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

69 lines
1.9 KiB
GLSL

#version 450
/* Copyright (c) 2020-2024, 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 (binding = 1) uniform sampler2D samplerEnvMap;
layout (location = 0) in vec2 inUV;
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 (location = 1) out vec4 outColor1;
layout(push_constant) uniform Push_Constants {
vec4 offset;
vec4 color;
int object_type;
} push_constants;
void main()
{
vec4 color;
switch (push_constants.object_type) {
case 0: // Skysphere
{
color = texture(samplerEnvMap, vec2(inUV.s, 1.0 - inUV.t));
}
break;
case 1: // Phong shading
{
vec3 ambient = push_constants.color.rgb * vec3(0.5);
vec3 N = normalize(inNormal);
vec3 L = normalize(inLightVec);
vec3 V = normalize(inViewVec);
vec3 R = reflect(-L, N);
vec3 diffuse = max(dot(N, L), 0.0) * push_constants.color.rgb;
vec3 specular = vec3(pow(max(dot(R, V), 0.0), 8.0));
color = vec4(ambient + diffuse + specular, 1.0);
}
break;
}
// Base color into attachment 0
outColor0.rgb = color.rgb;
// Bright parts for bloom into attachment 1
float l = dot(outColor0.rgb, vec3(0.2126, 0.7152, 0.0722));
float threshold = 0.75;
outColor1.rgb = (l > threshold) ? outColor0.rgb : vec3(0.0);
outColor1.a = 1.0;
}