97 lines
2.2 KiB
GLSL
Executable File
97 lines
2.2 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 = 4) in vec4 outpos;
|
|
|
|
layout (location = 0) out vec4 gPosition;
|
|
layout (location = 1) out vec3 gNormal;
|
|
layout (location = 2) out vec3 gAlbedo;
|
|
|
|
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 out_normal;
|
|
if(material.normalTexture == 0) {
|
|
out_normal = 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(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;
|
|
}
|
|
|
|
float depth = LinearizeDepth(gl_FragCoord.z) / far; // divide by far for demonstration
|
|
|
|
gPosition = outpos;
|
|
gNormal = out_normal;
|
|
gAlbedo = inColor;
|
|
// outColor = vec4(vec3(outpos.z) * 0.5 + 0.5 , 1.0);
|
|
// outColor = vec4(inColor, 1.0);
|
|
// outColor = vec4(vec3(intensity), 1.0);
|
|
// outColor = vec4(out_normal, 1.0);
|
|
}
|