#version 450 #extension GL_EXT_scalar_block_layout: require // CREDITS: functions obtained from this link: https://github.com/SaschaWillems/Vulkan // developed by Sascha Willems, https://twitter.com/JoeyDeVriez, licensed under MIT License (MIT) // also Vulkan Book https://github.com/lwjglgamedev/vulkanbook/blob/master/bookcontents/chapter-15/chapter-15.md const int MAX_LIGHTS = 1000; const float PI = 3.14159265359; struct Light { vec3 position; uint directional; float intensity; vec3 color; }; layout(location = 0) in vec2 inTextCoord; layout(location = 0) out vec4 outFragColor; layout(set = 0, binding = 0) uniform sampler2D posSampler; layout(set = 0, binding = 1) uniform sampler2D albedoSampler; layout(set = 0, binding = 2) uniform sampler2D normalsSampler; layout(set = 0, binding = 3) uniform sampler2D pbrSampler; layout(set = 0, binding = 4) uniform sampler2D emissiveSampler; layout(set = 0, binding = 5) uniform sampler2D TranslucencySampler; layout(set = 0, binding = 6) uniform sampler2D OpacitySampler; layout(set = 0, binding = 7) uniform sampler2D ViewPos; layout(set = 0, binding = 8) uniform sampler2D ssaoBlur; layout(scalar, set = 1, binding = 0) readonly buffer Lights { Light lights[]; } lights; layout(scalar, set = 2, binding = 0) uniform SceneInfo { vec3 camPos; float ambientLightIntensity; vec3 ambientLightColor; uint numLights; mat4 viewMatrix; } sceneInfo; float distributionGGX(vec3 N, vec3 H, float roughness) { float a = roughness * roughness; float a2 = a * a; float NdotH = max(dot(N, H), 0.0); float NdotH2 = NdotH * NdotH; float nom = a2; float denom = (NdotH2 * (a2 - 1.0) + 1.0); denom = PI * denom * denom; return nom / denom; } float geometrySchlickGGX(float NdotV, float roughness) { float r = (roughness + 1.0); float k = (r * r) / 8.0; float nom = NdotV; float denom = NdotV * (1.0 - k) + k; return nom / denom; } float geometrySmith(vec3 N, vec3 V, vec3 L, float roughness) { float NdotV = max(dot(N, V), 0.0); float NdotL = max(dot(N, L), 0.0); float ggx2 = geometrySchlickGGX(NdotV, roughness); float ggx1 = geometrySchlickGGX(NdotL, roughness); return ggx1 * ggx2; } vec3 fresnelSchlick(float cosTheta, vec3 F0) { return F0 + (1.0 - F0) * pow(clamp(1.0 - cosTheta, 0.0, 1.0), 5.0); } vec3 calculatePointLight(Light light, vec3 worldPos, vec3 V, vec3 N, vec3 F0, vec3 albedo, float metallic, float roughness) { vec3 tmpSub = light.position - worldPos; vec3 L = normalize(tmpSub); vec3 H = normalize(V + L); // Calculate distance and attenuation float distance = length(tmpSub); float attenuation = 1.0 / (distance * distance); float intensity = 10.0f; vec3 radiance = light.color * light.intensity * attenuation; // Cook-Torrance BRDF float NDF = distributionGGX(N, H, roughness); float G = geometrySmith(N, V, L, roughness); vec3 F = fresnelSchlick(max(dot(H, V), 0.0), F0); vec3 numerator = NDF * G * F; float denominator = 4.0 * max(dot(N, V), 0.0) * max(dot(N, L), 0.0) + 0.0001; vec3 specular = numerator / denominator; vec3 kS = F; vec3 kD = vec3(1.0) - kS; kD *= 1.0 - metallic; float NdotL = max(dot(N, L), 0.0); return (kD * albedo / PI + specular) * radiance * NdotL; } vec3 calculateDirectionalLight(Light light, vec3 V, vec3 N, vec3 F0, vec3 albedo, float metallic, float roughness) { vec3 L = normalize(-light.position); vec3 H = normalize(V + L); vec3 radiance = light.color * light.intensity; // Cook-Torrance BRDF float NDF = distributionGGX(N, H, roughness); float G = geometrySmith(N, V, L, roughness); vec3 F = fresnelSchlick(max(dot(H, V), 0.0), F0); vec3 numerator = NDF * G * F; float denominator = 4.0 * max(dot(N, V), 0.0) * max(dot(N, L), 0.0) + 0.0001; vec3 specular = numerator / denominator; vec3 kS = F; vec3 kD = vec3(1.0) - kS; kD *= 1.0 - metallic; float NdotL = max(dot(N, L), 0.0); return (kD * albedo / PI + specular) * radiance * NdotL; } void main() { vec3 albedo = texture(albedoSampler, inTextCoord).rgb; vec4 normalW = texture(normalsSampler, inTextCoord); vec3 normal = normalW.rgb; vec3 viewPos = texture(ViewPos, inTextCoord).rgb; vec3 worldPos = texture(posSampler, inTextCoord).rgb; vec4 pbr = texture(pbrSampler, inTextCoord); vec3 emissive = texture(emissiveSampler, inTextCoord).rgb; vec3 translucency = texture(TranslucencySampler, inTextCoord).rgb; float emissiveness = emissive.r; float ssao = texture(ssaoBlur, inTextCoord).r; outFragColor = vec4(vec3(normalW.a/2.0,normalW.a/2.0,normalW.a/2.0), 1); return; float roughness = pbr.g; float metallic = pbr.b; vec3 N = normalize(normal); vec3 V = normalize(sceneInfo.camPos - worldPos); vec3 F0 = vec3(0.04); F0 = mix(F0, albedo, metallic); vec3 Lo = vec3(0.0); for (uint i = 0; i < sceneInfo.numLights; i++) { Light light = lights.lights[i]; if (light.directional == 1) { Lo += calculateDirectionalLight(light, V, N, F0, albedo, metallic, roughness); } else { Lo += calculatePointLight(light, worldPos, V, N, F0, albedo, metallic, roughness); } } vec3 ambient = sceneInfo.ambientLightColor * albedo * sceneInfo.ambientLightIntensity * vec3(ssao,ssao,ssao);; if(emissive.x > 0 || emissive.y > 0 || emissive.z > 0) ambient = emissive; outFragColor = vec4(Lo + ambient, 1.0f); outFragColor = vec4(outFragColor.xyz/2 + (outFragColor.xyz/2) * vec3(ssao,ssao,ssao),1); // outFragColor = vec4(color, 1.0f); if (length(normal) < 0.001) { outFragColor = vec4(albedo,1.0f); return; } // outFragColor = vec4(normal, 1.0f); }