struct VertexInput { float4 clip : POSITION; float3 world : TEXCOORD0; float3 normal : NORMAL; float4 color : COLOR0; float2 material : TEXCOORD1; float2 uv : TEXCOORD2; }; struct VertexOutput { float4 position : SV_Position; float3 world : TEXCOORD0; float3 normal : NORMAL; float4 color : COLOR0; float2 material : TEXCOORD1; float2 uv : TEXCOORD2; }; struct FrameParameters { column_major float4x4 lightViewProjection; float4 lightDirection; float4 eye; }; [[vk::push_constant]] ConstantBuffer frame; [[vk::binding(0,0)]] Texture2D shadowMap; [[vk::binding(1,0)]] SamplerState shadowSampler; [[vk::binding(2,0)]] Texture2D colorMap; [[vk::binding(3,0)]] SamplerState colorSampler; [shader("vertex")] VertexOutput vertexMain(VertexInput v) { VertexOutput o; o.position=v.clip; o.world=v.world; o.normal=v.normal; o.color=v.color; o.material=v.material; o.uv=v.uv; return o; } [shader("vertex")] float4 shadowMain(VertexInput v) : SV_Position { return mul(frame.lightViewProjection, float4(v.world,1)); } [shader("fragment")] float4 fragmentMain(VertexOutput v) : SV_Target { float4 sampled = colorMap.Sample(colorSampler, v.uv); if (dot(v.normal,v.normal) < 1e-12) { // UI/sprite tint is in display space; sRGB textures were decoded by Vulkan. if (v.material.x > 0.5) sampled.rgb = lerp(sampled.rgb * 12.92, 1.055 * pow(max(sampled.rgb,0),float3(1.0/2.4)) - 0.055, step(0.0031308, sampled.rgb)); return v.color * sampled; } float4 base = v.color * sampled; const float pi = 3.14159265; float3 n=normalize(v.normal), l=normalize(-frame.lightDirection.xyz), view=normalize(frame.eye.xyz-v.world), h=normalize(l+view); float nl=max(dot(n,l),0.0), nv=max(dot(n,view),0.001), nh=max(dot(n,h),0.0), vh=max(dot(view,h),0.0); float rough=clamp(v.material.x,0.08,1.0), metal=saturate(v.material.y); float a=rough*rough, a2=a*a, denom=nh*nh*(a2-1.0)+1.0; float d=a2/(pi*denom*denom+0.0001); float k=(rough+1.0)*(rough+1.0)/8.0; float g=(nl/(nl*(1.0-k)+k))*(nv/(nv*(1.0-k)+k)); float3 f0=lerp(float3(0.04),base.rgb,metal), fresnel=f0+(1.0-f0)*pow(1.0-vh,5.0); float3 spec=d*g*fresnel/max(4.0*nv*nl,0.001); float4 lightClip=mul(frame.lightViewProjection,float4(v.world,1)); float3 projected=lightClip.xyz/lightClip.w; float2 uv=projected.xy*.5+.5; float visibility=1.0; if(all(uv>=0.0)&&all(uv<=1.0)&&projected.z>=0.0&&projected.z<=1.0) { visibility=0.0; for(int y=-1;y<=1;++y) for(int x=-1;x<=1;++x) { float depth=shadowMap.SampleLevel(shadowSampler,uv+float2(x,y)/1024.0,0); visibility += projected.z-max(0.0008,0.003*(1.0-nl)) <= depth ? 1.0/9.0 : 0.0; } } float3 linear=base.rgb*.12 + ((1.0-fresnel)*(1.0-metal)*base.rgb/pi+spec)*nl*3.0*visibility; linear=linear/(1.0+linear); return float4(pow(max(linear,0),float3(1.0/2.2)),base.a); }