2c4394231f
Signed-off-by: Robear Selwans <robear.selwans@outlook.com>
142 lines
3.6 KiB
GLSL
Executable File
142 lines
3.6 KiB
GLSL
Executable File
#version 450
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#extension GL_EXT_nonuniform_qualifier : require
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#include "shaders://_builtins/types.glsl"
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#include "shaders://_builtins/constants.glsl"
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#include "shaders://_builtins/srgb_ops.glsl"
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#include "shaders://_builtins/PBR.glsl"
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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 pointLightColor = vec3(1.0, 1.0, 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 vec3 position;
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layout(location = 1) in vec2 uv;
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layout(location = 2) in vec3 cameraPos;
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layout(location = 3) in vec3 pointLightPos;
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layout(location = 4) smooth in mat3 TBN;
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layout(location = 0) out vec4 outColor;
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vec4 GetAlbedo(Material material, vec2 uv)
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{
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vec4 albedo;
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if(material.albedoTexture == 0) {
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albedo = material.baseColor;
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} else {
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albedo = texture(texSampler[material.albedoTexture], uv);
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}
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return albedo;
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}
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vec3 GetNormal(Material material, vec2 uv, mat3 TBN)
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{
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vec3 normal;
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if(material.normalTexture == 0) {
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normal = TBN[2].xyz;
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} else {
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vec3 sampled_normal = LinearToSRGB(texture(texSampler[material.normalTexture], uv)).rgb;
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sampled_normal = 2.0 * sampled_normal - vec3(1.0);
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normal = normalize(TBN * sampled_normal);
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}
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return normal;
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}
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void main()
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{
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Material material = MaterialBuffers.materials[ PushConstants.materialBufferIndex ];
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vec4 albedo4 = GetAlbedo(material, uv);
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if(albedo4.a < 0.5) {
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// discard;
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}
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vec3 albedo = albedo4.rgb;
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vec3 N = GetNormal(material, uv, TBN);
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float metallicFactor;
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float roughnessFactor;
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float ao;
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if(material.metallicRoughnessTexture == 0) {
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metallicFactor = material.metallicFactor;
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roughnessFactor = material.roughnessFactor;
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} else {
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vec4 sampled_mr = LinearToSRGB(texture(texSampler[material.metallicRoughnessTexture], uv));
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ao = sampled_mr.r;
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roughnessFactor = sampled_mr.g;
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metallicFactor = sampled_mr.b;
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}
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vec3 emissiveness;
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if(material.emissiveTexture == 0) {
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emissiveness = vec3(0.0);
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} else {
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emissiveness = texture(texSampler[material.emissiveTexture], uv).rgb;
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emissiveness *= material.emissiveFactor.xyz;
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}
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float lightIntensity = 2.0;
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vec3 V = normalize(cameraPos - position);
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vec3 L = normalize(pointLightPos - position);
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vec3 H = normalize(V + L);
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float distance = length(pointLightPos - position);
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float attenuation = 1.0 / (distance * distance);
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vec3 radiance = pointLightColor * attenuation * lightIntensity;
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vec3 F0 = vec3(0.04);
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F0 = mix(F0, albedo, metallicFactor);
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vec3 F = fresnelSchlick(max(dot(H, V), 0.0), F0);
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float NDF = DistributionGGX(N, H, roughnessFactor);
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float G = GeometrySmith(N, V, L, roughnessFactor);
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vec3 numerator = NDF * G * F;
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float denominator = 4.0 * max(dot(N, V), 0.0) * max(dot(N, 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(N, L), 0.0);
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vec3 Lo = (kD * albedo / PI + specular) * radiance * NdotL;
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vec3 ambient = vec3(0.03) * albedo * ao;
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vec3 color = ambient + Lo;
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color += emissiveness;
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color = color / (color + vec3(1.0));
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outColor = vec4(color, 1.0);
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}
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