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Vulkan-Samples/shaders/dynamic_rendering/glsl/gbuffer.frag
T
2025-09-04 10:54:47 +08:00

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GLSL

#version 450
/* Copyright (c) 2021-2024, Holochip
*
* 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 (binding = 1) uniform samplerCube samplerEnvMap;
layout (location = 0) in vec3 inUVW;
layout (location = 1) in vec3 inPos;
layout (location = 2) in vec3 inNormal;
layout (location = 3) in vec3 inViewVec;
layout (location = 4) in vec3 inLightVec;
layout (location = 0) out vec4 outColor0;
layout (constant_id = 0) const int type = 0;
#define PI 3.1415926
#define TwoPI (2.0 * PI)
layout (binding = 0) uniform UBO {
mat4 projection;
mat4 modelview;
mat4 skybox_modelview;
mat4 inverse_modelview;
float modelscale;
} ubo;
void main()
{
vec4 color;
vec3 wcNormal;
switch (type) {
case 0: // Skybox
{
vec3 normal = normalize(inUVW);
color = texture(samplerEnvMap, normal);
}
break;
case 1: // Reflect
{
vec3 wViewVec = mat3(ubo.inverse_modelview) * normalize(inViewVec);
vec3 normal = normalize(inNormal);
vec3 wNormal = mat3(ubo.inverse_modelview) * normal;
float NdotL = max(dot(normal, inLightVec), 0.0);
vec3 eyeDir = normalize(inViewVec);
vec3 halfVec = normalize(inLightVec + eyeDir);
float NdotH = max(dot(normal, halfVec), 0.0);
float NdotV = max(dot(normal, eyeDir), 0.0);
float VdotH = max(dot(eyeDir, halfVec), 0.0);
// Geometric attenuation
float NH2 = 2.0 * NdotH;
float g1 = (NH2 * NdotV) / VdotH;
float g2 = (NH2 * NdotL) / VdotH;
float geoAtt = min(1.0, min(g1, g2));
const float F0 = 0.6;
const float k = 0.2;
// Fresnel (schlick approximation)
float fresnel = pow(1.0 - VdotH, 5.0);
fresnel *= (1.0 - F0);
fresnel += F0;
// Note: clamp to zero to mitigate any divide by zero
float spec = max((fresnel * geoAtt) / (NdotV * NdotL * 3.14), 0.0);
color = texture(samplerEnvMap, reflect(-wViewVec, wNormal));
color = vec4(color.rgb * NdotL * (k + spec * (1.0 - k)), 1.0);
}
break;
case 2: // Refract
{
vec3 wViewVec = mat3(ubo.inverse_modelview) * normalize(inViewVec);
vec3 wNormal = mat3(ubo.inverse_modelview) * inNormal;
color = texture(samplerEnvMap, refract(-wViewVec, wNormal, 1.0/1.6));
}
break;
}
// Color with manual exposure into attachment 0
const float exposure = 1.f;
outColor0.rgb = vec3(1.0) - exp(-color.rgb * exposure);
// Bright parts for bloom into attachment 1
float l = dot(outColor0.rgb, vec3(0.2126, 0.7152, 0.0722));
float threshold = 0.75;
}