Files
Vulkan-Samples/shaders/dynamic_multisample_rasterization/model.frag
T
2025-09-04 10:54:47 +08:00

77 lines
2.2 KiB
GLSL

#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);
}