added lightObject shader

This commit is contained in:
j3oss
2021-07-21 11:07:45 +02:00
parent b50a22f4bf
commit 9c34ceb167
5 changed files with 197 additions and 2 deletions
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#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;
uint normalTexture;
float metallicFactor;
float roughnessFactor;
uint metallicRoughnessTexture;
};
struct Light {
vec3 color;
uint intensity;
};
struct Scene {
uint lightsCount;
};
vec3 directional_light = vec3(1.0);
layout( push_constant ) uniform constants
{
mat4 render_matrix;
uint indexBufferIndex;
uint vertexBufferIndex;
uint materialBufferIndex;
} PushConstants;
layout(set = 0, binding = 0) uniform SceneData {
layout(align = 16) Scene mesh;
} SceneBuffers[];
layout(set = 0, binding = 1) uniform LightBuffer {
layout(align = 16) Light lights[];
} LightsBuffers;
layout (set = 0, binding = 2) uniform samplerCube skybox;
layout(set = 2, binding = 3) buffer MaterialBuffer {
layout(align = 16) Material materials[];
} MaterialBuffers;
layout(set = 2, binding = 4) uniform sampler2D texSampler[];
layout(location = 0) in vec2 uv;
layout(location = 1) smooth in mat3 TBN;
layout(location = 4) in vec4 outpos;
layout(location = 5) in vec3 cameraPos;
layout (location = 0) out vec4 gPosition;
layout (location = 1) out vec4 gNormal;
layout (location = 2) out vec4 gAlbedo;
layout (location = 3) out vec4 gSpecular;
float near = 0.001;
float far = 50.0;
float LinearizeDepth(float depth)
{
float z = depth * 2.0 - 1.0; // back to NDC
return (2.0 * near * far) / (far + near - z * (far - near));
}
void main() {
gNormal = vec4(1.0);
gSpecular = vec4(1.0);
gPosition = outpos;
gAlbedo = vec4(1.0);
}
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#version 450
#extension GL_EXT_nonuniform_qualifier : require
struct Material {
vec4 baseColor;
uint albedoTexture;
uint normalTexture;
float metallicFactor;
float roughnessFactor;
uint metallicRoughnessTexture;
};
struct Vertex {
vec4 position;
vec4 normal;
vec2 uv[2];
vec4 tangent;
vec4 bitangent; // No longer needed. // TODO remove
};
struct Light {
vec3 color;
uint intensity;
};
struct Scene {
uint lightsCount;
};
struct Mesh {
uint asd;
};
layout( push_constant ) uniform constants
{
mat4 tranformMatrix;
uint indexBufferIndex;
uint vertexBufferIndex;
uint materialBufferIndex;
} PushConstants;
layout(set = 1, binding = 0) uniform CameraParam {
mat4 projection;
mat4 view;
} Camera;
layout(set = 2, binding = 0) buffer MeshBuffer {
layout(align = 16) Mesh mesh;
} MeshBuffers[];
layout(set = 2, binding = 1) buffer VertexBuffer {
layout(align = 16) Vertex vertices[];
} VertexBuffers[];
layout(set = 2, binding = 2) buffer IndexBuffer {
uint indices[];
} IndexBuffers[];
layout(set = 2, binding = 4) uniform sampler2D texSampler[];
layout(location = 0) out vec2 uv;
layout(location = 1) smooth out mat3 TBN;
layout(location = 4) out vec4 outpos;
layout(location = 5) out vec3 cameraPos;
void main()
{
uint index = IndexBuffers[ PushConstants.indexBufferIndex ].indices[gl_VertexIndex];
Vertex vertex = VertexBuffers[ PushConstants.vertexBufferIndex ].vertices[ index ];
gl_Position = Camera.projection * Camera.view * PushConstants.tranformMatrix * vec4(vertex.position.xyz, 1.0);
outpos = PushConstants.tranformMatrix * vec4(vertex.position.xyz, 1.0);
}