Add missing inverseModelView UBO to fix hdr sample

This commit is contained in:
Ben Clayton 2020-05-21 14:39:30 +01:00
parent b6f2577174
commit 13c081664e
10 changed files with 40 additions and 35 deletions

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@ -34,7 +34,7 @@ Shaders written to mirror the GLSL versions at `eddd724`. There have been change
| gears | ☑ | ☑ | ☑ | ☑ | gears | ☑ | ☑ | ☑ | ☑
| geometryshader | ☑ | ☑ | ☑ | ☑ | geometryshader | ☑ | ☑ | ☑ | ☑
| gltfscene | - | - | ☑ | ☑ | gltfscene | - | - | ☑ | ☑
| hdr | ☑ | ❌ | ☑ | ❌ | hdr | ☑ | ❌ | ☑ | ☑
| imgui | ☑ | ☑ | ☑ | ☑ | imgui | ☑ | ☑ | ☑ | ☑
| indirectdraw | ☑ | ☑ | ☑ | ☑ | indirectdraw | ☑ | ☑ | ☑ | ☑
| inlineuniformblocks | ☑ | ☑ | ☑ | ☑ | inlineuniformblocks | ☑ | ☑ | ☑ | ☑

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@ -2,12 +2,17 @@
layout (binding = 1) uniform samplerCube samplerEnvMap; layout (binding = 1) uniform samplerCube samplerEnvMap;
layout (binding = 0) uniform UBO {
mat4 projection;
mat4 modelview;
mat4 inverseModelview;
} ubo;
layout (location = 0) in vec3 inUVW; layout (location = 0) in vec3 inUVW;
layout (location = 1) in vec3 inPos; layout (location = 1) in vec3 inPos;
layout (location = 2) in vec3 inNormal; layout (location = 2) in vec3 inNormal;
layout (location = 3) in vec3 inViewVec; layout (location = 3) in vec3 inViewVec;
layout (location = 4) in vec3 inLightVec; layout (location = 4) in vec3 inLightVec;
layout (location = 5) in mat4 inInvModelView;
layout (location = 0) out vec4 outColor0; layout (location = 0) out vec4 outColor0;
layout (location = 1) out vec4 outColor1; layout (location = 1) out vec4 outColor1;
@ -17,9 +22,9 @@ layout (constant_id = 0) const int type = 0;
#define PI 3.1415926 #define PI 3.1415926
#define TwoPI (2.0 * PI) #define TwoPI (2.0 * PI)
layout (binding = 2) uniform UBO { layout (binding = 2) uniform Exposure {
float exposure; float exposure;
} ubo; } exposure;
void main() void main()
{ {
@ -36,9 +41,9 @@ void main()
case 1: // Reflect case 1: // Reflect
{ {
vec3 wViewVec = mat3(inInvModelView) * normalize(inViewVec); vec3 wViewVec = mat3(ubo.inverseModelview) * normalize(inViewVec);
vec3 normal = normalize(inNormal); vec3 normal = normalize(inNormal);
vec3 wNormal = mat3(inInvModelView) * normal; vec3 wNormal = mat3(ubo.inverseModelview) * normal;
float NdotL = max(dot(normal, inLightVec), 0.0); float NdotL = max(dot(normal, inLightVec), 0.0);
@ -72,8 +77,8 @@ void main()
case 2: // Refract case 2: // Refract
{ {
vec3 wViewVec = mat3(inInvModelView) * normalize(inViewVec); vec3 wViewVec = mat3(ubo.inverseModelview) * normalize(inViewVec);
vec3 wNormal = mat3(inInvModelView) * inNormal; vec3 wNormal = mat3(ubo.inverseModelview) * inNormal;
color = texture(samplerEnvMap, refract(-wViewVec, wNormal, 1.0/1.6)); color = texture(samplerEnvMap, refract(-wViewVec, wNormal, 1.0/1.6));
} }
break; break;
@ -81,7 +86,7 @@ void main()
// Color with manual exposure into attachment 0 // Color with manual exposure into attachment 0
outColor0.rgb = vec3(1.0) - exp(-color.rgb * ubo.exposure); outColor0.rgb = vec3(1.0) - exp(-color.rgb * exposure.exposure);
// Bright parts for bloom into attachment 1 // Bright parts for bloom into attachment 1
float l = dot(outColor0.rgb, vec3(0.2126, 0.7152, 0.0722)); float l = dot(outColor0.rgb, vec3(0.2126, 0.7152, 0.0722));

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@ -8,6 +8,7 @@ layout (constant_id = 0) const int type = 0;
layout (binding = 0) uniform UBO { layout (binding = 0) uniform UBO {
mat4 projection; mat4 projection;
mat4 modelview; mat4 modelview;
mat4 inverseModelview;
} ubo; } ubo;
layout (location = 0) out vec3 outUVW; layout (location = 0) out vec3 outUVW;
@ -15,7 +16,6 @@ layout (location = 1) out vec3 outPos;
layout (location = 2) out vec3 outNormal; layout (location = 2) out vec3 outNormal;
layout (location = 3) out vec3 outViewVec; layout (location = 3) out vec3 outViewVec;
layout (location = 4) out vec3 outLightVec; layout (location = 4) out vec3 outLightVec;
layout (location = 5) out mat4 outInvModelView;
out gl_PerVertex out gl_PerVertex
{ {
@ -39,8 +39,6 @@ void main()
outPos = vec3(ubo.modelview * vec4(inPos, 1.0)); outPos = vec3(ubo.modelview * vec4(inPos, 1.0));
outNormal = mat3(ubo.modelview) * inNormal; outNormal = mat3(ubo.modelview) * inNormal;
outInvModelView = inverse(ubo.modelview);
vec3 lightPos = vec3(0.0f, -5.0f, 5.0f); vec3 lightPos = vec3(0.0f, -5.0f, 5.0f);
outLightVec = lightPos.xyz - outPos.xyz; outLightVec = lightPos.xyz - outPos.xyz;
outViewVec = -outPos.xyz; outViewVec = -outPos.xyz;

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@ -58,6 +58,7 @@ public:
struct UBOVS { struct UBOVS {
glm::mat4 projection; glm::mat4 projection;
glm::mat4 modelview; glm::mat4 modelview;
glm::mat4 inverseModelview;
} uboVS; } uboVS;
struct UBOParams { struct UBOParams {
@ -621,7 +622,7 @@ public:
void setupDescriptorSetLayout() void setupDescriptorSetLayout()
{ {
std::vector<VkDescriptorSetLayoutBinding> setLayoutBindings = { std::vector<VkDescriptorSetLayoutBinding> setLayoutBindings = {
vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, VK_SHADER_STAGE_VERTEX_BIT, 0), vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT, 0),
vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, VK_SHADER_STAGE_FRAGMENT_BIT, 1), vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, VK_SHADER_STAGE_FRAGMENT_BIT, 1),
vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, VK_SHADER_STAGE_FRAGMENT_BIT, 2), vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, VK_SHADER_STAGE_FRAGMENT_BIT, 2),
}; };
@ -922,6 +923,7 @@ public:
{ {
uboVS.projection = camera.matrices.perspective; uboVS.projection = camera.matrices.perspective;
uboVS.modelview = camera.matrices.view; uboVS.modelview = camera.matrices.view;
uboVS.inverseModelview = glm::inverse(camera.matrices.view);
memcpy(uniformBuffers.matrices.mapped, &uboVS, sizeof(uboVS)); memcpy(uniformBuffers.matrices.mapped, &uboVS, sizeof(uboVS));
} }