113 lines
		
	
	
		
			3.4 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			113 lines
		
	
	
		
			3.4 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
| /*
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| The MIT License (MIT)
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| 
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| Copyright (c) 2022 Google LLC
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| Copyright (c) 2022 Sascha Willems
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| 
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| Permission is hereby granted, free of charge, to any person obtaining a copy
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| of this software and associated documentation files (the "Software"), to deal
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| in the Software without restriction, including without limitation the rights
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| to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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| copies of the Software, and to permit persons to whom the Software is
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| furnished to do so, subject to the following conditions:
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| 
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| The above copyright notice and this permission notice shall be included in all
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| copies or substantial portions of the Software.
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| 
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| THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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| IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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| FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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| AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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| LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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| OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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| SOFTWARE.
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| */
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| 
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| struct VSInput
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| {
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| [[vk::location(0)]] float3 Pos : POSITION0;
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| [[vk::location(1)]] float3 Normal : NORMAL0;
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| [[vk::location(2)]] float2 UV : TEXCOORD0;
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| [[vk::location(3)]] float3 Color : COLOR0;
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| 
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| // Instanced attributes
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| [[vk::location(4)]] float3 instancePos : POSITION1;
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| [[vk::location(5)]] float3 instanceRot : TEXCOORD1;
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| [[vk::location(6)]] float instanceScale : TEXCOORD2;
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| [[vk::location(7)]] int instanceTexIndex : TEXCOORD3;
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| };
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| 
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| struct UBO
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| {
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| 	float4x4 projection;
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| 	float4x4 modelview;
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| 	float4 lightPos;
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| 	float locSpeed;
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| 	float globSpeed;
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| };
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| 
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| cbuffer ubo : register(b0) { UBO ubo; }
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| 
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| struct VSOutput
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| {
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| 	float4 Pos : SV_POSITION;
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| [[vk::location(0)]] float3 Normal : NORMAL0;
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| [[vk::location(1)]] float3 Color : COLOR0;
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| [[vk::location(2)]] float3 UV : TEXCOORD0;
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| [[vk::location(3)]] float3 ViewVec : TEXCOORD1;
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| [[vk::location(4)]] float3 LightVec : TEXCOORD2;
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| };
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| 
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| VSOutput main(VSInput input)
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| {
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| 	VSOutput output = (VSOutput)0;
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| 	output.Color = input.Color;
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| 	output.UV = float3(input.UV, input.instanceTexIndex);
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| 
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| 	// rotate around x
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| 	float s = sin(input.instanceRot.x + ubo.locSpeed);
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| 	float c = cos(input.instanceRot.x + ubo.locSpeed);
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| 
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| 	float3x3 mx = { c, -s, 0.0,
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| 					s, c, 0.0,
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| 					0.0, 0.0, 1.0 };
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| 
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| 	// rotate around y
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| 	s = sin(input.instanceRot.y + ubo.locSpeed);
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| 	c = cos(input.instanceRot.y + ubo.locSpeed);
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| 
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| 	float3x3 my = { c, 0.0, -s,
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| 					0.0, 1.0, 0.0,
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| 					s, 0.0, c };
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| 
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| 	// rot around z
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| 	s = sin(input.instanceRot.z + ubo.locSpeed);
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| 	c = cos(input.instanceRot.z + ubo.locSpeed);
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| 
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| 	float3x3 mz = { 1.0, 0.0, 0.0,
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| 					0.0, c, -s,
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| 					0.0, s, c };
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| 
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| 	float3x3 rotMat = mul(mz, mul(my, mx));
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| 
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| 	float4x4 gRotMat;
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| 	s = sin(input.instanceRot.y + ubo.globSpeed);
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| 	c = cos(input.instanceRot.y + ubo.globSpeed);
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| 	gRotMat[0] = float4(c, 0.0, -s, 0.0);
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| 	gRotMat[1] = float4(0.0, 1.0, 0.0, 0.0);
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| 	gRotMat[2] = float4(s, 0.0, c, 0.0);
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| 	gRotMat[3] = float4(0.0, 0.0, 0.0, 1.0);
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| 
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| 	float4 locPos = float4(mul(rotMat, input.Pos.xyz), 1.0);
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| 	float4 pos = float4((locPos.xyz * input.instanceScale) + input.instancePos, 1.0);
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| 
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| 	output.Pos = mul(ubo.projection, mul(ubo.modelview, mul(gRotMat, pos)));
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| 	output.Normal = mul((float3x3)mul(ubo.modelview, gRotMat), mul(rotMat, input.Normal));
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| 
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| 	pos = mul(ubo.modelview, float4(input.Pos.xyz + input.instancePos, 1.0));
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| 	float3 lPos = mul((float3x3)ubo.modelview, ubo.lightPos.xyz);
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| 	output.LightVec = lPos - pos.xyz;
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| 	output.ViewVec = -pos.xyz;
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| 	return output;
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| }
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