d38152022e
Signed-off-by: Robear Selwans <robear.selwans@outlook.com>
93 lines
2.5 KiB
GLSL
93 lines
2.5 KiB
GLSL
#version 450
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#include "shaders://_builtins/constants.glsl"
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#include "shaders://_builtins/PBR.glsl"
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struct Light {
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mat4 tranform;
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vec4 color;
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float intensity;
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};
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const int MAX_LIGHT_COUNT = 128;
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layout( push_constant ) uniform constants
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{
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uint lightCount;
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} PushConstants;
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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(set = 1, binding = 1) uniform LightBuffer {
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layout(align = 16) Light lights[MAX_LIGHT_COUNT];
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} LightsBuffer;
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layout (location = 0) in vec2 inUV;
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layout(location = 1) in vec3 cameraPos;
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layout(location = 0) out vec4 outColor;
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void main()
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{
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vec4 gposition = texture(positionTexture, inUV);
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vec4 gnormal = texture(normalTexture, inUV);
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vec4 galbedo = texture(albedoTexture, inUV);
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vec4 gspec = texture(specularTexture, inUV);
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vec3 position = gposition.xyz;
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vec3 normal = gnormal.xyz;
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vec3 albedo = galbedo.xyz;
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vec3 spec = gspec.xyz;
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float specFactor = gspec.w;
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float metallicFactor = gposition.w;
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float roughnessFactor = galbedo.w;
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float ao = gnormal.w;
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vec3 V = normalize(cameraPos - position);
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vec3 F0 = mix(vec3(0.04), albedo, metallicFactor);
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vec3 F = fresnelSchlickRoughness(max(dot(normal, V), 0.0), F0, roughnessFactor);
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vec3 Lo = vec3(0);
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for(int i = 0; i < PushConstants.lightCount; ++i)
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{
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Light l = LightsBuffer.lights[i];
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vec3 L = normalize(l.tranform[3].xyz - position);
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vec3 H = normalize(V + L);
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float distance = length(l.tranform[3].xyz - position);
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float attenuation = 1.0 / (distance * distance);
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vec3 radiance = l.color.xyz * attenuation * l.intensity;
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float NDF = DistributionGGX(normal, H, roughnessFactor);
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float G = GeometrySmith(normal, V, L, roughnessFactor);
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vec3 numerator = NDF * G * F;
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float denominator = 4.0 * max(dot(normal, V), 0.0) * max(dot(normal, L), 0.0);
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vec3 specular = numerator / max(denominator, 0.001);
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vec3 kS = F;
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vec3 kD = vec3(1.0) - kS;
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kD *= 1.0 - metallicFactor;
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float NdotL = max(dot(normal, L), 0.0);
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Lo += clamp((kD * albedo / PI + specular) * radiance * NdotL, vec3(0), vec3(1));
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}
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vec3 ambient = vec3(0.2) * albedo;
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vec3 color = ambient + Lo;
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color += spec * specFactor;
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// color = color / (color + vec3(1.0));
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outColor = vec4(color, 1.0);
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// outColor = vec4(spec * specFactor, 1.0);
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}
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