Files
evol-assets/assets/shaders/mrt.frag
T
2021-07-18 02:29:47 +02:00

107 lines
2.6 KiB
GLSL
Executable File

#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 = 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 = 0) out vec4 gPosition;
layout (location = 1) out vec3 gNormal;
layout (location = 2) out vec3 gAlbedo;
layout (location = 3) out vec3 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() {
Material material = MaterialBuffers.materials[ PushConstants.materialBufferIndex ];
vec3 outNormal;
if(material.normalTexture == 0) {
outNormal = TBN[2].xyz;
} else {
vec3 sampled_normal = LinearToSRGB(texture(texSampler[material.normalTexture], uv)).rgb;
sampled_normal = 2.0 * sampled_normal - vec3(1.0);
outNormal = normalize(TBN * sampled_normal);
}
//float intensity = dot(outNormal, normalize(directional_light)) + 0.2;
vec3 outColor;
if(material.albedoTexture == 0) {
outColor = material.baseColor.xyz;
} else {
outColor = texture(texSampler[material.albedoTexture], uv).xyz;
}
vec3 outSpecular;
if(material.metallicRoughnessTexture == 0) {
outSpecular.b = material.metallicFactor;
outSpecular.g = material.roughnessFactor;
outSpecular.r = 1;
} else {
outSpecular = LinearToSRGB(texture(texSampler[material.metallicRoughnessTexture], uv)).xyz;
}
float depth = LinearizeDepth(gl_FragCoord.z) / far; // divide by far for demonstration
gPosition = outpos;
gNormal = outNormal;
gAlbedo = outColor;
gSpecular = outSpecular;
}