This commit is contained in:
2021-07-03 22:36:17 +02:00
4 changed files with 215 additions and 0 deletions
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#version 450
layout(set = 0, binding = 0) uniform sampler2D positionTexture;
layout(set = 0, binding = 1) uniform sampler2D normalTexture;
layout(set = 0, binding = 2) uniform sampler2D albedoTexture;
layout(set = 0, binding = 3) uniform sampler2D specularTexture;
layout (location = 0) in vec2 inUV;
layout(location = 0) out vec4 outColor;
void main()
{
vec3 fragPos = texture(positionTexture, inUV).rgb;
vec3 normal = texture(normalTexture, inUV).rgb;
vec4 albedo = texture(albedoTexture, inUV);
// outColor = vec4(fragPos, 1.0);
// outColor = vec4(normal, 1.0);
outColor = albedo;
}
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#version 450
layout (location = 0) out vec2 outUV;
void main()
{
outUV = vec2((gl_VertexIndex << 1) & 2, gl_VertexIndex & 2);
gl_Position = vec4(outUV * 2.0f - 1.0f, 0.0f, 1.0f);
}
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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);
}
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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 Vertex {
vec4 position;
vec4 normal;
vec2 uv[2];
vec4 tangent;
vec4 bitangent; // No longer needed. // TODO remove
};
struct Light {
vec3 color;
uint intensity;
};
struct Scene {
uint lightsCount;
};
struct Mesh {
uint asd;
};
layout( push_constant ) uniform constants
{
mat4 render_matrix;
uint indexBufferIndex;
uint vertexBufferIndex;
uint materialBufferIndex;
} PushConstants;
layout(set = 1, binding = 0) uniform CameraParam {
mat4 projection;
mat4 view;
} Camera;
layout(set = 2, binding = 0) buffer MeshBuffer {
layout(align = 16) Mesh mesh;
} MeshBuffers[];
layout(set = 2, binding = 1) buffer VertexBuffer {
layout(align = 16) Vertex vertices[];
} VertexBuffers[];
layout(set = 2, binding = 2) buffer IndexBuffer {
uint indices[];
} IndexBuffers[];
layout(set = 2, binding = 4) uniform sampler2D texSampler[];
layout(location = 0) out vec2 uv;
layout(location = 1) smooth out mat3 TBN;
layout(location = 4) out vec4 outpos;
void main()
{
uint index = IndexBuffers[ PushConstants.indexBufferIndex ].indices[gl_VertexIndex];
Vertex vertex = VertexBuffers[ PushConstants.vertexBufferIndex ].vertices[ index ];
uv = vertex.uv[0];
mat3 model = transpose(inverse(mat3(PushConstants.render_matrix)));
vec3 T = normalize(model * vec3(vertex.tangent));
vec3 N = normalize(model * vec3(vertex.normal));
vec3 B = normalize(model * vec3(vertex.bitangent));
/* T = normalize(T - dot(T, N) * N); // Re-orthoganize T with respect to N */
/* vec3 B = normalize(cross(N, T)); */
TBN = mat3(T, B, N);
gl_Position = Camera.projection * Camera.view * PushConstants.render_matrix * vec4(vertex.position.xyz, 1.0);
outpos = PushConstants.render_matrix * vec4(vertex.position.xyz, 1.0);
}