const float D = 0.59;
|
||||
const float E = 0.14;
|
||||
return clamp((color * (A * color + B)) / (color * (C * color + D) + E), 0.0, 1.0);
|
||||
}
|
||||
@@ -1,146 +0,0 @@
|
||||
#version 460
|
||||
#extension GL_EXT_nonuniform_qualifier : require
|
||||
#extension GL_EXT_scalar_block_layout : require
|
||||
#extension GL_EXT_shader_16bit_storage : require
|
||||
|
||||
in Varyings {
|
||||
layout(location = 0) flat uint instance;
|
||||
layout(location = 1) vec3 positionVS;
|
||||
layout(location = 2) vec2 texCoord;
|
||||
layout(location = 3) vec3 normalVS;
|
||||
layout(location = 4) vec3 tangentVS;
|
||||
layout(location = 5) vec3 bitangentVS;
|
||||
} var;
|
||||
|
||||
#include "includes/main_common.glsl"
|
||||
#include "includes/tone_mapping.glsl"
|
||||
|
||||
layout(location = 0) out vec4 fragColor;
|
||||
|
||||
const float INV_PI = 0.31830987;
|
||||
const float IOR = 1.45;
|
||||
const vec3 F90 = vec3(1.0);
|
||||
|
||||
vec3 fresnelSchlick(float dotVH, vec3 f0) {
|
||||
return mix(f0, F90, pow(1.0 - dotVH, 5.0));
|
||||
}
|
||||
|
||||
float visibilityGGX(float dotNL, float dotNV, float alpha) {
|
||||
float alphaSquared = alpha * alpha;
|
||||
|
||||
float vGGX = dotNL * sqrt(dotNV * dotNV * (1.0 - alphaSquared) + alphaSquared);
|
||||
float lGGX = dotNV * sqrt(dotNL * dotNL * (1.0 - alphaSquared) + alphaSquared);
|
||||
float GGX = vGGX + lGGX;
|
||||
return mix(0.0, 0.5 / GGX, GGX > 0.0);
|
||||
}
|
||||
|
||||
float distributionGGX(float dotNH, float alpha) {
|
||||
float alphaSquared = alpha * alpha;
|
||||
float tmp = dotNH * dotNH * (alphaSquared - 1.0) + 1.0;
|
||||
return alphaSquared * INV_PI / (tmp * tmp);
|
||||
}
|
||||
|
||||
vec3 lightOutgoingRadiance(
|
||||
vec3 viewDirectionVS, vec3 normalVS, float dotNV,
|
||||
vec3 baseColor, float alpha, float metallic, vec3 f0,
|
||||
vec3 incomingRadiance, vec3 lightDirectionVS
|
||||
) {
|
||||
vec3 halfVectorVS = normalize(lightDirectionVS + viewDirectionVS);
|
||||
float dotVH = clamp(dot(viewDirectionVS, halfVectorVS), 0.0, 1.0);
|
||||
float dotNH = clamp(dot(normalVS, halfVectorVS), 0.0, 1.0);
|
||||
float dotNL = clamp(dot(normalVS, lightDirectionVS), 0.0, 1.0);
|
||||
|
||||
vec3 fresnel = fresnelSchlick(dotVH, f0);
|
||||
float visibility = visibilityGGX(dotNL, dotNV, alpha);
|
||||
float distribution = distributionGGX(dotNH, alpha);
|
||||
|
||||
vec3 scatteredFactor = (1.0 - fresnel) * (1.0 - metallic) * baseColor * INV_PI;
|
||||
vec3 reflectedFactor = fresnel * visibility * distribution;
|
||||
|
||||
return (scatteredFactor + reflectedFactor) * incomingRadiance * dotNL;
|
||||
}
|
||||
|
||||
vec4 texture2DAA(texture2D tex, vec2 texCoord) {
|
||||
vec2 size = vec2(textureSize(sampler2D(tex, _Sampler), 0).xy);
|
||||
vec2 texCoordPX = texCoord * size;
|
||||
vec2 seam = floor(texCoordPX + vec2(0.5));
|
||||
|
||||
texCoordPX = (texCoordPX - seam) / fwidth(texCoordPX) + seam;
|
||||
texCoordPX = clamp(texCoordPX, seam - 0.5, seam + 0.5);
|
||||
|
||||
texCoord = texCoordPX / size;
|
||||
return texture(sampler2D(tex, _Sampler), texCoord);
|
||||
}
|
||||
|
||||
#define OBJECT _Object[var.instance]
|
||||
#define MATERIAL _Materials[uint(OBJECT.material)]
|
||||
|
||||
void main() {
|
||||
vec4 baseColorTexel = texture2DAA(_Textures[uint(MATERIAL.baseColorTexture)], var.texCoord);
|
||||
if (baseColorTexel.a < 0.5) {
|
||||
discard;
|
||||
}
|
||||
|
||||
vec4 occlusionRoughnessMetallicTexel = texture2DAA(_Textures[uint(MATERIAL.occlusionRoughnessMetallicTexture)], var.texCoord);
|
||||
vec4 normalTexel = texture2DAA(_Textures[uint(MATERIAL.normalTexture)], var.texCoord);
|
||||
vec4 emissiveTexel = texture2DAA(_Textures[uint(MATERIAL.emissiveTexture)], var.texCoord);
|
||||
|
||||
vec3 baseColor = MATERIAL.baseColor * baseColorTexel.rgb;
|
||||
float occlusion = 1.0 + MATERIAL.occlusionTextureStrength * (occlusionRoughnessMetallicTexel.r - 1.0);
|
||||
float roughness = MATERIAL.roughness * occlusionRoughnessMetallicTexel.g;
|
||||
float metallic = MATERIAL.metallic * occlusionRoughnessMetallicTexel.b;
|
||||
vec3 emissive = MATERIAL.emissive * emissiveTexel.rgb;
|
||||
float ior = MATERIAL.ior;
|
||||
|
||||
vec3 tangentVS = normalize(var.tangentVS);
|
||||
vec3 bitangentVS = normalize(var.bitangentVS);
|
||||
mat3 matrixTStoVS = mat3(tangentVS, bitangentVS, var.normalVS);
|
||||
vec3 normalTS = normalTexel.xyz;
|
||||
vec3 normalVS = normalize(matrixTStoVS * normalTS);
|
||||
|
||||
vec3 positionVS = var.positionVS;
|
||||
vec3 viewDirectionVS = normalize(-positionVS);
|
||||
float dotNV = clamp(dot(normalVS, viewDirectionVS), 0.0, 1.0);
|
||||
float alpha = roughness * roughness;
|
||||
|
||||
vec3 f0 = vec3(pow((ior - 1.0) / (ior + 1.0), 2.0));
|
||||
f0 = mix(f0, baseColor, metallic);
|
||||
|
||||
vec3 outgoingRadiance = vec3(0.0);
|
||||
|
||||
for (uint i = 0; i < _PointLights.count; i++) {
|
||||
PointLight light = _PointLights.lights[i];
|
||||
|
||||
vec3 lightPositionVS = (_Global.matrixWStoVS * vec4(light.positionWS, 1.0)).xyz;
|
||||
vec3 lightDirectionVS = normalize(lightPositionVS - positionVS);
|
||||
float lightDistance = distance(positionVS, lightPositionVS);
|
||||
float lightAttenuation = 1.0 / (lightDistance * lightDistance);
|
||||
vec3 incomingRadiance = light.color * lightAttenuation;
|
||||
|
||||
outgoingRadiance += lightOutgoingRadiance(
|
||||
viewDirectionVS, normalVS, dotNV,
|
||||
baseColor, alpha, metallic, f0,
|
||||
incomingRadiance, lightDirectionVS
|
||||
);
|
||||
}
|
||||
|
||||
for (int i = 0; i < _DirectionalLights.count; i++) {
|
||||
DirectionalLight light = _DirectionalLights.lights[i];
|
||||
|
||||
vec3 lightDirectionVS = normalize((_Global.matrixWStoVS * vec4(-light.directionWS, 0.0)).xyz);
|
||||
vec3 incomingRadiance = light.color;
|
||||
|
||||
outgoingRadiance += lightOutgoingRadiance(
|
||||
viewDirectionVS, normalVS, dotNV,
|
||||
baseColor, alpha, metallic, f0,
|
||||
incomingRadiance, lightDirectionVS
|
||||
);
|
||||
}
|
||||
|
||||
outgoingRadiance += _Global.ambientLight * baseColor * occlusion;
|
||||
|
||||
vec3 toneMappedLinearColor = toneMapAcesNarkowicz(outgoingRadiance);
|
||||
vec3 toneMappedSrgbColor = pow(toneMappedLinearColor, vec3(1.0 / 2.2));
|
||||
|
||||
fragColor = vec4(toneMappedSrgbColor, 1.0);
|
||||
}
|
||||
122
assets/shaders/main.slang
Normal file
122
assets/shaders/main.slang
Normal file
@@ -0,0 +1,122 @@
|
||||
import "includes/math";
|
||||
import "includes/structs";
|
||||
|
||||
struct Vertex {
|
||||
[[vk::location(0)]] float3 positionOS;
|
||||
[[vk::location(1)]] float2 texCoord;
|
||||
[[vk::location(2)]] float3 normalOS;
|
||||
[[vk::location(3)]] float4 tangentOS;
|
||||
}
|
||||
|
||||
struct Varyings {
|
||||
float4 positionCS : SV_Position;
|
||||
nointerpolation uint instance;
|
||||
float3 positionVS;
|
||||
float2 texCoord;
|
||||
float3 normalVS;
|
||||
float3 tangentVS;
|
||||
float3 bitangentVS;
|
||||
}
|
||||
|
||||
[[vk::binding(0, 0)]] ConstantBuffer<GlobalUniforms> _Global;
|
||||
[[vk::binding(1, 0)]] StructuredBuffer<PointLight> _PointLights;
|
||||
[[vk::binding(2, 0)]] StructuredBuffer<DirectionalLight> _DirectionalLights;
|
||||
[[vk::binding(3, 0)]] StructuredBuffer<Material> _Materials;
|
||||
[[vk::binding(4, 0)]] SamplerState _Sampler;
|
||||
[[vk::binding(5, 0)]] Texture2D _Textures[];
|
||||
|
||||
[[vk::binding(0, 1)]] StructuredBuffer<ObjectUniforms> _Objects;
|
||||
|
||||
[shader("vertex")]
|
||||
Varyings vertexMain(Vertex vert, uint instanceID : SV_VulkanInstanceID) {
|
||||
Varyings out;
|
||||
|
||||
let object = _Objects[instanceID];
|
||||
|
||||
let positionWS = mul(object.matrixOStoWS, float4(vert.positionOS, 1.0)).xyz;
|
||||
let positionVS = mul(_Global.matrixWStoVS, float4(positionWS, 1.0)).xyz;
|
||||
let positionCS = mul(_Global.matrixVStoCS, float4(positionVS, 1.0));
|
||||
|
||||
let normalWS = normalize(mul(object.matrixOStoWSNormal, float4(vert.normalOS, 0.0)).xyz);
|
||||
let normalVS = normalize(mul(_Global.matrixWStoVS, float4(normalWS, 0.0)).xyz);
|
||||
|
||||
let tangentWS = normalize(mul(object.matrixOStoWSNormal, float4(vert.tangentOS.xyz, 0.0)).xyz);
|
||||
let tangentVS = normalize(mul(_Global.matrixWStoVS, float4(tangentWS, 0.0)).xyz);
|
||||
|
||||
let bitangentVS = vert.tangentOS.w * normalize(cross(normalVS, tangentVS));
|
||||
|
||||
out.positionCS = positionCS;
|
||||
out.instance = instanceID;
|
||||
out.positionVS = positionVS;
|
||||
out.texCoord = vert.texCoord;
|
||||
out.normalVS = normalVS;
|
||||
out.tangentVS = tangentVS;
|
||||
out.bitangentVS = bitangentVS;
|
||||
return out;
|
||||
}
|
||||
|
||||
[shader("fragment")]
|
||||
float4 fragmentMain(Varyings frag) : SV_Target {
|
||||
let material = _Materials[_Objects[frag.instance].material];
|
||||
|
||||
let baseColorTexel = texture2DAA(_Textures[material.baseColorTexture], _Sampler, frag.texCoord);
|
||||
if (baseColorTexel.a < 0.5) {
|
||||
discard;
|
||||
}
|
||||
|
||||
let occlusionRoughnessMetallicTexel = texture2DAA(_Textures[material.occlusionRoughnessMetallicTexture], _Sampler, frag.texCoord);
|
||||
let normalTexel = texture2DAA(_Textures[material.normalTexture], _Sampler, frag.texCoord);
|
||||
let emissiveTexel = texture2DAA(_Textures[material.emissiveTexture], _Sampler, frag.texCoord);
|
||||
|
||||
let baseColor = material.baseColor * baseColorTexel.rgb;
|
||||
let occlusion = 1.0 + material.occlusionTextureStrength * (occlusionRoughnessMetallicTexel.r - 1.0);
|
||||
let roughness = material.roughness * occlusionRoughnessMetallicTexel.g;
|
||||
let metallic = material.metallic * occlusionRoughnessMetallicTexel.b;
|
||||
let emissive = material.emissive * emissiveTexel.rgb;
|
||||
let ior = material.ior;
|
||||
|
||||
let tangentVS = normalize(frag.tangentVS);
|
||||
let bitangentVS = normalize(frag.bitangentVS);
|
||||
let matrixTStoVS = transpose(float3x3(tangentVS, bitangentVS, frag.normalVS));
|
||||
let normalTS = normalTexel.xyz;
|
||||
let normalVS = normalize(mul(matrixTStoVS, normalTS));
|
||||
|
||||
let positionVS = frag.positionVS;
|
||||
let viewDirectionVS = normalize(-positionVS);
|
||||
let dotNV = saturate(dot(normalVS, viewDirectionVS));
|
||||
let alpha = roughness * roughness;
|
||||
|
||||
var f0 = float3(pow((ior - 1.0) / (ior + 1.0), 2.0));
|
||||
f0 = lerp(f0, baseColor, metallic);
|
||||
|
||||
let surface = Surface(baseColor, alpha, metallic, f0);
|
||||
|
||||
var outgoingRadiance = float3(0.0);
|
||||
|
||||
let pointLightCount = _Global.pointLightCount;
|
||||
for (uint i = 0; i < pointLightCount; i++) {
|
||||
let light = _PointLights[i].getIncoming(_Global.matrixWStoVS, positionVS);
|
||||
|
||||
outgoingRadiance += lightOutgoingRadiance(
|
||||
viewDirectionVS, normalVS, dotNV,
|
||||
surface, light,
|
||||
);
|
||||
}
|
||||
|
||||
let directionalLightCount = _Global.directionalLightCount;
|
||||
for (uint i = 0; i < directionalLightCount; i++) {
|
||||
let light = _DirectionalLights[i].getIncoming(_Global.matrixWStoVS);
|
||||
|
||||
outgoingRadiance += lightOutgoingRadiance(
|
||||
viewDirectionVS, normalVS, dotNV,
|
||||
surface, light,
|
||||
);
|
||||
}
|
||||
|
||||
outgoingRadiance += _Global.ambientLight * baseColor * occlusion;
|
||||
|
||||
let toneMappedLinearColor = toneMapAcesNarkowicz(outgoingRadiance);
|
||||
let toneMappedSrgbColor = linearToSrgbColor(toneMappedLinearColor);
|
||||
|
||||
return float4(toneMappedSrgbColor, 1.0);
|
||||
}
|
||||
@@ -1,44 +0,0 @@
|
||||
#version 460
|
||||
#extension GL_EXT_nonuniform_qualifier : require
|
||||
#extension GL_EXT_scalar_block_layout : require
|
||||
#extension GL_EXT_shader_16bit_storage : require
|
||||
|
||||
layout(location = 0) in vec3 positionOS;
|
||||
layout(location = 1) in vec2 texCoord;
|
||||
layout(location = 2) in vec3 normalOS;
|
||||
layout(location = 3) in vec4 tangentOS;
|
||||
|
||||
out Varyings {
|
||||
layout(location = 0) flat uint instance;
|
||||
layout(location = 1) vec3 positionVS;
|
||||
layout(location = 2) vec2 texCoord;
|
||||
layout(location = 3) vec3 normalVS;
|
||||
layout(location = 4) vec3 tangentVS;
|
||||
layout(location = 5) vec3 bitangentVS;
|
||||
} var;
|
||||
|
||||
#include "includes/main_common.glsl"
|
||||
|
||||
#define OBJECT _Object[gl_InstanceIndex]
|
||||
|
||||
void main() {
|
||||
vec3 positionWS = (OBJECT.matrixOStoWS * vec4(positionOS, 1.0)).xyz;
|
||||
vec3 positionVS = (_Global.matrixWStoVS * vec4(positionWS, 1.0)).xyz;
|
||||
vec4 positionCS = _Global.matrixVStoCS * vec4(positionVS, 1.0);
|
||||
|
||||
vec3 normalWS = normalize((OBJECT.matrixOStoWSNormal * vec4(normalOS, 0.0)).xyz);
|
||||
vec3 normalVS = normalize((_Global.matrixWStoVS * vec4(normalWS, 0.0)).xyz);
|
||||
|
||||
vec3 tangentWS = normalize((OBJECT.matrixOStoWSNormal * vec4(tangentOS.xyz, 0.0)).xyz);
|
||||
vec3 tangentVS = normalize((_Global.matrixWStoVS * vec4(tangentWS, 0.0)).xyz);
|
||||
|
||||
vec3 bitangentVS = tangentOS.w * normalize(cross(normalVS, tangentVS));
|
||||
|
||||
gl_Position = positionCS;
|
||||
var.instance = gl_InstanceIndex;
|
||||
var.positionVS = positionVS;
|
||||
var.texCoord = texCoord;
|
||||
var.normalVS = normalVS;
|
||||
var.tangentVS = tangentVS;
|
||||
var.bitangentVS = bitangentVS;
|
||||
}
|
||||
@@ -1,22 +0,0 @@
|
||||
#version 460
|
||||
|
||||
in Varyings {
|
||||
layout(location = 0) vec3 texCoord;
|
||||
} var;
|
||||
|
||||
layout(set = 0, binding = 1) uniform sampler _Sampler;
|
||||
layout(set = 0, binding = 2) uniform textureCube _Texture;
|
||||
|
||||
layout(location = 0) out vec4 fragColor;
|
||||
|
||||
#include "includes/tone_mapping.glsl"
|
||||
|
||||
void main() {
|
||||
vec4 texel = texture(samplerCube(_Texture, _Sampler), var.texCoord);
|
||||
vec3 outgoingRadiance = texel.rgb;
|
||||
|
||||
vec3 toneMappedLinearColor = toneMapAcesNarkowicz(outgoingRadiance);
|
||||
vec3 toneMappedSrgbColor = pow(toneMappedLinearColor, vec3(1.0 / 2.2));
|
||||
|
||||
fragColor = vec4(toneMappedSrgbColor, 1.0);
|
||||
}
|
||||
38
assets/shaders/skybox.slang
Normal file
38
assets/shaders/skybox.slang
Normal file
@@ -0,0 +1,38 @@
|
||||
import "includes/math";
|
||||
import "includes/structs";
|
||||
|
||||
[[vk::binding(0, 0)]] ConstantBuffer<GlobalUniforms> _Global;
|
||||
[[vk::binding(1, 0)]] SamplerState _Sampler;
|
||||
[[vk::binding(2, 0)]] TextureCube _Texture;
|
||||
|
||||
struct Vertex {
|
||||
[[vk::location(0)]] float3 directionWS;
|
||||
}
|
||||
|
||||
struct Varyings {
|
||||
float4 positionCS : SV_Position;
|
||||
float3 texCoord;
|
||||
}
|
||||
|
||||
[shader("vertex")]
|
||||
Varyings vertexMain(Vertex vert) {
|
||||
Varyings out;
|
||||
|
||||
let directionVS = mul(_Global.matrixWStoVS, float4(vert.directionWS, 0.0)).xyz;
|
||||
let directionCS = mul(_Global.matrixVStoCS, float4(directionVS, 0.0));
|
||||
|
||||
out.positionCS = float4(directionCS.xy, 0.0, directionCS.w);
|
||||
out.texCoord = -vert.directionWS;
|
||||
return out;
|
||||
}
|
||||
|
||||
[shader("fragment")]
|
||||
float4 fragmentMain(Varyings frag) : SV_Target {
|
||||
let texel = _Texture.Sample(_Sampler, frag.texCoord);
|
||||
let outgoingRadiance = texel.rgb;
|
||||
|
||||
let toneMappedLinearColor = toneMapAcesNarkowicz(outgoingRadiance);
|
||||
let toneMappedSrgbColor = linearToSrgbColor(toneMappedLinearColor);
|
||||
|
||||
return float4(toneMappedSrgbColor, 1.0);
|
||||
}
|
||||
@@ -1,18 +0,0 @@
|
||||
#version 460
|
||||
#extension GL_EXT_scalar_block_layout : require
|
||||
|
||||
layout(location = 0) in vec3 directionWS;
|
||||
|
||||
out Varyings {
|
||||
layout(location = 0) vec3 texCoord;
|
||||
} var;
|
||||
|
||||
#include "includes/global_uniforms.glsl"
|
||||
|
||||
void main() {
|
||||
vec3 directionVS = (_Global.matrixWStoVS * vec4(directionWS, 0.0)).xyz;
|
||||
vec4 directionCS = _Global.matrixVStoCS * vec4(directionVS, 0.0);
|
||||
|
||||
gl_Position = vec4(directionCS.xy, 0.0, directionCS.w);
|
||||
var.texCoord = -directionWS;
|
||||
}
|
||||
Reference in New Issue
Block a user