b4e263e1c2
Signed-off-by: Robear Selwans <robear.selwans@outlook.com>
78 lines
2.0 KiB
GLSL
Executable File
78 lines
2.0 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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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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struct Mesh {
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uint asd;
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};
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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 = 1, binding = 0) uniform CameraParam {
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mat4 projection;
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mat4 view;
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} Camera;
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layout(set = 2, binding = 0) buffer MeshBuffer {
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layout(align = 16) Mesh mesh;
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} MeshBuffers[];
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layout(set = 2, binding = 1) buffer VertexBuffer {
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layout(align = 16) Vertex vertices[];
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} VertexBuffers[];
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layout(set = 2, binding = 2) buffer IndexBuffer {
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uint indices[];
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} IndexBuffers[];
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layout(set = 2, binding = 4) uniform sampler2D texSampler[];
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layout(location = 0) out vec3 position;
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layout(location = 1) out vec2 uv;
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layout(location = 2) out vec3 cameraPos;
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layout(location = 3) out vec3 lightPos;
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layout(location = 4) smooth out mat3 TBN;
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vec4 pointLightPos = vec4(0.0, 2.0, 0.0, 1.0);
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void main()
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{
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uint index = IndexBuffers[ PushConstants.indexBufferIndex ].indices[gl_VertexIndex];
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Vertex vertex = VertexBuffers[ PushConstants.vertexBufferIndex ].vertices[ index ];
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uv = vertex.uv[0];
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mat3 model = transpose(inverse(mat3(PushConstants.render_matrix)));
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vec3 T = normalize(model * vec3(vertex.tangent));
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vec3 N = normalize(model * vec3(vertex.normal));
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vec3 B = normalize(model * vec3(vertex.bitangent));
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/* T = normalize(T - dot(T, N) * N); // Re-orthoganize T with respect to N */
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/* vec3 B = normalize(cross(N, T)); */
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TBN = mat3(T, B, N);
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mat4 VP = Camera.projection * Camera.view;
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mat4 MVP = VP * PushConstants.render_matrix;
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gl_Position = MVP * vec4(vertex.position.xyz, 1.0);
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position = (PushConstants.render_matrix * vec4(vertex.position.xyz, 1.0)).xyz;
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cameraPos = inverse(Camera.view)[3].xyz;
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/* lightPos = (pointLightPos).xyz; */
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lightPos = cameraPos;
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}
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