OpenGL lighting
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28 changed files with 873 additions and 188 deletions
172
resources/EngineResources/GLShaders/lighting_frag.glsl
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172
resources/EngineResources/GLShaders/lighting_frag.glsl
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#version 450
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#extension GL_EXT_scalar_block_layout: require
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// CREDITS: functions obtained from this link: https://github.com/SaschaWillems/Vulkan
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// developed by Sascha Willems, https://twitter.com/JoeyDeVriez, licensed under MIT License (MIT)
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// also Vulkan Book https://github.com/lwjglgamedev/vulkanbook/blob/master/bookcontents/chapter-15/chapter-15.md
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const int MAX_LIGHTS = 32;
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const float PI = 3.14159265359;
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struct Light {
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vec3 position;
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uint directional;
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float intensity;
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vec3 color;
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};
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in vec2 inTextCoord;
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out vec4 outFragColor;
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uniform sampler2D outAlbedo;
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uniform sampler2D outPosition;
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uniform sampler2D outNormals;
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uniform sampler2D outPBR;
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struct Attenuation
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{
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float constant;
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float linear;
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float exponent;
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};
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struct Light {
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vec3 position;
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int lightType;
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float intensity;
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vec3 color;
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vec3 conedir;
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float cutoff;
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Attenuation attenuation;
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};
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uniform Light lights[MAX_LIGHTS];
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struct SceneInfo {
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vec3 camPos;
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float ambientLightIntensity;
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vec3 ambientLightColor;
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int LightCount;
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};
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uniform SceneInfo sceneInfo;
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float distributionGGX(vec3 N, vec3 H, float roughness) {
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float a = roughness * roughness;
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float a2 = a * a;
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float NdotH = max(dot(N, H), 0.0);
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float NdotH2 = NdotH * NdotH;
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float nom = a2;
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float denom = (NdotH2 * (a2 - 1.0) + 1.0);
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denom = PI * denom * denom;
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return nom / denom;
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}
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float geometrySchlickGGX(float NdotV, float roughness) {
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float r = (roughness + 1.0);
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float k = (r * r) / 8.0;
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float nom = NdotV;
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float denom = NdotV * (1.0 - k) + k;
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return nom / denom;
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}
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float geometrySmith(vec3 N, vec3 V, vec3 L, float roughness) {
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float NdotV = max(dot(N, V), 0.0);
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float NdotL = max(dot(N, L), 0.0);
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float ggx2 = geometrySchlickGGX(NdotV, roughness);
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float ggx1 = geometrySchlickGGX(NdotL, roughness);
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return ggx1 * ggx2;
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}
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vec3 fresnelSchlick(float cosTheta, vec3 F0) {
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return F0 + (1.0 - F0) * pow(clamp(1.0 - cosTheta, 0.0, 1.0), 5.0);
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}
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vec3 calculatePointLight(Light light, vec3 worldPos, vec3 V, vec3 N, vec3 F0, vec3 albedo, float metallic, float roughness) {
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vec3 tmpSub = light.position - worldPos;
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vec3 L = normalize(tmpSub);
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vec3 H = normalize(V + L);
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// Calculate distance and attenuation
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float distance = length(tmpSub);
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float attenuation = 1.0 / (distance * distance);
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float intensity = 10.0f;
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vec3 radiance = light.color * light.intensity * attenuation;
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// Cook-Torrance BRDF
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float NDF = distributionGGX(N, H, roughness);
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float G = geometrySmith(N, V, L, roughness);
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vec3 F = fresnelSchlick(max(dot(H, V), 0.0), F0);
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vec3 numerator = NDF * G * F;
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float denominator = 4.0 * max(dot(N, V), 0.0) * max(dot(N, L), 0.0) + 0.0001;
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vec3 specular = numerator / denominator;
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vec3 kS = F;
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vec3 kD = vec3(1.0) - kS;
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kD *= 1.0 - metallic;
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float NdotL = max(dot(N, L), 0.0);
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return (kD * albedo / PI + specular) * radiance * NdotL;
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}
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vec3 calculateDirectionalLight(Light light, vec3 V, vec3 N, vec3 F0, vec3 albedo, float metallic, float roughness) {
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vec3 L = normalize(-light.position);
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vec3 H = normalize(V + L);
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vec3 radiance = light.color * light.intensity;
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// Cook-Torrance BRDF
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float NDF = distributionGGX(N, H, roughness);
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float G = geometrySmith(N, V, L, roughness);
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vec3 F = fresnelSchlick(max(dot(H, V), 0.0), F0);
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vec3 numerator = NDF * G * F;
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float denominator = 4.0 * max(dot(N, V), 0.0) * max(dot(N, L), 0.0) + 0.0001;
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vec3 specular = numerator / denominator;
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vec3 kS = F;
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vec3 kD = vec3(1.0) - kS;
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kD *= 1.0 - metallic;
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float NdotL = max(dot(N, L), 0.0);
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return (kD * albedo / PI + specular) * radiance * NdotL;
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}
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void main() {
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vec3 albedo = texture(outAlbedo, inTextCoord).rgb;
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vec3 normal = texture(outNormals, inTextCoord).rgb;
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vec3 worldPos = texture(outPosition, inTextCoord).rgb;
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vec3 pbr = texture(outPBR, inTextCoord).rgb;
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float roughness = pbr.g;
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float metallic = pbr.b;
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vec3 N = normalize(normal);
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vec3 V = normalize(sceneInfo.camPos - worldPos);
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vec3 F0 = vec3(0.04);
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F0 = mix(F0, albedo, metallic);
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vec3 Lo = vec3(0.0);
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for (uint i = 0; i < sceneInfo.LightCount; i++) {
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Light light = lights[i];
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if (light.lightType == 1) {
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Lo += calculateDirectionalLight(light, V, N, F0, albedo, metallic, roughness);
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} else {
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Lo += calculatePointLight(light, worldPos, V, N, F0, albedo, metallic, roughness);
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}
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}
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vec3 ambient = sceneInfo.ambientLightColor * albedo * sceneInfo.ambientLightIntensity;
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vec3 color = ambient + Lo;
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outFragColor = vec4(color, 1.0f);
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if (length(normal) < 0.001) {
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outFragColor = vec4(albedo,1.0f);
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return;
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}
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// outFragColor = vec4(normal, 1.0f);
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}
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@ -1,25 +1,256 @@
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#version 330 core
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const int MAX_LIGHTS = 32;
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const float PI = 3.14159265359;
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const float SPECULAR_POWER = 10;
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in vec4 outPos;
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in vec3 outNormal;
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in vec3 outTangent;
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in vec3 outBitangent;
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in vec2 outTextCoords;
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out vec4 outAlbedo;
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out vec4 fragColor;
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struct Material
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struct Attenuation
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{
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float constant;
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float linear;
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float exponent;
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};
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struct Light {
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vec3 position;
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int lightType;
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float intensity;
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vec3 color;
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vec3 conedir;
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float cutoff;
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Attenuation attenuation;
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};
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struct Material {
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vec4 diffuse;
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int hasTexture;
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int hasNormalMap;
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int hasRoughMap;
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float roughnessFactor;
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float metallicFactor;
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};
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uniform sampler2D textureSampler;
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uniform sampler2D normalSampler;
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uniform sampler2D roughnessSampler;
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uniform Light lights[MAX_LIGHTS];
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struct SceneInfo {
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vec3 camPos;
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float ambientLightIntensity;
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vec3 ambientLightColor;
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int LightCount;
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};
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uniform Material material;
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uniform SceneInfo sceneInfo;
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vec4 calcAmbient(Light ambientLight, vec4 ambient) {
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return vec4(ambientLight.intensity * ambientLight.color, 1) * ambient;
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}
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vec4 calcLightColor(vec4 diffuse, vec4 specular, vec3 lightColor, float light_intensity, vec3 position, vec3 to_light_dir, vec3 normal, float Metallic) {
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vec4 diffuseColor = vec4(0, 0, 0, 1);
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vec4 specColor = vec4(0, 0, 0, 1);
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float diffuseFactor = max(dot(normal, to_light_dir), 0.0);
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diffuseColor = diffuse * vec4(lightColor, 1.0) * light_intensity * diffuseFactor;
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vec3 camera_direction = normalize(-position);
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vec3 from_light_dir = -to_light_dir;
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vec3 reflected_light = normalize(reflect(from_light_dir, normal));
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float specularFactor = max(dot(camera_direction, reflected_light), 0.0);
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specularFactor = pow(specularFactor, SPECULAR_POWER);
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specColor = specular * light_intensity * specularFactor * Metallic * vec4(lightColor, 1.0);
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return (diffuseColor + specColor);
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}
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vec4 calcPointLight(vec4 diffuse, vec4 specular, Light light, vec3 position, vec3 normal, float Metallic) {
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vec3 light_direction = light.position - position;
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vec3 to_light_dir = normalize(light_direction);
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vec4 light_color = calcLightColor(diffuse, specular, light.color, light.intensity, position, to_light_dir, normal,Metallic);
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float distance = length(light_direction);
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float attenuationInv = light.attenuation.constant + light.attenuation.linear * distance +
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light.attenuation.exponent * distance * distance;
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return light_color / attenuationInv;
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}
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vec4 calcSpotLight(vec4 diffuse, vec4 specular, Light light, vec3 position, vec3 normal,float Metallic) {
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vec3 light_direction = light.position - position;
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vec3 to_light_dir = normalize(light_direction);
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vec3 from_light_dir = -to_light_dir;
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float spot_alfa = dot(from_light_dir, normalize(light.conedir));
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vec4 color = vec4(0, 0, 0, 0);
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if (spot_alfa > light.cutoff)
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{
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color = calcPointLight(diffuse, specular, light, position, normal,Metallic);
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color *= (1.0 - (1.0 - spot_alfa)/(1.0 - light.cutoff));
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}
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return color;
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}
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vec4 calcDirLight(vec4 diffuse, vec4 specular, Light light, vec3 position, vec3 normal,float Metallic) {
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return calcLightColor(diffuse, specular, light.color, light.intensity, position, normalize(light.position), normal,Metallic);
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}
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vec3 calcNormal(Material material, vec3 normal, vec2 textCoords, mat3 TBN)
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{
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vec3 newNormal = normal;
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if (material.hasNormalMap > 0)
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{
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newNormal = texture(normalSampler, textCoords).rgb;
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newNormal = normalize(newNormal * 2.0 - 1.0);
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newNormal = normalize(TBN * newNormal);
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}
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return newNormal;
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}
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float distributionGGX(vec3 N, vec3 H, float roughness) {
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float a = roughness * roughness;
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float a2 = a * a;
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float NdotH = max(dot(N, H), 0.0);
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float NdotH2 = NdotH * NdotH;
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float nom = a2;
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float denom = (NdotH2 * (a2 - 1.0) + 1.0);
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denom = PI * denom * denom;
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return nom / denom;
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}
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float geometrySchlickGGX(float NdotV, float roughness) {
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float r = (roughness + 1.0);
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float k = (r * r) / 8.0;
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float nom = NdotV;
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float denom = NdotV * (1.0 - k) + k;
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return nom / denom;
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}
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float geometrySmith(vec3 N, vec3 V, vec3 L, float roughness) {
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float NdotV = max(dot(N, V), 0.0);
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float NdotL = max(dot(N, L), 0.0);
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float ggx2 = geometrySchlickGGX(NdotV, roughness);
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float ggx1 = geometrySchlickGGX(NdotL, roughness);
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return ggx1 * ggx2;
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}
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vec3 fresnelSchlick(float cosTheta, vec3 F0) {
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return F0 + (1.0 - F0) * pow(clamp(1.0 - cosTheta, 0.0, 1.0), 5.0);
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}
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vec3 calculatePointLight(Light light, vec3 worldPos, vec3 V, vec3 N, vec3 F0, vec3 albedo, float metallic, float roughness) {
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vec3 tmpSub = light.position - worldPos;
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vec3 L = normalize(tmpSub);
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vec3 H = normalize(V + L);
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// Calculate distance and attenuation
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float distance = length(tmpSub);
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float attenuation = 1.0 / (distance * distance);
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float intensity = 10.0f;
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vec3 radiance = light.color * light.intensity * attenuation;
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// Cook-Torrance BRDF
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float NDF = distributionGGX(N, H, roughness);
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float G = geometrySmith(N, V, L, roughness);
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vec3 F = fresnelSchlick(max(dot(H, V), 0.0), F0);
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vec3 numerator = NDF * G * F;
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float denominator = 4.0 * max(dot(N, V), 0.0) * max(dot(N, L), 0.0) + 0.0001;
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vec3 specular = numerator / denominator;
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vec3 kS = F;
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vec3 kD = vec3(1.0) - kS;
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kD *= 1.0 - metallic;
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float NdotL = max(dot(N, L), 0.0);
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return (kD * albedo / PI + specular) * radiance * NdotL;
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}
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vec3 calculateDirectionalLight(Light light, vec3 V, vec3 N, vec3 F0, vec3 albedo, float metallic, float roughness) {
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vec3 L = normalize(-light.position);
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vec3 H = normalize(V + L);
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vec3 radiance = light.color * light.intensity;
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// Cook-Torrance BRDF
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float NDF = distributionGGX(N, H, roughness);
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float G = geometrySmith(N, V, L, roughness);
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vec3 F = fresnelSchlick(max(dot(H, V), 0.0), F0);
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vec3 numerator = NDF * G * F;
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float denominator = 4.0 * max(dot(N, V), 0.0) * max(dot(N, L), 0.0) + 0.0001;
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vec3 specular = numerator / denominator;
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vec3 kS = F;
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vec3 kD = vec3(1.0) - kS;
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kD *= 1.0 - metallic;
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float NdotL = max(dot(N, L), 0.0);
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return (kD * albedo / PI + specular) * radiance * NdotL;
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}
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void main()
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{
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vec4 texColor = texture(textureSampler,outTextCoords);
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if(texColor.a < 0.4){discard;}
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outAlbedo = texColor;
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texColor = texColor + material.diffuse;
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vec4 text_color = texture(textureSampler, outTextCoords);
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if(text_color.a < 0.5) discard;
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vec4 diffuse = text_color;
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mat3 TBN = mat3(outTangent, outBitangent, outNormal);
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vec3 newNormal = calcNormal(material, outNormal, outTextCoords, TBN);
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float ao = 0.5;
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float roughnessFactor = 0.0;
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float metallicFactor = 0.0;
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if (material.hasRoughMap > 0) {
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vec4 metRoughValue = texture(roughnessSampler, outTextCoords);
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roughnessFactor = metRoughValue.g;
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metallicFactor = metRoughValue.b;
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} else {
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roughnessFactor = material.roughnessFactor;
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metallicFactor = material.metallicFactor;
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}
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vec4 specular = text_color + metallicFactor - roughnessFactor;
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vec4 pbr = vec4(ao, roughnessFactor, metallicFactor, text_color.a);
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float roughness = pbr.g;
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float metallic = pbr.b;
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vec3 N = normalize(newNormal);
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vec3 V = normalize(sceneInfo.camPos - outPos.rgb);
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vec3 F0 = vec3(0.04);
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F0 = mix(F0, text_color.rgb, metallic);
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vec3 Lo = vec3(0.0);
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for (int i = 0; i < sceneInfo.LightCount; i++) {
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Light light = lights[i];
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vec3 Pos = vec3(outPos.rgb);
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if (light.lightType == 1) {
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//Lo += calculateDirectionalLight(light, V, N, F0, text_color.rgb, metallic, roughness);
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Lo += calcDirLight(diffuse, specular, light, Pos, outNormal,metallic).rgb;
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} else {
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// Lo += calculatePointLight(light, outPos.rgb, V, N, F0, text_color.rgb, metallic, roughness);
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Lo += calcPointLight(diffuse, specular, light, Pos, outNormal,metallic).rgb;
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}
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}
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vec3 ambient = sceneInfo.ambientLightColor * text_color.rgb * sceneInfo.ambientLightIntensity;
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vec3 color = ambient + Lo;
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fragColor = vec4(color, 1.0f);
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}
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77
resources/EngineResources/GLShaders/scene_frag_deferred.glsl
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resources/EngineResources/GLShaders/scene_frag_deferred.glsl
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#version 450
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const int MAX_TEXTURES = 256;
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out vec4 outPos;
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out vec3 outNormal;
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out vec3 outTangent;
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out vec3 outBitangent;
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out vec2 outTextCoords;
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out vec4 outAlbedo ;
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out vec4 outPosition;
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out vec4 outNormals;
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out vec4 outPBR;
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struct Material {
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vec4 diffuse;
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int hasTexture;
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||||
int hasNormalMap;
|
||||
int hasRoughMap;
|
||||
float roughnessFactor;
|
||||
float metallicFactor;
|
||||
};
|
||||
|
||||
uniform sampler2D textureSampler;
|
||||
uniform sampler2D normalSampler;
|
||||
uniform sampler2D roughnessSampler;
|
||||
uniform Material material;
|
||||
|
||||
vec3 calcNormal(Material material, vec3 normal, vec2 textCoords, mat3 TBN)
|
||||
{
|
||||
vec3 newNormal = normal;
|
||||
if (material.hasNormalMap > 0)
|
||||
{
|
||||
newNormal = texture(normalSampler, 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()
|
||||
{
|
||||
outPosition = outPos;
|
||||
|
||||
if (material.hasTexture == 1) {
|
||||
outAlbedo = texture(textureSampler, outTextCoords);
|
||||
} else {
|
||||
outAlbedo = material.diffuse;
|
||||
}
|
||||
|
||||
|
||||
if(outAlbedo.a < 0.5) discard;
|
||||
|
||||
mat3 TBN = mat3( outTangent, outBitangent, outNormal);
|
||||
vec3 newNormal = calcNormal(material, outNormal, outTextCoords, TBN);
|
||||
outNormals = vec4(newNormal, 1.0f);
|
||||
|
||||
float ao = 0.5f;
|
||||
float roughnessFactor = 0.0f;
|
||||
float metallicFactor = 0.0f;
|
||||
if (material.hasRoughMap > 0) {
|
||||
vec4 metRoughValue = texture(roughnessSampler, outTextCoords);
|
||||
roughnessFactor = metRoughValue.g;
|
||||
metallicFactor = metRoughValue.b;
|
||||
} else {
|
||||
roughnessFactor = material.roughnessFactor;
|
||||
metallicFactor = material.metallicFactor;
|
||||
}
|
||||
|
||||
outPBR = vec4(ao, roughnessFactor, metallicFactor, 1.0f);
|
||||
|
||||
}
|
||||
|
|
@ -19,12 +19,19 @@ uniform mat4 viewMatrix;
|
|||
|
||||
void main()
|
||||
{
|
||||
vec4 worldPos = modelMatrix * vec4(inPos,1);
|
||||
gl_Position = projectionMatrix * viewMatrix * modelMatrix * vec4(inPos, 1.0);
|
||||
mat3 mNormal = transpose(inverse(mat3(modelMatrix)));
|
||||
outPos = worldPos;
|
||||
outNormal = mNormal * normalize(inNormal);
|
||||
outTangent = mNormal * normalize(inTangent);
|
||||
outBitangent = mNormal * normalize(inBitangent);
|
||||
// vec4 worldPos = modelMatrix * vec4(inPos,1);
|
||||
// gl_Position = projectionMatrix * viewMatrix * modelMatrix * vec4(inPos, 1.0);
|
||||
// mat3 mNormal = transpose(inverse(mat3(modelMatrix)));
|
||||
// outPos = worldPos;
|
||||
// outNormal = mNormal * normalize(inNormal);
|
||||
// outTextCoords = inTextCoords;
|
||||
|
||||
mat4 modelViewMatrix = viewMatrix * modelMatrix;
|
||||
vec4 mvPosition = modelViewMatrix * vec4(inPos, 1.0);
|
||||
gl_Position = projectionMatrix * mvPosition;
|
||||
outPos = mvPosition;
|
||||
outNormal = normalize(modelViewMatrix * vec4(inNormal, 0.0)).xyz;
|
||||
outTangent = inNormal * normalize(inTangent);
|
||||
outBitangent = inNormal * normalize(inBitangent);
|
||||
outTextCoords = inTextCoords;
|
||||
}
|
||||
|
|
@ -1,6 +1,6 @@
|
|||
#version 450
|
||||
|
||||
const int MAX_TEXTURES = 128;
|
||||
const int MAX_TEXTURES = 256;
|
||||
|
||||
layout(location = 0) in vec4 inPos;
|
||||
layout(location = 1) in vec3 inNormal;
|
||||
|
|
|
|||
|
|
@ -1,6 +1,6 @@
|
|||
#version 450
|
||||
|
||||
const int MAX_TEXTURES = 128;
|
||||
const int MAX_TEXTURES = 256;
|
||||
|
||||
layout(location = 0) in vec4 inPos;
|
||||
layout(location = 1) in vec3 inNormal;
|
||||
|
|
|
|||
Binary file not shown.
|
|
@ -1,6 +1,6 @@
|
|||
#version 450
|
||||
|
||||
const int MAX_TEXTURES = 128;
|
||||
const int MAX_TEXTURES = 256;
|
||||
|
||||
layout(location = 0) in vec4 inPos;
|
||||
layout(location = 1) in vec3 inNormal;
|
||||
|
|
|
|||
|
|
@ -1,6 +1,6 @@
|
|||
#version 450
|
||||
|
||||
const int MAX_TEXTURES = 128;
|
||||
const int MAX_TEXTURES = 256;
|
||||
|
||||
layout(location = 0) in vec4 inPos;
|
||||
layout(location = 1) in vec3 inNormal;
|
||||
|
|
|
|||
Binary file not shown.
|
|
@ -1,6 +1,6 @@
|
|||
#version 450
|
||||
|
||||
const int MAX_TEXTURES = 128;
|
||||
const int MAX_TEXTURES = 256;
|
||||
|
||||
layout(location = 0) in vec4 inPos;
|
||||
layout(location = 1) in vec3 inNormal;
|
||||
|
|
|
|||
|
|
@ -1,6 +1,6 @@
|
|||
#version 450
|
||||
|
||||
const int MAX_TEXTURES = 128;
|
||||
const int MAX_TEXTURES = 256;
|
||||
|
||||
layout(location = 0) in vec4 inPos;
|
||||
layout(location = 1) in vec3 inNormal;
|
||||
|
|
|
|||
Binary file not shown.
|
|
@ -7,5 +7,7 @@ layout(location = 1) out vec4 outColor;
|
|||
layout(set = 2, binding = 0) uniform samplerCube skyboxSampler;
|
||||
|
||||
void main() {
|
||||
outColor = vec4(texture(skyboxSampler, outTexCoords).rgb, 1.0);
|
||||
vec3 textureIn = texture(skyboxSampler, outTexCoords).rgb;
|
||||
vec3 adjusted =vec3(0.0,textureIn.y/200.0,textureIn.z/150.0);
|
||||
outColor = vec4(adjusted, 1.0);
|
||||
}
|
||||
Binary file not shown.
Loading…
Add table
Add a link
Reference in a new issue