bluenoise-raytracer/ray_tracing_specialization/shaders/frag_shader.frag
2021-06-11 12:25:06 +02:00

103 lines
3.2 KiB
GLSL

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