added skybox asset

This commit is contained in:
j3oss
2021-07-18 02:29:47 +02:00
parent f8953b7b11
commit 40b1ec0604
11 changed files with 178 additions and 23 deletions
+67 -8
View File
@@ -1,24 +1,83 @@
#version 450
#include "shaders://_builtins/constants.glsl"
#include "shaders://_builtins/PBR.glsl"
struct Light {
mat4 tranform;
vec4 color;
float intensity;
};
const int MAX_LIGHT_COUNT = 128;
layout( push_constant ) uniform constants
{
uint lightCount;
} PushConstants;
layout(set = 0, binding = 0) uniform sampler2D positionTexture;
layout(set = 0, binding = 1) uniform sampler2D normalTexture;
layout(set = 0, binding = 2) uniform sampler2D albedoTexture;
layout(set = 0, binding = 3) uniform sampler2D specularTexture;
layout(set = 1, binding = 1) uniform LightBuffer {
layout(align = 16) Light lights[MAX_LIGHT_COUNT];
} LightsBuffer;
layout (location = 0) in vec2 inUV;
layout(location = 1) in vec3 cameraPos;
layout(location = 0) out vec4 outColor;
void main()
{
vec3 fragPos = texture(positionTexture, inUV).rgb;
vec3 position = texture(positionTexture, inUV).rgb;
vec3 normal = texture(normalTexture, inUV).rgb;
vec4 albedo = texture(albedoTexture, inUV);
vec3 albedo = texture(albedoTexture, inUV).rgb;
// outColor = vec4(fragPos, 1.0);
// outColor = vec4(normal, 1.0);
outColor = albedo;
vec3 spec = texture(specularTexture, inUV).rgb;
float metallicFactor = spec.b;
float roughnessFactor = spec.g;
float ao = spec.r;
vec3 V = normalize(cameraPos - position);
vec3 Lo = vec3(0);
for(int i = 0; i < PushConstants.lightCount; ++i)
{
Light l = LightsBuffer.lights[i];
vec3 L = normalize(l.tranform[3].xyz - position);
vec3 H = normalize(V + L);
float distance = length(l.tranform[3].xyz - position);
float attenuation = 1.0 / (distance * distance);
vec3 radiance = l.color.xyz * attenuation * l.intensity;
vec3 F0 = vec3(0.04);
F0 = mix(F0, albedo, metallicFactor);
vec3 F = fresnelSchlick(max(dot(H, V), 0.0), F0);
float NDF = DistributionGGX(normal, H, roughnessFactor);
float G = GeometrySmith(normal, V, L, roughnessFactor);
vec3 numerator = NDF * G * F;
float denominator = 4.0 * max(dot(normal, V), 0.0) * max(dot(normal, L), 0.0);
vec3 specular = numerator / max(denominator, 0.001);
vec3 kS = F;
vec3 kD = vec3(1.0) - kS;
kD *= 1.0 - metallicFactor;
float NdotL = max(dot(normal, L), 0.0);
Lo += (kD * albedo / PI + specular) * radiance * NdotL;
}
vec3 ambient = vec3(0.2) * albedo * ao;
vec3 color = ambient + Lo;
// color += vec3();
color = color / (color + vec3(1.0));
outColor = vec4(color, 1.0);
}
+13
View File
@@ -1,9 +1,22 @@
#version 450
layout( push_constant ) uniform constants
{
uint lightCount;
} PushConstants;
layout(set = 1, binding = 0) uniform CameraParam {
mat4 projection;
mat4 view;
} Camera;
layout (location = 0) out vec2 outUV;
layout(location = 1) out vec3 cameraPos;
void main()
{
outUV = vec2((gl_VertexIndex << 1) & 2, gl_VertexIndex & 2);
gl_Position = vec4(outUV * 2.0f - 1.0f, 0.0f, 1.0f);
cameraPos = inverse(Camera.view)[3].xyz;
}
+25 -15
View File
@@ -1,6 +1,10 @@
#version 450
#extension GL_EXT_nonuniform_qualifier : require
#include "shaders://_builtins/constants.glsl"
#include "shaders://_builtins/srgb_ops.glsl"
#include "shaders://_builtins/PBR.glsl"
struct Material {
vec4 baseColor;
uint albedoTexture;
@@ -52,6 +56,7 @@ layout(location = 4) in vec4 outpos;
layout (location = 0) out vec4 gPosition;
layout (location = 1) out vec3 gNormal;
layout (location = 2) out vec3 gAlbedo;
layout (location = 3) out vec3 gSpecular;
float near = 0.001;
float far = 50.0;
@@ -65,32 +70,37 @@ float LinearizeDepth(float depth)
void main() {
Material material = MaterialBuffers.materials[ PushConstants.materialBufferIndex ];
vec3 out_normal;
vec3 outNormal;
if(material.normalTexture == 0) {
out_normal = TBN[2].xyz;
outNormal = TBN[2].xyz;
} else {
vec3 sampled_normal = texture(texSampler[material.normalTexture], uv).rgb;
vec3 sampled_normal = LinearToSRGB(texture(texSampler[material.normalTexture], uv)).rgb;
sampled_normal = 2.0 * sampled_normal - vec3(1.0);
out_normal = normalize(TBN * sampled_normal);
outNormal = normalize(TBN * sampled_normal);
}
//float intensity = dot(outNormal, normalize(directional_light)) + 0.2;
float intensity = dot(out_normal, normalize(directional_light)) + 0.2;
vec3 inColor;
vec3 outColor;
if(material.albedoTexture == 0) {
inColor = material.baseColor.xyz;
outColor = material.baseColor.xyz;
} else {
inColor = texture(texSampler[material.albedoTexture], uv).xyz;
outColor = texture(texSampler[material.albedoTexture], uv).xyz;
}
vec3 outSpecular;
if(material.metallicRoughnessTexture == 0) {
outSpecular.b = material.metallicFactor;
outSpecular.g = material.roughnessFactor;
outSpecular.r = 1;
} else {
outSpecular = LinearToSRGB(texture(texSampler[material.metallicRoughnessTexture], uv)).xyz;
}
float depth = LinearizeDepth(gl_FragCoord.z) / far; // divide by far for demonstration
gPosition = outpos;
gNormal = out_normal;
gAlbedo = inColor;
// outColor = vec4(vec3(outpos.z) * 0.5 + 0.5 , 1.0);
// outColor = vec4(inColor, 1.0);
// outColor = vec4(vec3(intensity), 1.0);
// outColor = vec4(out_normal, 1.0);
gNormal = outNormal;
gAlbedo = outColor;
gSpecular = outSpecular;
}
+12
View File
@@ -0,0 +1,12 @@
#version 450
layout (set = 0, binding = 0) uniform samplerCube skybox;
layout(location = 0) in vec3 texCoords;
layout(location = 0) out vec4 outColor;
void main()
{
outColor = texture(skybox, texCoords);
}
+61
View File
@@ -0,0 +1,61 @@
#version 450
layout(set = 1, binding = 0) uniform CameraParam {
mat4 projection;
mat4 view;
} Camera;
vec3 positions[36] = vec3[](
vec3(-1.0f, 1.0f, -1.0f),
vec3(-1.0f, -1.0f, -1.0f),
vec3( 1.0f, -1.0f, -1.0f),
vec3( 1.0f, -1.0f, -1.0f),
vec3( 1.0f, 1.0f, -1.0f),
vec3(-1.0f, 1.0f, -1.0f),
vec3(-1.0f, -1.0f, 1.0f),
vec3(-1.0f, -1.0f, -1.0f),
vec3(-1.0f, 1.0f, -1.0f),
vec3(-1.0f, 1.0f, -1.0f),
vec3(-1.0f, 1.0f, 1.0f),
vec3(-1.0f, -1.0f, 1.0f),
vec3( 1.0f, -1.0f, -1.0f),
vec3( 1.0f, -1.0f, 1.0f),
vec3( 1.0f, 1.0f, 1.0f),
vec3( 1.0f, 1.0f, 1.0f),
vec3( 1.0f, 1.0f, -1.0f),
vec3( 1.0f, -1.0f, -1.0f),
vec3(-1.0f, -1.0f, 1.0f),
vec3(-1.0f, 1.0f, 1.0f),
vec3( 1.0f, 1.0f, 1.0f),
vec3( 1.0f, 1.0f, 1.0f),
vec3( 1.0f, -1.0f, 1.0f),
vec3(-1.0f, -1.0f, 1.0f),
vec3(-1.0f, 1.0f, -1.0f),
vec3( 1.0f, 1.0f, -1.0f),
vec3( 1.0f, 1.0f, 1.0f),
vec3( 1.0f, 1.0f, 1.0f),
vec3(-1.0f, 1.0f, 1.0f),
vec3(-1.0f, 1.0f, -1.0f),
vec3(-1.0f, -1.0f, -1.0f),
vec3(-1.0f, -1.0f, 1.0f),
vec3( 1.0f, -1.0f, -1.0f),
vec3( 1.0f, -1.0f, -1.0f),
vec3(-1.0f, -1.0f, 1.0f),
vec3( 1.0f, -1.0f, 1.0f)
);
layout(location = 0) out vec3 texCoords;
void main()
{
mat4 normalView = mat4(mat3(Camera.view));
texCoords = positions[gl_VertexIndex];
vec4 pos = Camera.projection * normalView * vec4(positions[gl_VertexIndex], 1.0);
gl_Position = pos.xyww;
}