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 | ☑ | ☑ | ☑ | ☑
| geometryshader | ☑ | ☑ | ☑ | ☑
| gltfscene | - | - | ☑ | ☑
| hdr | ☑ | ❌ | ☑ | ❌
| hdr | ☑ | ❌ | ☑ | ☑
| imgui | ☑ | ☑ | ☑ | ☑
| indirectdraw | ☑ | ☑ | ☑ | ☑
| inlineuniformblocks | ☑ | ☑ | ☑ | ☑

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@ -2,12 +2,17 @@
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 = 1) in vec3 inPos;
layout (location = 2) in vec3 inNormal;
layout (location = 3) in vec3 inViewVec;
layout (location = 4) in vec3 inLightVec;
layout (location = 5) in mat4 inInvModelView;
layout (location = 0) out vec4 outColor0;
layout (location = 1) out vec4 outColor1;
@ -17,9 +22,9 @@ layout (constant_id = 0) const int type = 0;
#define PI 3.1415926
#define TwoPI (2.0 * PI)
layout (binding = 2) uniform UBO {
layout (binding = 2) uniform Exposure {
float exposure;
} ubo;
} exposure;
void main()
{
@ -36,9 +41,9 @@ void main()
case 1: // Reflect
{
vec3 wViewVec = mat3(inInvModelView) * normalize(inViewVec);
vec3 wViewVec = mat3(ubo.inverseModelview) * normalize(inViewVec);
vec3 normal = normalize(inNormal);
vec3 wNormal = mat3(inInvModelView) * normal;
vec3 wNormal = mat3(ubo.inverseModelview) * normal;
float NdotL = max(dot(normal, inLightVec), 0.0);
@ -72,8 +77,8 @@ void main()
case 2: // Refract
{
vec3 wViewVec = mat3(inInvModelView) * normalize(inViewVec);
vec3 wNormal = mat3(inInvModelView) * inNormal;
vec3 wViewVec = mat3(ubo.inverseModelview) * normalize(inViewVec);
vec3 wNormal = mat3(ubo.inverseModelview) * inNormal;
color = texture(samplerEnvMap, refract(-wViewVec, wNormal, 1.0/1.6));
}
break;
@ -81,7 +86,7 @@ void main()
// 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
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 {
mat4 projection;
mat4 modelview;
mat4 inverseModelview;
} ubo;
layout (location = 0) out vec3 outUVW;
@ -15,7 +16,6 @@ layout (location = 1) out vec3 outPos;
layout (location = 2) out vec3 outNormal;
layout (location = 3) out vec3 outViewVec;
layout (location = 4) out vec3 outLightVec;
layout (location = 5) out mat4 outInvModelView;
out gl_PerVertex
{
@ -39,8 +39,6 @@ void main()
outPos = vec3(ubo.modelview * vec4(inPos, 1.0));
outNormal = mat3(ubo.modelview) * inNormal;
outInvModelView = inverse(ubo.modelview);
vec3 lightPos = vec3(0.0f, -5.0f, 5.0f);
outLightVec = lightPos.xyz - outPos.xyz;
outViewVec = -outPos.xyz;

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@ -58,6 +58,7 @@ public:
struct UBOVS {
glm::mat4 projection;
glm::mat4 modelview;
glm::mat4 inverseModelview;
} uboVS;
struct UBOParams {
@ -621,7 +622,7 @@ public:
void setupDescriptorSetLayout()
{
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_UNIFORM_BUFFER, VK_SHADER_STAGE_FRAGMENT_BIT, 2),
};
@ -922,6 +923,7 @@ public:
{
uboVS.projection = camera.matrices.perspective;
uboVS.modelview = camera.matrices.view;
uboVS.inverseModelview = glm::inverse(camera.matrices.view);
memcpy(uniformBuffers.matrices.mapped, &uboVS, sizeof(uboVS));
}