added lightObject shader

This commit is contained in:
j3oss
2021-07-21 11:07:45 +02:00
parent b50a22f4bf
commit 9c34ceb167
5 changed files with 197 additions and 2 deletions
+78
View File
@@ -0,0 +1,78 @@
#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 = 0, binding = 2) uniform samplerCube skybox;
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 = 5) in vec3 cameraPos;
layout (location = 0) out vec4 gPosition;
layout (location = 1) out vec4 gNormal;
layout (location = 2) out vec4 gAlbedo;
layout (location = 3) out vec4 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() {
gNormal = vec4(1.0);
gSpecular = vec4(1.0);
gPosition = outpos;
gAlbedo = vec4(1.0);
}