107 lines
2.6 KiB
GLSL
Executable File
107 lines
2.6 KiB
GLSL
Executable File
#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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uint normalTexture;
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float metallicFactor;
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float roughnessFactor;
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uint metallicRoughnessTexture;
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};
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struct Light {
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vec3 color;
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uint intensity;
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};
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struct Scene {
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uint lightsCount;
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};
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vec3 directional_light = vec3(1.0);
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layout( push_constant ) uniform constants
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{
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mat4 render_matrix;
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uint indexBufferIndex;
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uint vertexBufferIndex;
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uint materialBufferIndex;
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} PushConstants;
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layout(set = 0, binding = 0) uniform SceneData {
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layout(align = 16) Scene mesh;
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} SceneBuffers[];
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layout(set = 0, binding = 1) uniform LightBuffer {
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layout(align = 16) Light lights[];
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} LightsBuffers;
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layout(set = 2, binding = 3) buffer MaterialBuffer {
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layout(align = 16) Material materials[];
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} MaterialBuffers;
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layout(set = 2, binding = 4) uniform sampler2D texSampler[];
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layout(location = 0) in vec2 uv;
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layout(location = 1) smooth in mat3 TBN;
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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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float LinearizeDepth(float depth)
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{
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float z = depth * 2.0 - 1.0; // back to NDC
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return (2.0 * near * far) / (far + near - z * (far - near));
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}
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void main() {
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Material material = MaterialBuffers.materials[ PushConstants.materialBufferIndex ];
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vec3 outNormal;
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if(material.normalTexture == 0) {
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outNormal = TBN[2].xyz;
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} else {
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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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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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vec3 outColor;
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if(material.albedoTexture == 0) {
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outColor = material.baseColor.xyz;
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} else {
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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 = outNormal;
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gAlbedo = outColor;
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gSpecular = outSpecular;
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}
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