Different scene, toon shading and separate parameters for color input attachment

This commit is contained in:
saschawillems 2018-07-19 11:01:15 +02:00
parent bdb9af7ef7
commit 0fb88d5467
8 changed files with 74 additions and 31 deletions

View file

@ -4,16 +4,30 @@ layout (input_attachment_index = 0, binding = 0) uniform subpassInput inputColor
layout (input_attachment_index = 1, binding = 1) uniform subpassInput inputDepth;
layout (binding = 2) uniform UBO {
vec2 brightnessContrast;
vec2 range;
int attachmentIndex;
} ubo;
layout (location = 0) out vec4 outColor;
vec3 brightnessContrast(vec3 color, float brightness, float contrast) {
return (color - 0.5) * contrast + 0.5 + brightness;
}
void main()
{
// Read values from previous sub pass
vec3 col = ubo.attachmentIndex == 0 ? subpassLoad(inputColor).rgb : subpassLoad(inputDepth).rrr;
// Apply brightness and contrast filer to color input
if (ubo.attachmentIndex == 0) {
// Read color from previous color input attachment
vec3 color = subpassLoad(inputColor).rgb;
outColor.rgb = brightnessContrast(color, ubo.brightnessContrast[0], ubo.brightnessContrast[1]);
}
outColor.rgb = ((col - ubo.range[0]) * 1.0 / (ubo.range[1] - ubo.range[0]));
// Visualize depth input range
if (ubo.attachmentIndex == 1) {
// Read depth from previous depth input attachment
float depth = subpassLoad(inputDepth).r;
outColor.rgb = vec3((depth - ubo.range[0]) * 1.0 / (ubo.range[1] - ubo.range[0]));
}
}

View file

@ -1,11 +1,23 @@
#version 450
layout (location = 0) in vec3 inColor;
layout (location = 1) in vec3 inNormal;
layout (location = 2) in vec3 inViewVec;
layout (location = 3) in vec3 inLightVec;
layout (location = 0) out vec4 outColor;
void main()
{
outColor = vec4(inColor, 0.0);
// Toon shading color attachment output
float intensity = dot(normalize(inNormal), normalize(inLightVec));
float shade = 1.0;
shade = intensity < 0.5 ? 0.75 : shade;
shade = intensity < 0.35 ? 0.6 : shade;
shade = intensity < 0.25 ? 0.5 : shade;
shade = intensity < 0.1 ? 0.25 : shade;
outColor.rgb = inColor * 3.0 * shade;
// Depth attachment does not need to be explicitly written
}

View file

@ -1,9 +1,6 @@
#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
layout (location = 0) in vec4 inPos;
layout (location = 0) in vec3 inPos;
layout (location = 1) in vec3 inColor;
layout (location = 2) in vec3 inNormal;
@ -14,6 +11,9 @@ layout (binding = 0) uniform UBO {
} ubo;
layout (location = 0) out vec3 outColor;
layout (location = 1) out vec3 outNormal;
layout (location = 2) out vec3 outViewVec;
layout (location = 3) out vec3 outLightVec;
out gl_PerVertex {
vec4 gl_Position;
@ -21,6 +21,9 @@ out gl_PerVertex {
void main()
{
gl_Position = ubo.projection * ubo.view * ubo.model * inPos;
gl_Position = ubo.projection * ubo.view * ubo.model * vec4(inPos, 1.0);
outColor = inColor;
outNormal = inNormal;
outLightVec = vec3(0.0f, 5.0f, 15.0f) - inPos;
outViewVec = -inPos.xyz;
}