NazaraEngine/src/Nazara/Graphics/Resources/Shaders/basic_material.nzsl

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[nzsl_version("1.0")]
module;
import Engine/InstanceData;
import Engine/ViewerData;
option HasDiffuseTexture: bool = false;
option HasAlphaTexture: bool = false;
option AlphaTest: bool = false;
// Billboard related options
option Billboard: bool = false;
option BillboardCenterLocation: i32 = -1;
option BillboardColorLocation: i32 = -1;
option BillboardSizeRotLocation: i32 = -1;
// Vertex declaration related options
option ColorLocation: i32 = -1;
option PosLocation: i32;
option UvLocation: i32 = -1;
const HasVertexColor = (ColorLocation >= 0);
const HasColor = (HasVertexColor || Billboard);
const HasUV = (UvLocation >= 0);
[layout(std140)]
struct MaterialSettings
{
AlphaThreshold: f32,
DiffuseColor: vec4[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],
}
// Fragment stage
struct FragIn
{
[location(0), cond(HasUV)] uv: vec2[f32],
[location(1), cond(HasColor)] color: vec4[f32]
}
struct FragOut
{
[location(0)] RenderTarget0: vec4[f32]
}
[entry(frag)]
fn main(input: FragIn) -> FragOut
{
let diffuseColor = settings.DiffuseColor;
const if (HasUV)
diffuseColor *= TextureOverlay.Sample(input.uv);
const if (HasColor)
diffuseColor *= input.color;
const if (HasDiffuseTexture)
diffuseColor *= MaterialDiffuseMap.Sample(input.uv);
const if (HasAlphaTexture)
diffuseColor.w *= MaterialAlphaMap.Sample(input.uv).x;
const if (AlphaTest)
{
if (diffuseColor.w < settings.AlphaThreshold)
discard;
}
let output: FragOut;
output.RenderTarget0 = diffuseColor;
return output;
}
// Vertex stage
struct VertIn
{
[location(PosLocation)]
pos: vec3[f32],
[cond(HasVertexColor), location(ColorLocation)]
color: vec4[f32],
[cond(HasUV), location(UvLocation)]
uv: vec2[f32],
[cond(Billboard), location(BillboardCenterLocation)]
billboardCenter: vec3[f32],
[cond(Billboard), location(BillboardSizeRotLocation)]
billboardSizeRot: vec4[f32], //< width,height,sin,cos
[cond(Billboard), location(BillboardColorLocation)]
billboardColor: vec4[f32]
}
struct VertOut
{
[location(0), cond(HasUV)] uv: vec2[f32],
[location(1), cond(HasColor)] color: vec4[f32],
[builtin(position)] position: vec4[f32]
}
[entry(vert), cond(Billboard)]
fn billboardMain(input: VertIn) -> VertOut
{
let size = input.billboardSizeRot.xy;
let sinCos = input.billboardSizeRot.zw;
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 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);
const if (HasColor)
output.color = input.billboardColor;
const if (HasUV)
output.uv = input.pos.xy + vec2[f32](0.5, 0.5);
return output;
}
[entry(vert), cond(!Billboard)]
fn main(input: VertIn) -> VertOut
{
let output: VertOut;
output.position = viewerData.viewProjMatrix * instanceData.worldMatrix * vec4[f32](input.pos, 1.0);
const if (HasColor)
output.color = input.color;
const if (HasUV)
output.uv = input.uv;
return output;
}