WarHorse/resources/EngineResources/shaders/scene_translucent_fragment_deferred.glsl
2026-06-20 03:04:33 +01:00

80 lines
No EOL
2.2 KiB
GLSL

#version 450
const int MAX_TEXTURES = 512;
layout(location = 0) in vec4 inPos;
layout(location = 1) in vec3 inNormal;
layout(location = 2) in vec3 inTangent;
layout(location = 3) in vec3 inBitangent;
layout(location = 4) in vec2 inTextCoords;
layout(location = 1) out vec4 outAlbedo ;
layout(location = 0) out vec4 outPos;
layout(location = 2) out vec4 outNormal;
layout(location = 3) out vec4 outPBR;
struct Material {
vec4 diffuseColor;
uint hasTexture;
uint textureIdx;
uint hasNormalMap;
uint normalMapIdx;
uint hasRoughMap;
uint roughMapIdx;
float roughnessFactor;
float metallicFactor;
};
layout(set = 2, binding = 0) readonly buffer MaterialUniform {
Material materials[];
} matUniform;
layout(set = 3, binding = 0) uniform sampler2D textSampler[MAX_TEXTURES];
vec3 calcNormal(Material material, vec3 normal, vec2 textCoords, mat3 TBN)
{
vec3 newNormal = normal;
if (material.hasNormalMap > 0)
{
newNormal = texture(textSampler[material.normalMapIdx], textCoords).rgb;
newNormal = normalize(newNormal * 2.0 - 1.0);
newNormal = normalize(TBN * newNormal);
}
return newNormal;
}
layout(push_constant) uniform pc {
layout(offset = 64) uint materialIdx;
} push_constants;
void main()
{
outPos = inPos;
Material material = matUniform.materials[push_constants.materialIdx];
if (material.hasTexture == 1) {
outAlbedo = texture(textSampler[material.textureIdx], inTextCoords);
} else {
outAlbedo = material.diffuseColor;
}
if(outAlbedo.a < 0.05 || outAlbedo.a >= 0.75) discard;
mat3 TBN = mat3(inTangent, inBitangent, inNormal);
vec3 newNormal = calcNormal(material, inNormal, inTextCoords, TBN);
outNormal = vec4(newNormal, outAlbedo.a);
float ao = 0.5f;
float roughnessFactor = 0.0f;
float metallicFactor = 0.0f;
if (material.hasRoughMap > 0) {
vec4 metRoughValue = texture(textSampler[material.roughMapIdx], inTextCoords);
roughnessFactor = metRoughValue.g;
metallicFactor = metRoughValue.b;
} else {
roughnessFactor = material.roughnessFactor;
metallicFactor = material.metallicFactor;
}
outPBR = vec4(ao, roughnessFactor, metallicFactor, outAlbedo.a);
}