Visually upgraded deferred rendering example with moving lights, multiple meshes and normal mapping
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12 changed files with 247 additions and 196 deletions
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@ -17,6 +17,7 @@ void main()
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components[0] = texture(samplerPosition, inUV.st).rgb;
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components[1] = texture(samplerNormal, inUV.st).rgb;
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components[2] = texture(samplerAlbedo, inUV.st).rgb;
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// Uncomment to display specular component
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//components[2] = vec3(texture(samplerAlbedo, inUV.st).a);
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// Select component depending on z coordinate of quad
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@ -12,12 +12,9 @@ layout (location = 0) in vec2 inUV;
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layout (location = 0) out vec4 outFragcolor;
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struct Light {
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vec4 position;
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vec4 color;
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vec4 position;
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vec3 color;
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float radius;
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float quadraticFalloff;
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float linearFalloff;
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float _pad;
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};
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layout (binding = 4) uniform UBO
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@ -29,40 +26,50 @@ layout (binding = 4) uniform UBO
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void main()
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{
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// Get G-Buffer values
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vec3 fragPos = texture(samplerposition, inUV).rgb;
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vec3 normal = texture(samplerNormal, inUV).rgb;
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vec4 albedo = texture(samplerAlbedo, inUV);
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#define lightCount 5
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#define ambient 0.05
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#define specularStrength 0.15
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// Get G-Buffer values
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vec3 fragPos = texture(samplerposition, inUV).rgb;
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vec3 normal = texture(samplerNormal, inUV).rgb;
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vec4 albedo = texture(samplerAlbedo, inUV);
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#define lightCount 6
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#define ambient 0.0
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// Ambient part
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vec3 fragcolor = albedo.rgb * ambient;
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vec3 fragcolor = albedo.rgb * ambient;
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vec3 viewVec = normalize(ubo.viewPos.xyz - fragPos);
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for(int i = 0; i < lightCount; ++i)
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{
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// Distance from light to fragment position
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float dist = length(ubo.lights[i].position.xyz - fragPos);
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for(int i = 0; i < lightCount; ++i)
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{
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// Vector to light
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vec3 L = ubo.lights[i].position.xyz - fragPos;
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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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vec3 V = ubo.viewPos.xyz - fragPos;
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V = normalize(V);
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if(dist < ubo.lights[i].radius)
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{
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// Get vector from current light source to fragment position
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vec3 lightVec = normalize(ubo.lights[i].position.xyz - fragPos);
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// Diffuse part
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vec3 diffuse = max(dot(normal, lightVec), 0.0) * albedo.rgb * ubo.lights[i].color.rgb;
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// Specular part (specular texture part stored in albedo alpha channel)
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vec3 halfVec = normalize(lightVec + viewVec);
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vec3 specular = ubo.lights[i].color.rgb * pow(max(dot(normal, halfVec), 0.0), 16.0) * albedo.a * specularStrength;
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// Attenuation with linearFalloff and quadraticFalloff falloff
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float attenuation = 1.0 / (1.0 + ubo.lights[i].linearFalloff * dist + ubo.lights[i].quadraticFalloff * dist * dist);
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fragcolor += (diffuse + specular) * attenuation;
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}
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}
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//if(dist < ubo.lights[i].radius)
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{
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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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vec3 N = normalize(normal);
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float NdotL = max(0.0, dot(N, L));
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vec3 diff = ubo.lights[i].color * albedo.rgb * NdotL * atten;
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// Specular part
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// Specular map values are stored in alpha of albedo mrt
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vec3 R = reflect(-L, N);
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float NdotR = max(0.0, dot(R, V));
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vec3 spec = ubo.lights[i].color * albedo.a * pow(NdotR, 16.0) * atten;
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fragcolor += diff + spec;
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}
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}
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outFragcolor = vec4(fragcolor, 1.0);
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}
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@ -4,11 +4,13 @@
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#extension GL_ARB_shading_language_420pack : enable
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layout (binding = 1) uniform sampler2D samplerColor;
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layout (binding = 2) uniform sampler2D samplerNormalMap;
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layout (location = 0) in vec3 inNormal;
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layout (location = 1) in vec2 inUV;
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layout (location = 2) in vec3 inColor;
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layout (location = 3) in vec3 inWorldPos;
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layout (location = 4) in vec3 inTangent;
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layout (location = 0) out vec4 outPosition;
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layout (location = 1) out vec4 outNormal;
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@ -17,6 +19,14 @@ layout (location = 2) out vec4 outAlbedo;
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void main()
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{
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outPosition = vec4(inWorldPos, 1.0);
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outNormal = vec4(inNormal, 1.0);
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// Calculate normal in tangent space
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vec3 N = normalize(inNormal);
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vec3 T = normalize(inTangent);
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vec3 B = cross(N, T);
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mat3 TBN = mat3(T, B, N);
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vec3 tnorm = TBN * normalize(texture(samplerNormalMap, inUV).xyz * 2.0 - vec3(1.0));
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outNormal = vec4(tnorm, 1.0);
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outAlbedo = texture(samplerColor, inUV);
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}
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@ -7,18 +7,21 @@ layout (location = 0) in vec4 inPos;
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layout (location = 1) in vec2 inUV;
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layout (location = 2) in vec3 inColor;
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layout (location = 3) in vec3 inNormal;
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layout (location = 4) in vec3 inTangent;
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layout (binding = 0) uniform UBO
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{
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mat4 projection;
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mat4 model;
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mat4 view;
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vec4 instancePos[3];
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} ubo;
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layout (location = 0) out vec3 outNormal;
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layout (location = 1) out vec2 outUV;
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layout (location = 2) out vec3 outColor;
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layout (location = 3) out vec3 outWorldPos;
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layout (location = 4) out vec3 outTangent;
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out gl_PerVertex
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{
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@ -27,13 +30,14 @@ out gl_PerVertex
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void main()
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{
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gl_Position = ubo.projection * ubo.view * ubo.model * inPos;
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vec4 tmpPos = inPos + ubo.instancePos[gl_InstanceIndex];
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gl_Position = ubo.projection * ubo.view * ubo.model * tmpPos;
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outUV = inUV;
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outUV.t = 1.0 - outUV.t;
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// Vertex position in world space
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vec4 tmpPos = inPos;
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outWorldPos = vec3(ubo.model * tmpPos);
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// GL to Vulkan coord space
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outWorldPos.y = -outWorldPos.y;
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@ -41,6 +45,7 @@ void main()
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// Normal in world space
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mat3 mNormal = transpose(inverse(mat3(ubo.model)));
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outNormal = mNormal * normalize(inNormal);
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outTangent = mNormal * normalize(inTangent);
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// Currently just vertex color
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outColor = inColor;
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