Terrain4J_Experimental_branch/resources/EngineResources/shaders/scene_fragment_deferred.glsl

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4.5 KiB
GLSL

#version 450
const int MAX_TEXTURES = 128;
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 = 5) in mat4 viewMatrix;
layout(location = 1) out vec4 outAlbedo ;
layout(location = 0) out vec4 outPos;
layout(location = 2) out vec4 outNormal;
layout(location = 3) out vec4 outPBR;
layout(location = 4) out vec4 outEmissive;
layout(location = 5) out vec4 outTranslucency;
layout(location = 6) out vec4 outOpacity;
layout(location = 7) out vec4 outViewPos;
struct Material {
vec4 diffuseColor; //16
uint hasTexture; //20
uint textureIdx; //24
uint hasNormalMap; //28
uint normalMapIdx; //32
uint hasRoughMap; //36
uint roughMapIdx; //40
float roughnessFactor; //44
float metallicFactor; //48
vec4 emissiveColour; //64
uint hasEmissiveMap; //68
uint emissiveMapIdx; //72
uint hasTranslucencyMap; //76
uint translucencyMapIdx; //80
float translucencyFactor; //84
uint hasOpacityMap; //88
uint OpacityMapIdx; //92
float OpacityFactor; //96
float reflectiveness; //100
float refractiveness; //104
float Padding1; //108
float Padding2; //112
};
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;
vec4 viewPos = vec4(viewMatrix * vec4(inPos.xyz, 1.0));
outViewPos = viewPos;
Material material = matUniform.materials[push_constants.materialIdx];
int textureIndex = int(material.textureIdx);
if (textureIndex >= MAX_TEXTURES){
outAlbedo = vec4(0.0,0.0,1.0,1.0);
outOpacity = vec4(0.0,0.0,1.0,1.0);
outNormal = vec4(0.0,0.0,1.0,1.0);
outEmissive = vec4(0.0,0.0,1.0,1.0);
outTranslucency = vec4(0.0,0.0,1.0,1.0);
outPBR = vec4(0.0,0.0,1.0,1.0);
return;
}
if (material.hasTexture == 1) {
outAlbedo = texture(textSampler[material.textureIdx], inTextCoords);
} else {
outAlbedo = material.diffuseColor;
}
vec4 Opacity = vec4(outAlbedo.a, outAlbedo.a, outAlbedo.a, 1.0);
if (material.OpacityFactor > 0.0 && material.OpacityFactor < 1.0) {
Opacity = vec4(material.OpacityFactor, material.OpacityFactor, material.OpacityFactor, 1.0);
}
if (material.hasOpacityMap > 0 && material.OpacityMapIdx < MAX_TEXTURES) {
Opacity = texture(textSampler[material.OpacityMapIdx], inTextCoords);
}
outOpacity = Opacity;
float opacityf = Opacity.x + Opacity.y + Opacity.z;
opacityf = opacityf/3;
outAlbedo = vec4(outAlbedo.rgb, opacityf);
if(outAlbedo.a < 0.5) discard;
mat3 TBN = mat3(inTangent, inBitangent, inNormal);
vec3 newNormal = calcNormal(material, inNormal, inTextCoords, TBN);
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;
}
vec4 emissive = material.emissiveColour;
if (material.hasEmissiveMap > 0 && material.emissiveMapIdx < MAX_TEXTURES) {
emissive = texture(textSampler[material.emissiveMapIdx], inTextCoords);
}
outEmissive = emissive;
vec4 Translucency = vec4(material.translucencyFactor,material.translucencyFactor,material.translucencyFactor,1);
if(material.hasTranslucencyMap > 0 && material.translucencyMapIdx < MAX_TEXTURES){
Translucency = texture(textSampler[material.translucencyMapIdx], inTextCoords);
}
outTranslucency = Translucency;
float Refractiveness = material.refractiveness;
float Reflectiveness = material.reflectiveness;
outNormal = vec4(newNormal, Refractiveness);
outPBR = vec4(ao, roughnessFactor, metallicFactor, Reflectiveness);
}