Shader: Switch type<subtype> to type[subtype]

This commit is contained in:
Jérôme Leclercq
2022-01-26 19:24:46 +01:00
parent 29a01e975c
commit e6951d54a5
27 changed files with 506 additions and 510 deletions

View File

@@ -21,50 +21,50 @@ const HasUV = (UvLocation >= 0);
struct MaterialSettings
{
AlphaThreshold: f32,
DiffuseColor: vec4<f32>
DiffuseColor: vec4[f32]
}
[layout(std140)]
struct InstanceData
{
worldMatrix: mat4<f32>,
invWorldMatrix: mat4<f32>
worldMatrix: mat4[f32],
invWorldMatrix: mat4[f32]
}
[layout(std140)]
struct ViewerData
{
projectionMatrix: mat4<f32>,
invProjectionMatrix: mat4<f32>,
viewMatrix: mat4<f32>,
invViewMatrix: mat4<f32>,
viewProjMatrix: mat4<f32>,
invViewProjMatrix: mat4<f32>,
renderTargetSize: vec2<f32>,
invRenderTargetSize: vec2<f32>,
eyePosition: vec3<f32>
projectionMatrix: mat4[f32],
invProjectionMatrix: mat4[f32],
viewMatrix: mat4[f32],
invViewMatrix: mat4[f32],
viewProjMatrix: mat4[f32],
invViewProjMatrix: mat4[f32],
renderTargetSize: vec2[f32],
invRenderTargetSize: vec2[f32],
eyePosition: vec3[f32]
}
external
{
[binding(0)] settings: uniform<MaterialSettings>,
[binding(1)] MaterialDiffuseMap: sampler2D<f32>,
[binding(2)] MaterialAlphaMap: sampler2D<f32>,
[binding(3)] TextureOverlay: sampler2D<f32>,
[binding(4)] instanceData: uniform<InstanceData>,
[binding(5)] viewerData: uniform<ViewerData>,
[binding(0)] settings: uniform[MaterialSettings],
[binding(1)] MaterialDiffuseMap: sampler2D[f32],
[binding(2)] MaterialAlphaMap: sampler2D[f32],
[binding(3)] TextureOverlay: sampler2D[f32],
[binding(4)] instanceData: uniform[InstanceData],
[binding(5)] viewerData: uniform[ViewerData],
}
// Fragment stage
struct FragIn
{
[location(0), cond(HasUV)] uv: vec2<f32>,
[location(1), cond(HasColor)] color: vec4<f32>
[location(0), cond(HasUV)] uv: vec2[f32],
[location(1), cond(HasColor)] color: vec4[f32]
}
struct FragOut
{
[location(0)] RenderTarget0: vec4<f32>
[location(0)] RenderTarget0: vec4[f32]
}
[entry(frag)]
@@ -99,29 +99,29 @@ fn main(input: FragIn) -> FragOut
struct VertIn
{
[location(PosLocation)]
pos: vec3<f32>,
pos: vec3[f32],
[cond(HasVertexColor), location(ColorLocation)]
color: vec4<f32>,
color: vec4[f32],
[cond(HasUV), location(UvLocation)]
uv: vec2<f32>,
uv: vec2[f32],
[cond(Billboard), location(BillboardCenterLocation)]
billboardCenter: vec3<f32>,
billboardCenter: vec3[f32],
[cond(Billboard), location(BillboardSizeRotLocation)]
billboardSizeRot: vec4<f32>, //< width,height,sin,cos
billboardSizeRot: vec4[f32], //< width,height,sin,cos
[cond(Billboard), location(BillboardColorLocation)]
billboardColor: vec4<f32>
billboardColor: vec4[f32]
}
struct VertOut
{
[location(0), cond(HasUV)] uv: vec2<f32>,
[location(1), cond(HasColor)] color: vec4<f32>,
[builtin(position)] position: vec4<f32>
[location(0), cond(HasUV)] uv: vec2[f32],
[location(1), cond(HasColor)] color: vec4[f32],
[builtin(position)] position: vec4[f32]
}
[entry(vert), cond(Billboard)]
@@ -130,27 +130,27 @@ fn billboardMain(input: VertIn) -> VertOut
let size = input.billboardSizeRot.xy;
let sinCos = input.billboardSizeRot.zw;
let rotatedPosition = vec2<f32>(
let rotatedPosition = vec2[f32](
input.pos.x * sinCos.y - input.pos.y * sinCos.x,
input.pos.y * sinCos.y + input.pos.x * sinCos.x
);
rotatedPosition *= size;
let cameraRight = vec3<f32>(viewerData.viewMatrix[0][0], viewerData.viewMatrix[1][0], viewerData.viewMatrix[2][0]);
let cameraUp = vec3<f32>(viewerData.viewMatrix[0][1], viewerData.viewMatrix[1][1], viewerData.viewMatrix[2][1]);
let cameraRight = vec3[f32](viewerData.viewMatrix[0][0], viewerData.viewMatrix[1][0], viewerData.viewMatrix[2][0]);
let cameraUp = vec3[f32](viewerData.viewMatrix[0][1], viewerData.viewMatrix[1][1], viewerData.viewMatrix[2][1]);
let vertexPos = input.billboardCenter;
vertexPos += cameraRight * rotatedPosition.x;
vertexPos += cameraUp * rotatedPosition.y;
let output: VertOut;
output.position = viewerData.viewProjMatrix * instanceData.worldMatrix * vec4<f32>(vertexPos, 1.0);
output.position = viewerData.viewProjMatrix * instanceData.worldMatrix * vec4[f32](vertexPos, 1.0);
const if (HasColor)
output.color = input.billboardColor;
const if (HasUV)
output.uv = input.pos.xy + vec2<f32>(0.5, 0.5);
output.uv = input.pos.xy + vec2[f32](0.5, 0.5);
return output;
}
@@ -159,7 +159,7 @@ fn billboardMain(input: VertIn) -> VertOut
fn main(input: VertIn) -> VertOut
{
let output: VertOut;
output.position = viewerData.viewProjMatrix * instanceData.worldMatrix * vec4<f32>(input.pos, 1.0);
output.position = viewerData.viewProjMatrix * instanceData.worldMatrix * vec4[f32](input.pos, 1.0);
const if (HasColor)
output.color = input.color;

View File

@@ -1,25 +1,25 @@
external
{
[binding(0)] texture: sampler2D<f32>
[binding(0)] texture: sampler2D[f32]
}
struct VertIn
{
[location(0)] position: vec2<f32>,
[location(1)] uv: vec2<f32>
[location(0)] position: vec2[f32],
[location(1)] uv: vec2[f32]
}
struct VertOut
{
[builtin(position)] position: vec4<f32>,
[location(0)] uv: vec2<f32>
[builtin(position)] position: vec4[f32],
[location(0)] uv: vec2[f32]
}
[entry(vert)]
fn main(vertIn: VertIn) -> VertOut
{
let output: VertOut;
output.position = vec4<f32>(vertIn.position, 0.0, 1.0);
output.position = vec4[f32](vertIn.position, 0.0, 1.0);
output.uv = vertIn.uv;
return output;
@@ -27,7 +27,7 @@ fn main(vertIn: VertIn) -> VertOut
struct FragOut
{
[location(0)] color: vec4<f32>
[location(0)] color: vec4[f32]
}
[entry(frag)]

View File

@@ -8,44 +8,44 @@ const HasUV = AlphaTest && (HasDiffuseTexture || HasAlphaTexture);
struct BasicSettings
{
AlphaThreshold: f32,
DiffuseColor: vec4<f32>
DiffuseColor: vec4[f32]
}
[layout(std140)]
struct InstanceData
{
worldMatrix: mat4<f32>,
invWorldMatrix: mat4<f32>
worldMatrix: mat4[f32],
invWorldMatrix: mat4[f32]
}
[layout(std140)]
struct ViewerData
{
projectionMatrix: mat4<f32>,
invProjectionMatrix: mat4<f32>,
viewMatrix: mat4<f32>,
invViewMatrix: mat4<f32>,
viewProjMatrix: mat4<f32>,
invViewProjMatrix: mat4<f32>,
renderTargetSize: vec2<f32>,
invRenderTargetSize: vec2<f32>,
eyePosition: vec3<f32>
projectionMatrix: mat4[f32],
invProjectionMatrix: mat4[f32],
viewMatrix: mat4[f32],
invViewMatrix: mat4[f32],
viewProjMatrix: mat4[f32],
invViewProjMatrix: mat4[f32],
renderTargetSize: vec2[f32],
invRenderTargetSize: vec2[f32],
eyePosition: vec3[f32]
}
external
{
[binding(0)] settings: uniform<BasicSettings>,
[binding(1)] MaterialDiffuseMap: sampler2D<f32>,
[binding(2)] MaterialAlphaMap: sampler2D<f32>,
[binding(3)] TextureOverlay: sampler2D<f32>,
[binding(4)] instanceData: uniform<InstanceData>,
[binding(5)] viewerData: uniform<ViewerData>,
[binding(0)] settings: uniform[BasicSettings],
[binding(1)] MaterialDiffuseMap: sampler2D[f32],
[binding(2)] MaterialAlphaMap: sampler2D[f32],
[binding(3)] TextureOverlay: sampler2D[f32],
[binding(4)] instanceData: uniform[InstanceData],
[binding(5)] viewerData: uniform[ViewerData],
}
// Fragment stage
struct FragIn
{
[location(0), cond(HasUV)] uv: vec2<f32>
[location(0), cond(HasUV)] uv: vec2[f32]
}
[entry(frag), cond(AlphaTest)]
@@ -73,21 +73,21 @@ fn main() {}
// Vertex stage
struct VertIn
{
[location(0)] pos: vec3<f32>,
[location(1), cond(HasUV)] uv: vec2<f32>
[location(0)] pos: vec3[f32],
[location(1), cond(HasUV)] uv: vec2[f32]
}
struct VertOut
{
[location(0), cond(HasUV)] uv: vec2<f32>,
[builtin(position)] position: vec4<f32>
[location(0), cond(HasUV)] uv: vec2[f32],
[builtin(position)] position: vec4[f32]
}
[entry(vert)]
fn main(input: VertIn) -> VertOut
{
let output: VertOut;
output.position = viewerData.viewProjMatrix * instanceData.worldMatrix * vec4<f32>(input.pos, 1.0);
output.position = viewerData.viewProjMatrix * instanceData.worldMatrix * vec4[f32](input.pos, 1.0);
const if (HasUV)
output.uv = input.uv;

View File

@@ -36,19 +36,19 @@ struct MaterialSettings
{
// BasicSettings
AlphaThreshold: f32,
DiffuseColor: vec4<f32>,
DiffuseColor: vec4[f32],
// PhongSettings
AmbientColor: vec3<f32>,
SpecularColor: vec3<f32>,
AmbientColor: vec3[f32],
SpecularColor: vec3[f32],
Shininess: f32,
}
[layout(std140)]
struct InstanceData
{
worldMatrix: mat4<f32>,
invWorldMatrix: mat4<f32>
worldMatrix: mat4[f32],
invWorldMatrix: mat4[f32]
}
// TODO: Add enums
@@ -60,64 +60,64 @@ const SpotLight = 2;
struct Light
{
type: i32,
color: vec4<f32>,
factor: vec2<f32>,
parameter1: vec4<f32>,
parameter2: vec4<f32>,
parameter3: vec4<f32>,
hasShadowMapping: bool
color: vec4[f32],
factor: vec2[f32],
parameter1: vec4[f32],
parameter2: vec4[f32],
parameter3: vec4[f32],
hasShadowMapping: u32
}
[layout(std140)]
struct LightData
{
lights: [Light; MaxLightCount],
lightCount: u32,
lights: array[Light, MaxLightCount],
lightCount: u32
}
[layout(std140)]
struct ViewerData
{
projectionMatrix: mat4<f32>,
invProjectionMatrix: mat4<f32>,
viewMatrix: mat4<f32>,
invViewMatrix: mat4<f32>,
viewProjMatrix: mat4<f32>,
invViewProjMatrix: mat4<f32>,
renderTargetSize: vec2<f32>,
invRenderTargetSize: vec2<f32>,
eyePosition: vec3<f32>
projectionMatrix: mat4[f32],
invProjectionMatrix: mat4[f32],
viewMatrix: mat4[f32],
invViewMatrix: mat4[f32],
viewProjMatrix: mat4[f32],
invViewProjMatrix: mat4[f32],
renderTargetSize: vec2[f32],
invRenderTargetSize: vec2[f32],
eyePosition: vec3[f32]
}
external
{
[binding(0)] settings: uniform<MaterialSettings>,
[binding(1)] MaterialDiffuseMap: sampler2D<f32>,
[binding(2)] MaterialAlphaMap: sampler2D<f32>,
[binding(3)] TextureOverlay: sampler2D<f32>,
[binding(4)] instanceData: uniform<InstanceData>,
[binding(5)] viewerData: uniform<ViewerData>,
[binding(6)] lightData: uniform<LightData>,
[binding(7)] MaterialEmissiveMap: sampler2D<f32>,
[binding(8)] MaterialHeightMap: sampler2D<f32>,
[binding(9)] MaterialNormalMap: sampler2D<f32>,
[binding(10)] MaterialSpecularMap: sampler2D<f32>,
[binding(0)] settings: uniform[MaterialSettings],
[binding(1)] MaterialDiffuseMap: sampler2D[f32],
[binding(2)] MaterialAlphaMap: sampler2D[f32],
[binding(3)] TextureOverlay: sampler2D[f32],
[binding(4)] instanceData: uniform[InstanceData],
[binding(5)] viewerData: uniform[ViewerData],
[binding(6)] lightData: uniform[LightData],
[binding(7)] MaterialEmissiveMap: sampler2D[f32],
[binding(8)] MaterialHeightMap: sampler2D[f32],
[binding(9)] MaterialNormalMap: sampler2D[f32],
[binding(10)] MaterialSpecularMap: sampler2D[f32],
}
struct VertToFrag
{
[location(0)] worldPos: vec3<f32>,
[location(1), cond(HasUV)] uv: vec2<f32>,
[location(2), cond(HasColor)] color: vec4<f32>,
[location(3), cond(HasNormal)] normal: vec3<f32>,
[location(4), cond(HasNormalMapping)] tbnMatrix: mat3<f32>,
[builtin(position)] position: vec4<f32>,
[location(0)] worldPos: vec3[f32],
[location(1), cond(HasUV)] uv: vec2[f32],
[location(2), cond(HasColor)] color: vec4[f32],
[location(3), cond(HasNormal)] normal: vec3[f32],
[location(4), cond(HasNormalMapping)] tbnMatrix: mat3[f32],
[builtin(position)] position: vec4[f32],
}
// Fragment stage
struct FragOut
{
[location(0)] RenderTarget0: vec4<f32>
[location(0)] RenderTarget0: vec4[f32]
}
[entry(frag)]
@@ -145,15 +145,15 @@ fn main(input: VertToFrag) -> FragOut
const if (HasNormal)
{
let lightAmbient = vec3<f32>(0.0, 0.0, 0.0);
let lightDiffuse = vec3<f32>(0.0, 0.0, 0.0);
let lightSpecular = vec3<f32>(0.0, 0.0, 0.0);
let lightAmbient = vec3[f32](0.0, 0.0, 0.0);
let lightDiffuse = vec3[f32](0.0, 0.0, 0.0);
let lightSpecular = vec3[f32](0.0, 0.0, 0.0);
let eyeVec = normalize(viewerData.eyePosition - input.worldPos);
let normal: vec3<f32>;
let normal: vec3[f32];
const if (HasNormalMapping)
normal = normalize(input.tbnMatrix * (MaterialNormalMap.Sample(input.uv).xyz * 2.0 - vec3<f32>(1.0, 1.0, 1.0)));
normal = normalize(input.tbnMatrix * (MaterialNormalMap.Sample(input.uv).xyz * 2.0 - vec3[f32](1.0, 1.0, 1.0)));
else
normal = normalize(input.normal);
@@ -244,7 +244,7 @@ fn main(input: VertToFrag) -> FragOut
let lightColor = lightAmbient + lightDiffuse + lightSpecular;
let output: FragOut;
output.RenderTarget0 = vec4<f32>(lightColor, 1.0) * diffuseColor;
output.RenderTarget0 = vec4[f32](lightColor, 1.0) * diffuseColor;
return output;
}
else
@@ -259,28 +259,28 @@ fn main(input: VertToFrag) -> FragOut
struct VertIn
{
[location(PosLocation)]
pos: vec3<f32>,
pos: vec3[f32],
[cond(HasVertexColor), location(ColorLocation)]
color: vec4<f32>,
color: vec4[f32],
[cond(HasUV), location(UvLocation)]
uv: vec2<f32>,
uv: vec2[f32],
[cond(HasNormal), location(NormalLocation)]
normal: vec3<f32>,
normal: vec3[f32],
[cond(HasTangent), location(TangentLocation)]
tangent: vec3<f32>,
tangent: vec3[f32],
[cond(Billboard), location(BillboardCenterLocation)]
billboardCenter: vec3<f32>,
billboardCenter: vec3[f32],
[cond(Billboard), location(BillboardSizeRotLocation)]
billboardSizeRot: vec4<f32>, //< width,height,sin,cos
billboardSizeRot: vec4[f32], //< width,height,sin,cos
[cond(Billboard), location(BillboardColorLocation)]
billboardColor: vec4<f32>
billboardColor: vec4[f32]
}
[entry(vert), cond(Billboard)]
@@ -289,27 +289,27 @@ fn billboardMain(input: VertIn) -> VertOut
let size = input.billboardSizeRot.xy;
let sinCos = input.billboardSizeRot.zw;
let rotatedPosition = vec2<f32>(
let rotatedPosition = vec2[f32](
input.pos.x * sinCos.y - input.pos.y * sinCos.x,
input.pos.y * sinCos.y + input.pos.x * sinCos.x
);
rotatedPosition *= size;
let cameraRight = vec3<f32>(viewerData.viewMatrix[0][0], viewerData.viewMatrix[1][0], viewerData.viewMatrix[2][0]);
let cameraUp = vec3<f32>(viewerData.viewMatrix[0][1], viewerData.viewMatrix[1][1], viewerData.viewMatrix[2][1]);
let cameraRight = vec3[f32](viewerData.viewMatrix[0][0], viewerData.viewMatrix[1][0], viewerData.viewMatrix[2][0]);
let cameraUp = vec3[f32](viewerData.viewMatrix[0][1], viewerData.viewMatrix[1][1], viewerData.viewMatrix[2][1]);
let vertexPos = input.billboardCenter;
vertexPos += cameraRight * rotatedPosition.x;
vertexPos += cameraUp * rotatedPosition.y;
let output: VertToFrag;
output.position = viewerData.viewProjMatrix * instanceData.worldMatrix * vec4<f32>(vertexPos, 1.0);
output.position = viewerData.viewProjMatrix * instanceData.worldMatrix * vec4[f32](vertexPos, 1.0);
const if (HasColor)
output.color = input.billboardColor;
const if (HasUV)
output.uv = input.pos.xy + vec2<f32>(0.5, 0.5);
output.uv = input.pos.xy + vec2[f32](0.5, 0.5);
return output;
}
@@ -317,13 +317,13 @@ fn billboardMain(input: VertIn) -> VertOut
[entry(vert), cond(!Billboard)]
fn main(input: VertIn) -> VertToFrag
{
let worldPosition = instanceData.worldMatrix * vec4<f32>(input.pos, 1.0);
let worldPosition = instanceData.worldMatrix * vec4[f32](input.pos, 1.0);
let output: VertToFrag;
output.worldPos = worldPosition.xyz;
output.position = viewerData.viewProjMatrix * worldPosition;
let rotationMatrix = mat3<f32>(instanceData.worldMatrix);
let rotationMatrix = mat3[f32](instanceData.worldMatrix);
const if (HasColor)
output.color = input.color;