added deferred and mrt shaders
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#version 450
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layout(set = 0, binding = 0) uniform sampler2D positionTexture;
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layout(set = 0, binding = 1) uniform sampler2D normalTexture;
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layout(set = 0, binding = 2) uniform sampler2D albedoTexture;
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layout(set = 0, binding = 3) uniform sampler2D specularTexture;
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layout (location = 0) in vec2 inUV;
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layout(location = 0) out vec4 outColor;
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void main()
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{
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vec3 fragPos = texture(positionTexture, inUV).rgb;
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vec3 normal = texture(normalTexture, inUV).rgb;
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vec4 albedo = texture(albedoTexture, inUV);
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// outColor = vec4(fragPos, 1.0);
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// outColor = vec4(normal, 1.0);
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outColor = albedo;
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}
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@@ -0,0 +1,9 @@
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#version 450
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layout (location = 0) out vec2 outUV;
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void main()
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{
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outUV = vec2((gl_VertexIndex << 1) & 2, gl_VertexIndex & 2);
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gl_Position = vec4(outUV * 2.0f - 1.0f, 0.0f, 1.0f);
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}
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Executable
+96
@@ -0,0 +1,96 @@
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#version 450
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#extension GL_EXT_nonuniform_qualifier : require
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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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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 out_normal;
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if(material.normalTexture == 0) {
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out_normal = TBN[2].xyz;
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} else {
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vec3 sampled_normal = texture(texSampler[material.normalTexture], uv).rgb;
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sampled_normal = 2.0 * sampled_normal - vec3(1.0);
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out_normal = normalize(TBN * sampled_normal);
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}
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float intensity = dot(out_normal, normalize(directional_light)) + 0.2;
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vec3 inColor;
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if(material.albedoTexture == 0) {
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inColor = material.baseColor.xyz;
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} else {
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inColor = texture(texSampler[material.albedoTexture], 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 = out_normal;
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gAlbedo = inColor;
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// outColor = vec4(vec3(outpos.z) * 0.5 + 0.5 , 1.0);
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// outColor = vec4(inColor, 1.0);
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// outColor = vec4(vec3(intensity), 1.0);
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// outColor = vec4(out_normal, 1.0);
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}
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Executable
+86
@@ -0,0 +1,86 @@
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#version 450
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#extension GL_EXT_nonuniform_qualifier : require
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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 Vertex {
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vec4 position;
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vec4 normal;
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vec2 uv[2];
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vec4 tangent;
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vec4 bitangent; // No longer needed. // TODO remove
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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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struct Mesh {
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uint asd;
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};
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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 = 1, binding = 0) uniform CameraParam {
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mat4 projection;
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mat4 view;
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} Camera;
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layout(set = 2, binding = 0) buffer MeshBuffer {
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layout(align = 16) Mesh mesh;
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} MeshBuffers[];
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layout(set = 2, binding = 1) buffer VertexBuffer {
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layout(align = 16) Vertex vertices[];
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} VertexBuffers[];
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layout(set = 2, binding = 2) buffer IndexBuffer {
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uint indices[];
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} IndexBuffers[];
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layout(set = 2, binding = 4) uniform sampler2D texSampler[];
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layout(location = 0) out vec2 uv;
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layout(location = 1) smooth out mat3 TBN;
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layout(location = 4) out vec4 outpos;
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void main()
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{
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uint index = IndexBuffers[ PushConstants.indexBufferIndex ].indices[gl_VertexIndex];
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Vertex vertex = VertexBuffers[ PushConstants.vertexBufferIndex ].vertices[ index ];
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uv = vertex.uv[0];
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mat3 model = transpose(inverse(mat3(PushConstants.render_matrix)));
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vec3 T = normalize(model * vec3(vertex.tangent));
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vec3 N = normalize(model * vec3(vertex.normal));
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vec3 B = normalize(model * vec3(vertex.bitangent));
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/* T = normalize(T - dot(T, N) * N); // Re-orthoganize T with respect to N */
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/* vec3 B = normalize(cross(N, T)); */
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TBN = mat3(T, B, N);
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gl_Position = Camera.projection * Camera.view * PushConstants.render_matrix * vec4(vertex.position.xyz, 1.0);
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outpos = PushConstants.render_matrix * vec4(vertex.position.xyz, 1.0);
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}
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