#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() { Material material = MaterialBuffers.materials[ PushConstants.materialBufferIndex ]; vec3 outNormal; if(material.normalTexture == 0) { outNormal = TBN[2].xyz; } else { vec3 sampled_normal = LinearToSRGB(texture(texSampler[material.normalTexture], uv)).rgb; sampled_normal = 2.0 * sampled_normal - vec3(1.0); outNormal = normalize(TBN * sampled_normal); } //float intensity = dot(outNormal, normalize(directional_light)) + 0.2; vec3 outColor; if(material.albedoTexture == 0) { outColor = material.baseColor.xyz; } else { outColor = texture(texSampler[material.albedoTexture], uv).xyz; } vec3 outSpecular; if(material.metallicRoughnessTexture == 0) { outSpecular.b = material.metallicFactor; outSpecular.g = material.roughnessFactor; outSpecular.r = 1; } else { outSpecular = LinearToSRGB(texture(texSampler[material.metallicRoughnessTexture], uv)).xyz; gNormal.w = outSpecular.x; gAlbedo.w = outSpecular.y; gSpecular.w = outSpecular.z; } vec3 I = normalize(outpos.xyz - cameraPos); vec3 R = reflect(I, normalize(outNormal)); //R = R * -1; outSpecular = texture(skybox, R).rgb; gPosition = outpos; gNormal.xyz = outNormal; gAlbedo.xyz = outColor; gSpecular.xyz = outSpecular; }