109 lines
3.3 KiB
GLSL
109 lines
3.3 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 460
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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_ray_tracing : enable
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#extension GL_EXT_ray_query : enable
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#include "raycommon.glsl"
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#include "wavefront.glsl"
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layout(push_constant) uniform shaderInformation
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{
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vec3 lightPosition;
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uint instanceId;
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float lightIntensity;
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int lightType;
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}
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pushC;
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// clang-format off
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// Incoming
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//layout(location = 0) flat in int matIndex;
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layout(location = 1) in vec2 fragTexCoord;
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layout(location = 2) in vec3 fragNormal;
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layout(location = 3) in vec3 viewDir;
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layout(location = 4) in vec3 worldPos;
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// Outgoing
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layout(location = 0) out vec4 outColor;
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layout(location = 1) out vec4 outGbuffer;
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// Buffers
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layout(binding = 1, scalar) buffer MatColorBufferObject { WaveFrontMaterial m[]; } materials[];
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layout(binding = 2, scalar) buffer ScnDesc { sceneDesc i[]; } scnDesc;
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layout(binding = 3) uniform sampler2D[] textureSamplers;
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layout(binding = 4, scalar) buffer MatIndex { int i[]; } matIdx[];
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//layout(binding = 7, set = 0) uniform accelerationStructureEXT topLevelAS;
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// clang-format on
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void main()
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{
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// Object of this instance
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int objId = scnDesc.i[pushC.instanceId].objId;
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// Material of the object
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int matIndex = matIdx[nonuniformEXT(objId)].i[gl_PrimitiveID];
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WaveFrontMaterial mat = materials[nonuniformEXT(objId)].m[matIndex];
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vec3 N = normalize(fragNormal);
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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 = pushC.lightIntensity;
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if(pushC.lightType == 0)
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{
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vec3 lDir = pushC.lightPosition - worldPos;
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float d = length(lDir);
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lightIntensity = pushC.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(pushC.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 = scnDesc.i[pushC.instanceId].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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outColor = vec4(lightIntensity * (diffuse + specular), 1);
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outGbuffer.rgba = vec4(worldPos, uintBitsToFloat(CompressUnitVec(N)));
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}
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