init
This commit is contained in:
@@ -0,0 +1,65 @@
|
||||
#version 450
|
||||
/* Copyright (c) 2024-2025, Sascha Willems
|
||||
*
|
||||
* 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 (input_attachment_index = 0, binding = 0) uniform subpassInput positionDepthAttachment;
|
||||
layout (input_attachment_index = 1, binding = 1) uniform subpassInput normalAttachment;
|
||||
layout (input_attachment_index = 2, binding = 2) uniform subpassInput albedoAttachment;
|
||||
|
||||
layout (location = 0) in vec2 inUV;
|
||||
|
||||
layout (location = 0) out vec4 outColor;
|
||||
|
||||
struct Light {
|
||||
vec4 position;
|
||||
vec3 color;
|
||||
float radius;
|
||||
};
|
||||
|
||||
layout(std140, binding = 3) readonly buffer LightsBuffer
|
||||
{
|
||||
Light lights[ ];
|
||||
};
|
||||
|
||||
|
||||
void main()
|
||||
{
|
||||
// Read G-Buffer values from previous sub pass
|
||||
vec3 fragPos = subpassLoad(positionDepthAttachment).rgb;
|
||||
vec3 normal = subpassLoad(normalAttachment).rgb;
|
||||
vec4 albedo = subpassLoad(albedoAttachment);
|
||||
|
||||
#define ambient 0.005
|
||||
|
||||
// Ambient part
|
||||
vec3 fragcolor = albedo.rgb * ambient;
|
||||
|
||||
for(int i = 0; i < lights.length(); ++i)
|
||||
{
|
||||
vec3 L = lights[i].position.xyz - fragPos;
|
||||
float dist = length(L);
|
||||
|
||||
float attenuation = lights[i].radius / (pow(dist, 8.0) + 1.0);
|
||||
|
||||
float NdotL = max(0.0, dot(normalize(normal), normalize(L)));
|
||||
vec3 diffuse = lights[i].color * albedo.rgb * NdotL * attenuation;
|
||||
|
||||
fragcolor += diffuse;
|
||||
}
|
||||
|
||||
outColor = vec4(fragcolor, 1.0);
|
||||
}
|
||||
Binary file not shown.
@@ -0,0 +1,25 @@
|
||||
#version 450
|
||||
/* Copyright (c) 2024-2025, Sascha Willems
|
||||
*
|
||||
* 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) out vec2 outUV;
|
||||
|
||||
void main()
|
||||
{
|
||||
outUV = vec2((gl_VertexIndex << 1) & 2, gl_VertexIndex & 2);
|
||||
gl_Position = vec4(outUV * 2.0f - 1.0f, 0.0f, 1.0f);
|
||||
}
|
||||
Binary file not shown.
@@ -0,0 +1,52 @@
|
||||
#version 450
|
||||
/* Copyright (c) 2024-2025, Sascha Willems
|
||||
*
|
||||
* 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 vec4 inColor;
|
||||
layout (location = 2) in vec3 inWorldPos;
|
||||
|
||||
layout (location = 0) out vec4 outColor;
|
||||
layout (location = 1) out vec4 outPositionDepth;
|
||||
layout (location = 2) out vec4 outNormal;
|
||||
layout (location = 3) out vec4 outAlbedo;
|
||||
|
||||
layout (constant_id = 0) const float NEAR_PLANE = 0.1f;
|
||||
layout (constant_id = 1) const float FAR_PLANE = 256.0f;
|
||||
|
||||
float linearDepth(float depth)
|
||||
{
|
||||
float z = depth * 2.0f - 1.0f;
|
||||
return (2.0f * NEAR_PLANE * FAR_PLANE) / (FAR_PLANE + NEAR_PLANE - z * (FAR_PLANE - NEAR_PLANE));
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
outPositionDepth = vec4(inWorldPos, 1.0);
|
||||
|
||||
vec3 N = normalize(inNormal);
|
||||
N.y = -N.y;
|
||||
outNormal = vec4(N, 1.0);
|
||||
|
||||
outAlbedo = inColor;
|
||||
|
||||
// Store linearized depth in alpha component
|
||||
outPositionDepth.a = linearDepth(gl_FragCoord.z);
|
||||
|
||||
// Write color attachments to avoid undefined behaviour (validation error)
|
||||
outColor = vec4(0.0);
|
||||
}
|
||||
Binary file not shown.
@@ -0,0 +1,54 @@
|
||||
#version 450
|
||||
/* Copyright (c) 2024-2025, Sascha Willems
|
||||
*
|
||||
* 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 (binding = 0) uniform UBO
|
||||
{
|
||||
mat4 projection;
|
||||
mat4 model;
|
||||
mat4 view;
|
||||
} ubo;
|
||||
|
||||
layout (location = 0) out vec3 outNormal;
|
||||
layout (location = 1) out vec4 outColor;
|
||||
layout (location = 2) out vec3 outWorldPos;
|
||||
|
||||
layout(push_constant) uniform SceneNode {
|
||||
mat4 matrix;
|
||||
vec4 color;
|
||||
} sceneNode;
|
||||
|
||||
void main()
|
||||
{
|
||||
mat4 nodeMat = ubo.model * sceneNode.matrix;
|
||||
|
||||
gl_Position = ubo.projection * ubo.view * nodeMat * vec4(inPos, 1.0);
|
||||
|
||||
// Vertex position in world space
|
||||
outWorldPos = vec3(sceneNode.matrix * vec4(inPos, 1.0));
|
||||
// GL to Vulkan coord space
|
||||
outWorldPos.y = -outWorldPos.y;
|
||||
|
||||
// Normal in world space
|
||||
mat3 mNormal = transpose(inverse(mat3(mat3(nodeMat))));
|
||||
outNormal = normalize(mNormal * inNormal);
|
||||
|
||||
outColor = sceneNode.color;
|
||||
}
|
||||
Binary file not shown.
@@ -0,0 +1,53 @@
|
||||
#version 450
|
||||
/* Copyright (c) 2024-2025, Sascha Willems
|
||||
*
|
||||
* 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.
|
||||
*/
|
||||
|
||||
// Should be zero, also rename in other shader
|
||||
layout (input_attachment_index = 0, binding = 0) uniform subpassInput positionDepthAttachment;
|
||||
|
||||
layout (binding = 2) uniform sampler2D samplerTexture;
|
||||
|
||||
layout (location = 0) in vec4 inColor;
|
||||
layout (location = 1) in vec2 inUV;
|
||||
|
||||
layout (location = 0) out vec4 outColor;
|
||||
|
||||
layout (constant_id = 0) const float NEAR_PLANE = 0.1f;
|
||||
layout (constant_id = 1) const float FAR_PLANE = 256.0f;
|
||||
|
||||
float linearDepth(float depth)
|
||||
{
|
||||
float z = depth * 2.0f - 1.0f;
|
||||
return (2.0f * NEAR_PLANE * FAR_PLANE) / (FAR_PLANE + NEAR_PLANE - z * (FAR_PLANE - NEAR_PLANE));
|
||||
}
|
||||
|
||||
void main ()
|
||||
{
|
||||
// Sample depth from deferred depth buffer and discard if obscured
|
||||
float depth = subpassLoad(positionDepthAttachment).a;
|
||||
|
||||
// Save the sampled texture color before discarding.
|
||||
// This is to avoid implicit derivatives in non-uniform control flow.
|
||||
// @todo: reversed depth
|
||||
vec4 sampledColor = texture(samplerTexture, inUV);
|
||||
if ((depth != 0.0) && (linearDepth(gl_FragCoord.z) < depth))
|
||||
{
|
||||
// discard;
|
||||
};
|
||||
|
||||
outColor = sampledColor;
|
||||
}
|
||||
Binary file not shown.
@@ -0,0 +1,45 @@
|
||||
#version 450
|
||||
/* Copyright (c) 2024-2025, Sascha Willems
|
||||
*
|
||||
* 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 (binding = 1) uniform UBO
|
||||
{
|
||||
mat4 projection;
|
||||
mat4 model;
|
||||
mat4 view;
|
||||
} ubo;
|
||||
|
||||
layout (location = 0) out vec4 outColor;
|
||||
layout (location = 1) out vec2 outUV;
|
||||
|
||||
layout(push_constant) uniform SceneNode {
|
||||
mat4 matrix;
|
||||
vec4 color;
|
||||
} sceneNode;
|
||||
|
||||
|
||||
void main ()
|
||||
{
|
||||
outColor = vec4(1.0);
|
||||
outUV = inUV;
|
||||
|
||||
gl_Position = ubo.projection * ubo.view * ubo.model * sceneNode.matrix * vec4(inPos.xyz, 1.0);
|
||||
}
|
||||
Binary file not shown.
Reference in New Issue
Block a user