added deferred and mrt shaders

This commit is contained in:
J3oss
2021-07-03 22:23:06 +02:00
parent 2cfcb0b4a9
commit 81e3e9ef0a
4 changed files with 215 additions and 0 deletions
+96
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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 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);
}