init
This commit is contained in:
@@ -0,0 +1,76 @@
|
||||
#version 450
|
||||
/* Copyright (c) 2024, Mobica Limited
|
||||
*
|
||||
* SPDX-License-Identifier: Apache-2.0
|
||||
*
|
||||
* Licensed under the Apache License, Version 2.0 the "License";
|
||||
* you may not use this file except in compliance with the License.
|
||||
* You may obtain a copy of the License at
|
||||
*
|
||||
* http://www.apache.org/licenses/LICENSE-2.0
|
||||
*
|
||||
* Unless required by applicable law or agreed to in writing, software
|
||||
* distributed under the License is distributed on an "AS IS" BASIS,
|
||||
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
* See the License for the specific language governing permissions and
|
||||
* limitations under the License.
|
||||
*/
|
||||
|
||||
layout (location = 0) in vec3 inNormal;
|
||||
layout (location = 1) in vec2 inUV;
|
||||
layout (location = 2) in vec3 inViewVec;
|
||||
layout (location = 3) in vec3 inLightVec;
|
||||
layout (location = 4) flat in vec4 inBaseColorFactor;
|
||||
layout (location = 5) flat in float inMetallicFactor;
|
||||
layout (location = 6) flat in float inRoughnessFactor;
|
||||
layout (location = 7) flat in uint inBaseTextureIndex;
|
||||
layout (location = 8) flat in uint inNormalTextureIndex;
|
||||
layout (location = 9) flat in uint inMetallicRoughnessTextureIndex;
|
||||
|
||||
layout(binding = 1, set = 0) uniform sampler2D textures[15];
|
||||
|
||||
layout (location = 0) out vec4 outFragColor;
|
||||
|
||||
vec4 getColor()
|
||||
{
|
||||
vec4 color = inBaseColorFactor;
|
||||
|
||||
if (inBaseTextureIndex != -1)
|
||||
color = texture(textures[uint(round(inBaseTextureIndex))], inUV);
|
||||
|
||||
return color;
|
||||
}
|
||||
|
||||
vec3 getNormal()
|
||||
{
|
||||
vec3 normal = inNormal;
|
||||
|
||||
if (inNormalTextureIndex != -1)
|
||||
normal = texture(textures[uint(round(inNormalTextureIndex))], inUV).xyz * 2.0 - 1.0;
|
||||
|
||||
return normal;
|
||||
}
|
||||
|
||||
vec3 getPBR()
|
||||
{
|
||||
vec3 pbr = vec3(inMetallicFactor, inRoughnessFactor, 0.0);
|
||||
|
||||
if (inMetallicRoughnessTextureIndex != -1)
|
||||
pbr = texture(textures[uint(round(inMetallicRoughnessTextureIndex))], inUV).xyz;
|
||||
|
||||
return pbr;
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
vec3 N = normalize(getNormal());
|
||||
vec3 L = normalize(inLightVec);
|
||||
vec3 V = normalize(inViewVec);
|
||||
vec3 R = reflect(-L, N);
|
||||
vec3 ambient = vec3(0.25);
|
||||
vec3 diffuse = max(dot(N, L), 0.0) * vec3(0.75) * getPBR();
|
||||
vec3 specular = pow(max(dot(R, V), 0.0), 16.0) * vec3(0.75);
|
||||
|
||||
vec4 base_color = getColor();
|
||||
outFragColor = vec4(ambient * base_color.rgb + specular, base_color.a);
|
||||
}
|
||||
Binary file not shown.
@@ -0,0 +1,66 @@
|
||||
#version 450
|
||||
/* Copyright (c) 2024, Mobica Limited
|
||||
*
|
||||
* SPDX-License-Identifier: Apache-2.0
|
||||
*
|
||||
* Licensed under the Apache License, Version 2.0 the "License";
|
||||
* you may not use this file except in compliance with the License.
|
||||
* You may obtain a copy of the License at
|
||||
*
|
||||
* http://www.apache.org/licenses/LICENSE-2.0
|
||||
*
|
||||
* Unless required by applicable law or agreed to in writing, software
|
||||
* distributed under the License is distributed on an "AS IS" BASIS,
|
||||
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
* See the License for the specific language governing permissions and
|
||||
* limitations under the License.
|
||||
*/
|
||||
|
||||
layout (location = 0) in vec3 inPos;
|
||||
layout (location = 1) in vec3 inNormal;
|
||||
layout (location = 2) in vec2 inUV;
|
||||
|
||||
layout (set = 0, binding = 0) uniform UBO {
|
||||
mat4 projection;
|
||||
mat4 view;
|
||||
} ubo;
|
||||
|
||||
layout(push_constant) uniform Push_Constants {
|
||||
mat4 model;
|
||||
|
||||
vec4 base_color_factor;
|
||||
float metallic_factor;
|
||||
float roughness_factor;
|
||||
|
||||
uint baseTextureIndex;
|
||||
uint normalTextureIndex;
|
||||
uint metallicRoughnessTextureIndex;
|
||||
} push_constants;
|
||||
|
||||
layout (location = 0) out vec3 outNormal;
|
||||
layout (location = 1) out vec2 outUV;
|
||||
layout (location = 2) out vec3 outViewVec;
|
||||
layout (location = 3) out vec3 outLightVec;
|
||||
layout (location = 4) out vec4 outBaseColorFactor;
|
||||
layout (location = 5) out float outMetallicFactor;
|
||||
layout (location = 6) out float outRoughnessFactor;
|
||||
layout (location = 7) out uint outBaseTextureIndex;
|
||||
layout (location = 8) out uint outNormalTextureIndex;
|
||||
layout (location = 9) out uint outMetallicRoughnessTextureIndex;
|
||||
|
||||
void main()
|
||||
{
|
||||
outUV = inUV;
|
||||
vec4 localPos = ubo.view * push_constants.model * vec4(inPos, 1.0);
|
||||
gl_Position = ubo.projection * localPos;
|
||||
outNormal = mat3(ubo.view * push_constants.model) * inNormal;
|
||||
vec3 lightPos = vec3(10.0, -10.0, 10.0);
|
||||
outLightVec = lightPos.xyz;
|
||||
outViewVec = -localPos.xyz;
|
||||
outBaseColorFactor = push_constants.base_color_factor;
|
||||
outMetallicFactor = push_constants.metallic_factor;
|
||||
outRoughnessFactor = push_constants.roughness_factor;
|
||||
outBaseTextureIndex = push_constants.baseTextureIndex;
|
||||
outNormalTextureIndex = push_constants.normalTextureIndex;
|
||||
outMetallicRoughnessTextureIndex = push_constants.metallicRoughnessTextureIndex;
|
||||
}
|
||||
Binary file not shown.
Reference in New Issue
Block a user