Started work on MSAA with deferred rendering example

This commit is contained in:
saschawillems 2016-09-28 20:54:45 +02:00
parent 3cd79a896c
commit 116952bec8
16 changed files with 1677 additions and 0 deletions

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#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
layout (binding = 1) uniform sampler2DMS samplerPosition;
layout (binding = 2) uniform sampler2DMS samplerNormal;
layout (binding = 3) uniform sampler2DMS samplerAlbedo;
layout (location = 0) in vec3 inUV;
layout (location = 0) out vec4 outFragColor;
#define NUM_SAMPLES 8
vec4 resolve(sampler2DMS tex, ivec2 uv)
{
vec4 result = vec4(0.0);
int count = 0;
for (int i = 0; i < NUM_SAMPLES; i++)
{
vec4 val = texelFetch(tex, uv, i);
result += val;
count++;
}
return result / float(NUM_SAMPLES);
}
void main()
{
ivec2 attDim = textureSize(samplerPosition);
ivec2 UV = ivec2(inUV.st * attDim * 2.0);
highp int index = 0;
if (inUV.s > 0.5)
{
index = 1;
UV.s -= attDim.x;
}
if (inUV.t > 0.5)
{
index = 2;
UV.t -= attDim.y;
}
vec3 components[3];
components[0] = resolve(samplerPosition, UV).rgb;
components[1] = resolve(samplerNormal, UV).rgb;
components[2] = resolve(samplerAlbedo, UV).rgb;
// Uncomment to display specular component
//components[2] = vec3(texture(samplerAlbedo, inUV.st).a);
// Select component depending on UV
outFragColor.rgb = components[index];
}

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#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
layout (binding = 0) uniform UBO
{
mat4 projection;
mat4 model;
} ubo;
layout (location = 0) out vec3 outUV;
out gl_PerVertex
{
vec4 gl_Position;
};
void main()
{
outUV = vec3((gl_VertexIndex << 1) & 2, gl_VertexIndex & 2, 0.0);
gl_Position = vec4(outUV.st * 2.0f - 1.0f, 0.0f, 1.0f);
}

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#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
layout (binding = 1) uniform sampler2DMS samplerPosition;
layout (binding = 2) uniform sampler2DMS samplerNormal;
layout (binding = 3) uniform sampler2DMS samplerAlbedo;
layout (location = 0) in vec2 inUV;
layout (location = 0) out vec4 outFragcolor;
struct Light {
vec4 position;
vec3 color;
float radius;
};
layout (binding = 4) uniform UBO
{
Light lights[6];
vec4 viewPos;
ivec2 windowSize;
} ubo;
layout (constant_id = 0) const int NUM_SAMPLES = 8;
#define NUM_LIGHTS 6
// Manual resolve for MSAA samples
vec4 resolve(sampler2DMS tex, ivec2 uv)
{
vec4 result = vec4(0.0);
for (int i = 0; i < NUM_SAMPLES; i++)
{
vec4 val = texelFetch(tex, uv, i);
result += val;
}
// Average resolved samples
return result / float(NUM_SAMPLES);
}
vec3 calculateLighting(vec3 pos, vec3 normal, vec4 albedo)
{
vec3 result = vec3(0.0);
for(int i = 0; i < NUM_LIGHTS; ++i)
{
// Vector to light
vec3 L = ubo.lights[i].position.xyz - pos;
// Distance from light to fragment position
float dist = length(L);
// Viewer to fragment
vec3 V = ubo.viewPos.xyz - pos;
V = normalize(V);
// Light to fragment
L = normalize(L);
// Attenuation
float atten = ubo.lights[i].radius / (pow(dist, 2.0) + 1.0);
// Diffuse part
vec3 N = normalize(normal);
float NdotL = max(0.0, dot(N, L));
vec3 diff = ubo.lights[i].color * albedo.rgb * NdotL * atten;
// Specular part
vec3 R = reflect(-L, N);
float NdotR = max(0.0, dot(R, V));
vec3 spec = ubo.lights[i].color * albedo.a * pow(NdotR, 8.0) * atten;
result += diff + spec;
}
return result;
}
void main()
{
ivec2 attDim = textureSize(samplerPosition);
ivec2 UV = ivec2(inUV * attDim);
#define ambient 0.15
// Ambient part
vec4 alb = resolve(samplerAlbedo, UV);
vec3 fragColor = vec3(0.0);
// Calualte lighting for every MSAA sample
for (int i = 0; i < NUM_SAMPLES; i++)
{
vec3 pos = texelFetch(samplerPosition, UV, i).rgb;
vec3 normal = texelFetch(samplerNormal, UV, i).rgb;
vec4 albedo = texelFetch(samplerAlbedo, UV, i);
fragColor += calculateLighting(pos, normal, albedo);
}
fragColor = (alb.rgb * ambient) + fragColor / float(NUM_SAMPLES);
outFragcolor = vec4(fragColor, 1.0);
}

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#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
layout (location = 0) in vec3 inPos;
layout (location = 1) in vec2 inUV;
layout (binding = 0) uniform UBO
{
mat4 projection;
mat4 model;
} ubo;
layout (location = 0) out vec2 outUV;
out gl_PerVertex
{
vec4 gl_Position;
};
void main()
{
outUV = vec2((gl_VertexIndex << 1) & 2, gl_VertexIndex & 2);
gl_Position = vec4(outUV * 2.0f - 1.0f, 0.0f, 1.0f);
}

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#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
layout (binding = 1) uniform sampler2D samplerColor;
layout (binding = 2) uniform sampler2D samplerNormalMap;
layout (location = 0) in vec3 inNormal;
layout (location = 1) in vec2 inUV;
layout (location = 2) in vec3 inColor;
layout (location = 3) in vec3 inWorldPos;
layout (location = 4) in vec3 inTangent;
layout (location = 0) out vec4 outPosition;
layout (location = 1) out vec4 outNormal;
layout (location = 2) out vec4 outAlbedo;
void main()
{
outPosition = vec4(inWorldPos, 1.0);
// Calculate normal in tangent space
vec3 N = normalize(inNormal);
N.y = -N.y;
vec3 T = normalize(inTangent);
vec3 B = cross(N, T);
mat3 TBN = mat3(T, B, N);
vec3 tnorm = TBN * normalize(texture(samplerNormalMap, inUV).xyz * 2.0 - vec3(1.0));
outNormal = vec4(tnorm, 1.0);
outAlbedo = texture(samplerColor, inUV);
}

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#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
layout (location = 0) in vec4 inPos;
layout (location = 1) in vec2 inUV;
layout (location = 2) in vec3 inColor;
layout (location = 3) in vec3 inNormal;
layout (location = 4) in vec3 inTangent;
layout (binding = 0) uniform UBO
{
mat4 projection;
mat4 model;
mat4 view;
vec4 instancePos[3];
} ubo;
layout (location = 0) out vec3 outNormal;
layout (location = 1) out vec2 outUV;
layout (location = 2) out vec3 outColor;
layout (location = 3) out vec3 outWorldPos;
layout (location = 4) out vec3 outTangent;
out gl_PerVertex
{
vec4 gl_Position;
};
void main()
{
vec4 tmpPos = vec4(inPos.xyz, 1.0) + ubo.instancePos[gl_InstanceIndex];
gl_Position = ubo.projection * ubo.view * ubo.model * tmpPos;
outUV = inUV;
outUV.t = 1.0 - outUV.t;
// Vertex position in world space
outWorldPos = vec3(ubo.model * tmpPos);
// GL to Vulkan coord space
outWorldPos.y = -outWorldPos.y;
// Normal in world space
mat3 mNormal = transpose(inverse(mat3(ubo.model)));
outNormal = mNormal * normalize(inNormal);
outTangent = mNormal * normalize(inTangent);
// Currently just vertex color
outColor = inColor;
}

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