added skybox asset
This commit is contained in:
@@ -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);
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user