104 lines
2.5 KiB
GLSL
104 lines
2.5 KiB
GLSL
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// Copyright 2020 Google LLC
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Texture2DMS<float4> texturePosition : register(t1);
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SamplerState samplerPosition : register(s1);
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Texture2DMS<float4> textureNormal : register(t2);
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SamplerState samplerNormal : register(s2);
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Texture2DMS<float4> textureAlbedo : register(t3);
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SamplerState samplerAlbedo : register(s3);
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struct Light {
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float4 position;
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float3 color;
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float radius;
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};
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struct UBO
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{
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Light lights[6];
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float4 viewPos;
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int2 windowSize;
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};
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cbuffer ubo : register(b4) { UBO ubo; }
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[[vk::constant_id(0)]] const int NUM_SAMPLES = 8;
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#define NUM_LIGHTS 6
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// Manual resolve for MSAA samples
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float4 resolve(Texture2DMS<float4> tex, int2 uv)
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{
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float4 result = float4(0.0, 0.0, 0.0, 0.0);
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for (int i = 0; i < NUM_SAMPLES; i++)
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{
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uint status = 0;
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float4 val = tex.Load(uv, i, int2(0, 0), status);
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result += val;
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}
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// Average resolved samples
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return result / float(NUM_SAMPLES);
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}
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float3 calculateLighting(float3 pos, float3 normal, float4 albedo)
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{
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float3 result = float3(0.0, 0.0, 0.0);
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for(int i = 0; i < NUM_LIGHTS; ++i)
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{
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// Vector to light
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float3 L = ubo.lights[i].position.xyz - pos;
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// Distance from light to fragment position
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float dist = length(L);
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// Viewer to fragment
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float3 V = ubo.viewPos.xyz - pos;
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V = normalize(V);
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// Light to fragment
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L = normalize(L);
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// Attenuation
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float atten = ubo.lights[i].radius / (pow(dist, 2.0) + 1.0);
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// Diffuse part
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float3 N = normalize(normal);
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float NdotL = max(0.0, dot(N, L));
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float3 diff = ubo.lights[i].color * albedo.rgb * NdotL * atten;
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// Specular part
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float3 R = reflect(-L, N);
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float NdotR = max(0.0, dot(R, V));
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float3 spec = ubo.lights[i].color * albedo.a * pow(NdotR, 8.0) * atten;
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result += diff + spec;
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}
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return result;
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}
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float4 main([[vk::location(0)]] float2 inUV : TEXCOORD0) : SV_TARGET
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{
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int2 attDim; int sampleCount;
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texturePosition.GetDimensions(attDim.x, attDim.y, sampleCount);
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int2 UV = int2(inUV * attDim);
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#define ambient 0.15
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// Ambient part
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float4 alb = resolve(textureAlbedo, UV);
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float3 fragColor = float3(0.0, 0.0, 0.0);
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// Calualte lighting for every MSAA sample
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for (int i = 0; i < NUM_SAMPLES; i++)
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{
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uint status = 0;
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float3 pos = texturePosition.Load(UV, i, int2(0, 0), status).rgb;
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float3 normal = textureNormal.Load(UV, i, int2(0, 0), status).rgb;
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float4 albedo = textureAlbedo.Load(UV, i, int2(0, 0), status);
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fragColor += calculateLighting(pos, normal, albedo);
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}
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fragColor = (alb.rgb * ambient) + fragColor / float(NUM_SAMPLES);
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return float4(fragColor, 1.0);
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}
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