Files
evol-assets/assets/shaders/default.frag
T
2021-06-27 19:20:18 +02:00

81 lines
1.9 KiB
GLSL
Executable File

#version 450
#extension GL_EXT_nonuniform_qualifier : require
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 = 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 = 0) out vec4 outColor;
void main() {
Material material = MaterialBuffers.materials[ PushConstants.materialBufferIndex ];
mat3 normalMatrix = transpose(inverse(mat3(PushConstants.render_matrix)));
vec3 out_normal;
// if(material.normalTexture == 0) {
// out_normal = normalize(normalMatrix * TBN[2].xyz);
// } else {
vec3 sampled_normal = texture(texSampler[material.normalTexture], uv).rgb;
sampled_normal = 2.0 * sampled_normal - vec3(1.0);
out_normal = normalize(normalMatrix * TBN * sampled_normal);
// }
float intensity = dot(out_normal, normalize(directional_light)) + 0.2;
vec3 inColor;
if(material.albedoTexture == 0) {
inColor = material.baseColor.xyz;
} else {
inColor = texture(texSampler[material.albedoTexture], uv).xyz;
}
// outColor = vec4(inColor * intensity, 1.0);
// outColor = vec4(inColor, 1.0);
// outColor = vec4(vec3(intensity), 1.0);
outColor = vec4(out_normal, 1.0);
}