bluenoise-raytracer/ray_tracing_ao/shaders/frag_shader.frag
2021-03-18 15:00:48 -07:00

90 lines
2.6 KiB
GLSL

#version 460
#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_ray_tracing : enable
#extension GL_EXT_ray_query : enable
#include "raycommon.glsl"
#include "wavefront.glsl"
layout(push_constant) uniform shaderInformation
{
vec3 lightPosition;
uint instanceId;
float lightIntensity;
int lightType;
}
pushC;
// clang-format off
// Incoming
//layout(location = 0) flat in int matIndex;
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(location = 1) out vec4 outGbuffer;
// Buffers
layout(binding = 1, scalar) buffer MatColorBufferObject { WaveFrontMaterial m[]; } materials[];
layout(binding = 2, scalar) buffer ScnDesc { sceneDesc i[]; } scnDesc;
layout(binding = 3) uniform sampler2D[] textureSamplers;
layout(binding = 4, scalar) buffer MatIndex { int i[]; } matIdx[];
//layout(binding = 7, set = 0) uniform accelerationStructureEXT topLevelAS;
// clang-format on
void main()
{
// Object of this instance
int objId = scnDesc.i[pushC.instanceId].objId;
// Material of the object
int matIndex = matIdx[nonuniformEXT(objId)].i[gl_PrimitiveID];
WaveFrontMaterial mat = materials[nonuniformEXT(objId)].m[matIndex];
vec3 N = normalize(fragNormal);
// Vector toward light
vec3 L;
float lightDistance;
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);
lightDistance = d;
}
else
{
L = normalize(pushC.lightPosition - vec3(0));
lightDistance = 10000;
}
// Diffuse
vec3 diffuse = computeDiffuse(mat, L, N);
diffuse = vec3(1);
// if(mat.textureId >= 0)
// {
// int txtOffset = scnDesc.i[pushC.instanceId].txtOffset;
// uint txtId = txtOffset + mat.textureId;
// vec3 diffuseTxt = texture(textureSamplers[nonuniformEXT(txtId)], fragTexCoord).xyz;
// diffuse *= diffuseTxt;
// }
//lightIntensity = 1;
// Specular
vec3 specular = vec3(0); //computeSpecular(mat, viewDir, L, N);
lightIntensity = 1;
// Result
outColor = vec4(lightIntensity * (diffuse + specular), 1);
outGbuffer.rgba = vec4(worldPos, uintBitsToFloat(CompressUnitVec(N)));
}