Refactoring
This commit is contained in:
parent
3e399adf0a
commit
d90ce79135
222 changed files with 9045 additions and 5734 deletions
|
|
@ -26,34 +26,26 @@
|
|||
#extension GL_EXT_shader_explicit_arithmetic_types_int64 : require
|
||||
#extension GL_EXT_buffer_reference2 : require
|
||||
|
||||
#include "binding.glsl"
|
||||
#include "gltf.glsl"
|
||||
#include "host_device.h"
|
||||
|
||||
|
||||
layout(push_constant) uniform shaderInformation
|
||||
layout(push_constant) uniform _PushConstantRaster
|
||||
{
|
||||
vec3 lightPosition;
|
||||
uint instanceId;
|
||||
float lightIntensity;
|
||||
int lightType;
|
||||
int matetrialId;
|
||||
}
|
||||
pushC;
|
||||
PushConstantRaster pcRaster;
|
||||
};
|
||||
|
||||
// clang-format off
|
||||
// Incoming
|
||||
layout(location = 1) in vec2 fragTexCoord;
|
||||
layout(location = 2) in vec3 fragNormal;
|
||||
layout(location = 3) in vec3 viewDir;
|
||||
layout(location = 4) in vec3 worldPos;
|
||||
layout(location = 1) in vec3 i_worldPos;
|
||||
layout(location = 2) in vec3 i_worldNrm;
|
||||
layout(location = 3) in vec3 i_viewDir;
|
||||
layout(location = 4) in vec2 i_texCoord;
|
||||
// Outgoing
|
||||
layout(location = 0) out vec4 outColor;
|
||||
layout(location = 0) out vec4 o_color;
|
||||
// Buffers
|
||||
|
||||
layout(buffer_reference, scalar) buffer Matrices { mat4 m[]; };
|
||||
layout(buffer_reference, scalar) buffer GltfMaterial { GltfShadeMaterial m[]; };
|
||||
layout(set = 0, binding = B_SCENEDESC ) readonly buffer SceneDesc_ { SceneDesc sceneDesc; } ;
|
||||
layout(set = 0, binding = B_TEXTURES) uniform sampler2D[] textureSamplers;
|
||||
layout(set = 0, binding = eSceneDesc ) readonly buffer SceneDesc_ { SceneDesc sceneDesc; } ;
|
||||
layout(set = 0, binding = eTextures) uniform sampler2D[] textureSamplers;
|
||||
// clang-format on
|
||||
|
||||
|
||||
|
|
@ -61,23 +53,23 @@ void main()
|
|||
{
|
||||
// Material of the object
|
||||
GltfMaterial gltfMat = GltfMaterial(sceneDesc.materialAddress);
|
||||
GltfShadeMaterial mat = gltfMat.m[pushC.matetrialId];
|
||||
GltfShadeMaterial mat = gltfMat.m[pcRaster.materialId];
|
||||
|
||||
vec3 N = normalize(fragNormal);
|
||||
vec3 N = normalize(i_worldNrm);
|
||||
|
||||
// Vector toward light
|
||||
vec3 L;
|
||||
float lightIntensity = pushC.lightIntensity;
|
||||
if(pushC.lightType == 0)
|
||||
float lightIntensity = pcRaster.lightIntensity;
|
||||
if(pcRaster.lightType == 0)
|
||||
{
|
||||
vec3 lDir = pushC.lightPosition - worldPos;
|
||||
vec3 lDir = pcRaster.lightPosition - i_worldPos;
|
||||
float d = length(lDir);
|
||||
lightIntensity = pushC.lightIntensity / (d * d);
|
||||
lightIntensity = pcRaster.lightIntensity / (d * d);
|
||||
L = normalize(lDir);
|
||||
}
|
||||
else
|
||||
{
|
||||
L = normalize(pushC.lightPosition - vec3(0));
|
||||
L = normalize(pcRaster.lightPosition);
|
||||
}
|
||||
|
||||
|
||||
|
|
@ -86,13 +78,13 @@ void main()
|
|||
if(mat.pbrBaseColorTexture > -1)
|
||||
{
|
||||
uint txtId = mat.pbrBaseColorTexture;
|
||||
vec3 diffuseTxt = texture(textureSamplers[nonuniformEXT(txtId)], fragTexCoord).xyz;
|
||||
vec3 diffuseTxt = texture(textureSamplers[nonuniformEXT(txtId)], i_texCoord).xyz;
|
||||
diffuse *= diffuseTxt;
|
||||
}
|
||||
|
||||
// Specular
|
||||
vec3 specular = computeSpecular(mat, viewDir, L, N);
|
||||
vec3 specular = computeSpecular(mat, i_viewDir, L, N);
|
||||
|
||||
// Result
|
||||
outColor = vec4(lightIntensity * (diffuse + specular), 1);
|
||||
o_color = vec4(lightIntensity * (diffuse + specular), 1);
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue