added skybox asset
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+25
-15
@@ -1,6 +1,10 @@
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#version 450
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#extension GL_EXT_nonuniform_qualifier : require
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#include "shaders://_builtins/constants.glsl"
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#include "shaders://_builtins/srgb_ops.glsl"
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#include "shaders://_builtins/PBR.glsl"
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struct Material {
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vec4 baseColor;
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uint albedoTexture;
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@@ -52,6 +56,7 @@ layout(location = 4) in vec4 outpos;
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layout (location = 0) out vec4 gPosition;
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layout (location = 1) out vec3 gNormal;
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layout (location = 2) out vec3 gAlbedo;
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layout (location = 3) out vec3 gSpecular;
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float near = 0.001;
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float far = 50.0;
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@@ -65,32 +70,37 @@ float LinearizeDepth(float depth)
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void main() {
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Material material = MaterialBuffers.materials[ PushConstants.materialBufferIndex ];
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vec3 out_normal;
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vec3 outNormal;
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if(material.normalTexture == 0) {
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out_normal = TBN[2].xyz;
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outNormal = TBN[2].xyz;
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} else {
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vec3 sampled_normal = texture(texSampler[material.normalTexture], uv).rgb;
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vec3 sampled_normal = LinearToSRGB(texture(texSampler[material.normalTexture], uv)).rgb;
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sampled_normal = 2.0 * sampled_normal - vec3(1.0);
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out_normal = normalize(TBN * sampled_normal);
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outNormal = normalize(TBN * sampled_normal);
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}
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//float intensity = dot(outNormal, normalize(directional_light)) + 0.2;
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float intensity = dot(out_normal, normalize(directional_light)) + 0.2;
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vec3 inColor;
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vec3 outColor;
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if(material.albedoTexture == 0) {
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inColor = material.baseColor.xyz;
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outColor = material.baseColor.xyz;
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} else {
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inColor = texture(texSampler[material.albedoTexture], uv).xyz;
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outColor = texture(texSampler[material.albedoTexture], uv).xyz;
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}
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vec3 outSpecular;
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if(material.metallicRoughnessTexture == 0) {
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outSpecular.b = material.metallicFactor;
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outSpecular.g = material.roughnessFactor;
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outSpecular.r = 1;
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} else {
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outSpecular = LinearToSRGB(texture(texSampler[material.metallicRoughnessTexture], uv)).xyz;
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}
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float depth = LinearizeDepth(gl_FragCoord.z) / far; // divide by far for demonstration
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gPosition = outpos;
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gNormal = out_normal;
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gAlbedo = inColor;
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// outColor = vec4(vec3(outpos.z) * 0.5 + 0.5 , 1.0);
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// outColor = vec4(inColor, 1.0);
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// outColor = vec4(vec3(intensity), 1.0);
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// outColor = vec4(out_normal, 1.0);
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gNormal = outNormal;
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gAlbedo = outColor;
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gSpecular = outSpecular;
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}
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