xref: /aosp_15_r20/external/angle/third_party/glslang/src/Test/spv.debuginfo.hlsl.frag (revision 8975f5c5ed3d1c378011245431ada316dfb6f244)
1/*
2The MIT License (MIT)
3
4Copyright (c) 2022 Google LLC
5Copyright (c) 2022 Sascha Willems
6
7Permission is hereby granted, free of charge, to any person obtaining a copy
8of this software and associated documentation files (the "Software"), to deal
9in the Software without restriction, including without limitation the rights
10to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
11copies of the Software, and to permit persons to whom the Software is
12furnished to do so, subject to the following conditions:
13
14The above copyright notice and this permission notice shall be included in all
15copies or substantial portions of the Software.
16
17THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
18IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
20AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
21LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
22OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
23SOFTWARE.
24*/
25
26Texture2D textureposition : register(t1);
27SamplerState samplerposition : register(s1);
28Texture2D textureNormal : register(t2);
29SamplerState samplerNormal : register(s2);
30Texture2D textureAlbedo : register(t3);
31SamplerState samplerAlbedo : register(s3);
32// Depth from the light's point of view
33//layout (binding = 5) uniform sampler2DShadow samplerShadowMap;
34Texture2DArray textureShadowMap : register(t5);
35SamplerState samplerShadowMap : register(s5);
36
37#define LIGHT_COUNT 3
38#define SHADOW_FACTOR 0.25
39#define AMBIENT_LIGHT 0.1
40#define USE_PCF
41
42struct Light
43{
44	float4 position;
45	float4 target;
46	float4 color;
47	float4x4 viewMatrix;
48};
49
50struct UBO
51{
52	float4 viewPos;
53	Light lights[LIGHT_COUNT];
54	int useShadows;
55	int displayDebugTarget;
56};
57
58cbuffer ubo : register(b4) { UBO ubo; }
59
60float textureProj(float4 P, float layer, float2 offset)
61{
62	float shadow = 1.0;
63	float4 shadowCoord = P / P.w;
64	shadowCoord.xy = shadowCoord.xy * 0.5 + 0.5;
65
66	if (shadowCoord.z > -1.0 && shadowCoord.z < 1.0)
67	{
68		float dist = textureShadowMap.Sample(samplerShadowMap, float3(shadowCoord.xy + offset, layer)).r;
69		if (shadowCoord.w > 0.0 && dist < shadowCoord.z)
70		{
71			shadow = SHADOW_FACTOR;
72		}
73	}
74	return shadow;
75}
76
77float filterPCF(float4 sc, float layer)
78{
79	int2 texDim; int elements; int levels;
80	textureShadowMap.GetDimensions(0, texDim.x, texDim.y, elements, levels);
81	float scale = 1.5;
82	float dx = scale * 1.0 / float(texDim.x);
83	float dy = scale * 1.0 / float(texDim.y);
84
85	float shadowFactor = 0.0;
86	int count = 0;
87	int range = 1;
88
89	for (int x = -range; x <= range; x++)
90	{
91		for (int y = -range; y <= range; y++)
92		{
93			shadowFactor += textureProj(sc, layer, float2(dx*x, dy*y));
94			count++;
95		}
96
97	}
98	return shadowFactor / count;
99}
100
101float3 shadow(float3 fragcolor, float3 fragPos) {
102	for (int i = 0; i < LIGHT_COUNT; ++i)
103	{
104		float4 shadowClip = mul(ubo.lights[i].viewMatrix, float4(fragPos.xyz, 1.0));
105
106		float shadowFactor;
107		#ifdef USE_PCF
108			shadowFactor= filterPCF(shadowClip, i);
109		#else
110			shadowFactor = textureProj(shadowClip, i, float2(0.0, 0.0));
111		#endif
112
113		fragcolor *= shadowFactor;
114	}
115	return fragcolor;
116}
117
118float4 main([[vk::location(0)]] float2 inUV : TEXCOORD0) : SV_TARGET
119{
120	// Get G-Buffer values
121	float3 fragPos = textureposition.Sample(samplerposition, inUV).rgb;
122	float3 normal = textureNormal.Sample(samplerNormal, inUV).rgb;
123	float4 albedo = textureAlbedo.Sample(samplerAlbedo, inUV);
124
125	float3 fragcolor;
126
127	// Debug display
128	if (ubo.displayDebugTarget > 0) {
129		switch (ubo.displayDebugTarget) {
130			case 1:
131				fragcolor.rgb = shadow(float3(1.0, 1.0, 1.0), fragPos);
132				break;
133			case 2:
134				fragcolor.rgb = fragPos;
135				break;
136			case 3:
137				fragcolor.rgb = normal;
138				break;
139			case 4:
140				fragcolor.rgb = albedo.rgb;
141				break;
142			case 5:
143				fragcolor.rgb = albedo.aaa;
144				break;
145		}
146		return float4(fragcolor, 1.0);
147	}
148
149	// Ambient part
150	fragcolor  = albedo.rgb * AMBIENT_LIGHT;
151
152	float3 N = normalize(normal);
153
154	for(int i = 0; i < LIGHT_COUNT; ++i)
155	{
156		// Vector to light
157		float3 L = ubo.lights[i].position.xyz - fragPos;
158		// Distance from light to fragment position
159		float dist = length(L);
160		L = normalize(L);
161
162		// Viewer to fragment
163		float3 V = ubo.viewPos.xyz - fragPos;
164		V = normalize(V);
165
166		float lightCosInnerAngle = cos(radians(15.0));
167		float lightCosOuterAngle = cos(radians(25.0));
168		float lightRange = 100.0;
169
170		// Direction vector from source to target
171		float3 dir = normalize(ubo.lights[i].position.xyz - ubo.lights[i].target.xyz);
172
173		// Dual cone spot light with smooth transition between inner and outer angle
174		float cosDir = dot(L, dir);
175		float spotEffect = smoothstep(lightCosOuterAngle, lightCosInnerAngle, cosDir);
176		float heightAttenuation = smoothstep(lightRange, 0.0f, dist);
177
178		// Diffuse lighting
179		float NdotL = max(0.0, dot(N, L));
180		float3 diff = NdotL.xxx;
181
182		// Specular lighting
183		float3 R = reflect(-L, N);
184		float NdotR = max(0.0, dot(R, V));
185		float3 spec = (pow(NdotR, 16.0) * albedo.a * 2.5).xxx;
186
187		fragcolor += float3((diff + spec) * spotEffect * heightAttenuation) * ubo.lights[i].color.rgb * albedo.rgb;
188	}
189
190	// Shadow calculations in a separate pass
191	if (ubo.useShadows > 0)
192	{
193		fragcolor = shadow(fragcolor, fragPos);
194	}
195
196	return float4(fragcolor, 1);
197}
198