107 lines
3.5 KiB
GLSL
107 lines
3.5 KiB
GLSL
/*
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* Copyright (c) 2019-2021, NVIDIA CORPORATION. All rights reserved.
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*
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* SPDX-FileCopyrightText: Copyright (c) 2019-2021 NVIDIA CORPORATION
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* SPDX-License-Identifier: Apache-2.0
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*/
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#version 450
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_EXT_nonuniform_qualifier : enable
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#extension GL_GOOGLE_include_directive : enable
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#extension GL_EXT_scalar_block_layout : enable
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#extension GL_EXT_shader_explicit_arithmetic_types_int64 : require
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#extension GL_EXT_buffer_reference2 : require
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#include "raycommon.glsl"
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#include "wavefront.glsl"
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layout(push_constant) uniform _PushConstantRaster
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{
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PushConstantRaster pcRaster;
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};
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// clang-format off
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// Incoming
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layout(location = 1) in vec3 i_worldPos;
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layout(location = 2) in vec3 i_worldNrm;
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layout(location = 3) in vec3 i_viewDir;
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layout(location = 4) in vec2 i_texCoord;
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// Outgoing
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layout(location = 0) out vec4 o_color;
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layout(location = 1) out vec4 o_gbuffer;
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layout(buffer_reference, scalar) buffer Vertices {Vertex v[]; }; // Positions of an object
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layout(buffer_reference, scalar) buffer Indices {uint i[]; }; // Triangle indices
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layout(buffer_reference, scalar) buffer Materials {WaveFrontMaterial m[]; }; // Array of all materials on an object
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layout(buffer_reference, scalar) buffer MatIndices {int i[]; }; // Material ID for each triangle
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layout(binding = eObjDescs, scalar) buffer ObjDesc_ { ObjDesc i[]; } objDesc;
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layout(binding = eTextures) uniform sampler2D[] textureSamplers;
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// clang-format on
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void main()
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{
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// Material of the object
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ObjDesc objResource = objDesc.i[pcRaster.objIndex];
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MatIndices matIndices = MatIndices(objResource.materialIndexAddress);
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Materials materials = Materials(objResource.materialAddress);
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int matIndex = matIndices.i[gl_PrimitiveID];
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WaveFrontMaterial mat = materials.m[matIndex];
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vec3 N = normalize(i_worldNrm);
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// Vector toward light
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vec3 L;
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float lightDistance;
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float lightIntensity = pcRaster.lightIntensity;
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if(pcRaster.lightType == 0)
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{
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vec3 lDir = pcRaster.lightPosition - i_worldPos;
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float d = length(lDir);
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lightIntensity = pcRaster.lightIntensity / (d * d);
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L = normalize(lDir);
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lightDistance = d;
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}
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else
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{
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L = normalize(pcRaster.lightPosition - vec3(0));
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lightDistance = 10000;
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}
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// Diffuse
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vec3 diffuse = computeDiffuse(mat, L, N);
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diffuse = vec3(1);
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// if(mat.textureId >= 0)
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// {
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// int txtOffset = objDesc.i[pcRaster.objIndex].txtOffset;
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// uint txtId = txtOffset + mat.textureId;
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// vec3 diffuseTxt = texture(textureSamplers[nonuniformEXT(txtId)], fragTexCoord).xyz;
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// diffuse *= diffuseTxt;
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// }
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//lightIntensity = 1;
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// Specular
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vec3 specular = vec3(0); //computeSpecular(mat, viewDir, L, N);
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lightIntensity = 1;
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// Result
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o_color = vec4(lightIntensity * (diffuse + specular), 1);
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o_gbuffer.rgba = vec4(i_worldPos, uintBitsToFloat(CompressUnitVec(N)));
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}
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