mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2025-03-14 06:34:10 +00:00
More shader syncing with SP branch
This commit is contained in:
parent
a97c92b6a5
commit
987085a247
13 changed files with 39 additions and 35 deletions
|
@ -31,10 +31,10 @@ If you have questions concerning this license or the applicable additional terms
|
|||
|
||||
|
||||
// *INDENT-OFF*
|
||||
TextureCube t_CubeMap : register(t0);
|
||||
Texture2D t_NormalMap : register(t1);
|
||||
TextureCube t_CubeMap : register(t0 VK_DESCRIPTOR_SET( 1 ) );
|
||||
Texture2D t_NormalMap : register(t1 VK_DESCRIPTOR_SET( 1 ) );
|
||||
|
||||
SamplerState samp0 : register(s0); // texture 0 is the cube map
|
||||
SamplerState samp0 : register(s0 VK_DESCRIPTOR_SET( 2 ) ); // texture 0 is the cube map
|
||||
|
||||
struct PS_IN {
|
||||
float4 position : SV_Position;
|
||||
|
|
|
@ -28,15 +28,13 @@ If you have questions concerning this license or the applicable additional terms
|
|||
|
||||
#include "global_inc.hlsl"
|
||||
|
||||
// *INDENT-OFF*
|
||||
#if USE_GPU_SKINNING
|
||||
cbuffer CB :
|
||||
register( b1 )
|
||||
{
|
||||
cbuffer CB : register( b1 VK_DESCRIPTOR_SET( 0 )) {
|
||||
float4 matrices[408];
|
||||
};
|
||||
#endif
|
||||
|
||||
// *INDENT-OFF*
|
||||
struct VS_IN {
|
||||
float4 position : POSITION;
|
||||
float2 texcoord : TEXCOORD0;
|
||||
|
@ -178,4 +176,4 @@ void main( VS_IN vertex, out VS_OUT result )
|
|||
#endif
|
||||
|
||||
result.color = rpColor;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -30,8 +30,8 @@ If you have questions concerning this license or the applicable additional terms
|
|||
|
||||
|
||||
// *INDENT-OFF*
|
||||
TextureCube t_CubeMap : register( t0 );
|
||||
SamplerState samp0 : register( s0 ); // texture 0 is the cube map
|
||||
TextureCube t_CubeMap : register( t0 VK_DESCRIPTOR_SET( 1 ) );
|
||||
SamplerState samp0 : register( s0 VK_DESCRIPTOR_SET( 2 ) ); // texture 0 is the cube map
|
||||
|
||||
struct PS_IN {
|
||||
float4 position : SV_Position;
|
||||
|
|
|
@ -36,10 +36,10 @@ If you have questions concerning this license or the applicable additional terms
|
|||
#include "SMAA.inc.hlsl"
|
||||
|
||||
// *INDENT-OFF*
|
||||
Texture2D t_CurrentRender : register( t0 );
|
||||
Texture2D t_PredictColor : register( t1 );
|
||||
SamplerState samp0 : register( s0 ); // _currentColor
|
||||
SamplerState samp1 : register( s1 ); // TODO _predictColor
|
||||
Texture2D t_CurrentRender : register( t0 VK_DESCRIPTOR_SET( 1 ) );
|
||||
Texture2D t_PredictColor : register( t1 VK_DESCRIPTOR_SET( 1 ));
|
||||
SamplerState samp0 : register( s0 VK_DESCRIPTOR_SET( 2 ) ); // _currentColor
|
||||
SamplerState samp1 : register( s1 VK_DESCRIPTOR_SET( 2 ) ); // TODO _predictColor
|
||||
|
||||
struct PS_IN
|
||||
{
|
||||
|
|
|
@ -22,6 +22,8 @@
|
|||
|
||||
#pragma pack_matrix(row_major)
|
||||
|
||||
#include "vulkan.hlsli"
|
||||
|
||||
struct ToneMappingConstants
|
||||
{
|
||||
uint2 viewOrigin;
|
||||
|
|
|
@ -30,8 +30,8 @@ If you have questions concerning this license or the applicable additional terms
|
|||
|
||||
|
||||
// *INDENT-OFF*
|
||||
Texture2D tex : register( t0 );
|
||||
SamplerState samp0 : register( s0 );
|
||||
Texture2D tex : register( t0 VK_DESCRIPTOR_SET( 1 ) );
|
||||
SamplerState samp0 : register( s0 VK_DESCRIPTOR_SET( 2 ) );
|
||||
|
||||
struct PS_IN {
|
||||
float4 position : SV_Position0;
|
||||
|
|
|
@ -30,8 +30,8 @@ If you have questions concerning this license or the applicable additional terms
|
|||
|
||||
|
||||
// *INDENT-OFF*
|
||||
Texture2D t_BaseColor : register( t0 VK_DESCRIPTOR_SET( 0 ) );
|
||||
SamplerState s_Sampler : register( s0 VK_DESCRIPTOR_SET( 1 ) );
|
||||
Texture2D t_BaseColor : register( t0 VK_DESCRIPTOR_SET( 1 ) );
|
||||
SamplerState s_Sampler : register( s0 VK_DESCRIPTOR_SET( 2 ) );
|
||||
|
||||
struct PS_IN {
|
||||
float4 position : SV_POSITION;
|
||||
|
@ -49,4 +49,4 @@ void main( in PS_IN fragment, out PS_OUT result )
|
|||
float4 color = t_BaseColor.Sample( s_Sampler, fragment.texcoord0 ) * fragment.color;
|
||||
clip( color.a - rpAlphaTest.x );
|
||||
result.color = sRGBAToLinearRGBA( color );
|
||||
}
|
||||
}
|
||||
|
|
|
@ -46,7 +46,7 @@ struct VS_IN {
|
|||
};
|
||||
|
||||
struct VS_OUT {
|
||||
float4 position : SV_POSITION;
|
||||
float4 position : SV_Position;
|
||||
float2 texcoord0 : TEXCOORD0_centroid;
|
||||
float4 color : COLOR0;
|
||||
};
|
||||
|
@ -130,4 +130,4 @@ void main( VS_IN vertex, out VS_OUT result )
|
|||
|
||||
float4 vertexColor = ( swizzleColor( vertex.color ) * rpVertexColorModulate ) + rpVertexColorAdd;
|
||||
result.color = vertexColor * rpColor;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -29,11 +29,11 @@ If you have questions concerning this license or the applicable additional terms
|
|||
#include "global_inc.hlsl"
|
||||
|
||||
// *INDENT-OFF*
|
||||
Texture2D t_Texture : register( t0 );
|
||||
SamplerState samp0 : register( s0 );
|
||||
Texture2D t_Texture : register( t0 VK_DESCRIPTOR_SET( 1 ) );
|
||||
SamplerState samp0 : register( s0 VK_DESCRIPTOR_SET( 2 ) );
|
||||
|
||||
struct PS_IN {
|
||||
float4 position : VPOS;
|
||||
float4 position : SV_Position;
|
||||
float4 texcoord0 : TEXCOORD0_centroid;
|
||||
float4 color : COLOR0;
|
||||
};
|
||||
|
|
|
@ -30,9 +30,9 @@ If you have questions concerning this license or the applicable additional terms
|
|||
|
||||
|
||||
// *INDENT-OFF*
|
||||
Texture2D t_CurrentRender : register( t0 );
|
||||
Texture2D t_CurrentRender : register( t0 VK_DESCRIPTOR_SET( 0 ) );
|
||||
|
||||
SamplerState LinearSampler : register( s0 );
|
||||
SamplerState LinearSampler : register( s0 VK_DESCRIPTOR_SET( 1 ) );
|
||||
|
||||
struct PS_IN {
|
||||
float4 position : SV_Position;
|
||||
|
|
|
@ -30,10 +30,10 @@ If you have questions concerning this license or the applicable additional terms
|
|||
|
||||
|
||||
// *INDENT-OFF*
|
||||
Texture2D t_CurrentRender : register( t0 );
|
||||
Texture2D t_NormalMap : register( t1 );
|
||||
Texture2D t_CurrentRender : register( t0 VK_DESCRIPTOR_SET( 1 ) );
|
||||
Texture2D t_NormalMap : register( t1 VK_DESCRIPTOR_SET( 1 ) );
|
||||
|
||||
SamplerState LinearSampler : register( s0 );
|
||||
SamplerState LinearSampler : register( s0 VK_DESCRIPTOR_SET( 2 ));
|
||||
|
||||
struct PS_IN {
|
||||
float4 position : SV_Position;
|
||||
|
@ -60,4 +60,4 @@ void main( PS_IN fragment, out PS_OUT result )
|
|||
// load the screen render
|
||||
result.color = t_CurrentRender.Sample( LinearSampler, screenTexCoord );
|
||||
|
||||
}
|
||||
}
|
||||
|
|
|
@ -31,10 +31,10 @@ If you have questions concerning this license or the applicable additional terms
|
|||
|
||||
|
||||
// *INDENT-OFF*
|
||||
Texture2D t_CurrentRender : register( t0 );
|
||||
Texture2D t_NormalMap : register( t1 );
|
||||
Texture2D t_CurrentRender : register( t0 VK_DESCRIPTOR_SET( 1 ) );
|
||||
Texture2D t_NormalMap : register( t1 VK_DESCRIPTOR_SET( 1 ) );
|
||||
|
||||
SamplerState LinearSampler : register( s0 );
|
||||
SamplerState LinearSampler : register( s0 VK_DESCRIPTOR_SET( 2 ) );
|
||||
|
||||
struct PS_IN {
|
||||
float4 position : SV_Position;
|
||||
|
|
|
@ -495,7 +495,8 @@ float3 Hash33( float3 p3 )
|
|||
return frac( ( p3.xxy + p3.yxx ) * p3.zyx );
|
||||
}
|
||||
|
||||
static float3 ditherRGB( float3 color, float2 uvSeed, float quantSteps )
|
||||
/*
|
||||
static float3 DitherRGB( float3 color, float2 uvSeed, float quantSteps )
|
||||
{
|
||||
// uniform noise
|
||||
//float3 noise = Hash33( float3( uvSeed, rpJitterTexOffset.w ) );
|
||||
|
@ -529,8 +530,10 @@ static float3 ditherRGB( float3 color, float2 uvSeed, float quantSteps )
|
|||
|
||||
return color;
|
||||
}
|
||||
*/
|
||||
|
||||
static float3 ditherChromaticBlueNoise( float3 color, float2 n, SamplerState blueTex )
|
||||
/*
|
||||
static float3 DitherChromaticBlueNoise( float3 color, float2 n, SamplerState blueTex )
|
||||
{
|
||||
// uniform noise
|
||||
//float3 noise = Hash33( float3( n, rpJitterTexOffset.w ) );
|
||||
|
@ -563,5 +566,6 @@ static float3 ditherChromaticBlueNoise( float3 color, float2 n, SamplerState blu
|
|||
|
||||
return color;
|
||||
}
|
||||
*/
|
||||
|
||||
#define SMAA_RT_METRICS float4(1.0 / 1280.0, 1.0 / 720.0, 1280.0, 720.0)
|
Loading…
Reference in a new issue