bluenoise-raytracer/ray_tracing_ao/shaders/frag_shader.frag
2021-09-07 09:42:21 +02:00

107 lines
3.5 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 "raycommon.glsl"
#include "wavefront.glsl"
layout(push_constant) uniform _PushConstantRaster
{
PushConstantRaster pcRaster;
};
// clang-format off
// Incoming
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 o_color;
layout(location = 1) out vec4 o_gbuffer;
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 = eObjDescs, scalar) buffer ObjDesc_ { ObjDesc i[]; } objDesc;
layout(binding = eTextures) uniform sampler2D[] textureSamplers;
// clang-format on
void main()
{
// Material of the object
ObjDesc objResource = objDesc.i[pcRaster.objIndex];
MatIndices matIndices = MatIndices(objResource.materialIndexAddress);
Materials materials = Materials(objResource.materialAddress);
int matIndex = matIndices.i[gl_PrimitiveID];
WaveFrontMaterial mat = materials.m[matIndex];
vec3 N = normalize(i_worldNrm);
// Vector toward light
vec3 L;
float lightDistance;
float lightIntensity = pcRaster.lightIntensity;
if(pcRaster.lightType == 0)
{
vec3 lDir = pcRaster.lightPosition - i_worldPos;
float d = length(lDir);
lightIntensity = pcRaster.lightIntensity / (d * d);
L = normalize(lDir);
lightDistance = d;
}
else
{
L = normalize(pcRaster.lightPosition - vec3(0));
lightDistance = 10000;
}
// Diffuse
vec3 diffuse = computeDiffuse(mat, L, N);
diffuse = vec3(1);
// if(mat.textureId >= 0)
// {
// int txtOffset = objDesc.i[pcRaster.objIndex].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
o_color = vec4(lightIntensity * (diffuse + specular), 1);
o_gbuffer.rgba = vec4(i_worldPos, uintBitsToFloat(CompressUnitVec(N)));
}