Started work on specialization constants example
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data/shaders/specializationconstants/uber.frag
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data/shaders/specializationconstants/uber.frag
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#version 450
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_420pack : enable
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layout (binding = 1) uniform sampler2D samplerColormap;
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layout (binding = 2) uniform sampler2D samplerDiscard;
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layout (location = 0) in vec3 inNormal;
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layout (location = 1) in vec3 inColor;
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layout (location = 2) in vec2 inUV;
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layout (location = 3) in vec3 inViewVec;
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layout (location = 4) in vec3 inLightVec;
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layout (location = 0) out vec4 outFragColor;
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// We use this constant to control the flow of the shader depending on the
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// lighting model selected at pipeline creation time
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layout (constant_id = 0) const int LIGHTING_MODEL = 0;
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void main()
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{
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switch (LIGHTING_MODEL) {
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case 0: // Phong
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{
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vec3 ambient = inColor * vec3(0.25);
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vec3 N = normalize(inNormal);
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vec3 L = normalize(inLightVec);
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vec3 V = normalize(inViewVec);
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vec3 R = reflect(-L, N);
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vec3 diffuse = max(dot(N, L), 0.0) * inColor;
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vec3 specular = pow(max(dot(R, V), 0.0), 32.0) * vec3(0.75);
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outFragColor = vec4(ambient + diffuse * 1.75 + specular, 1.0);
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break;
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}
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case 1: // Toon
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{
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vec3 N = normalize(inNormal);
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vec3 L = normalize(inLightVec);
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float intensity = dot(N,L);
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vec3 color;
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if (intensity > 0.98)
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color = inColor * 1.5;
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else if (intensity > 0.9)
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color = inColor * 1.0;
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else if (intensity > 0.5)
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color = inColor * 0.6;
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else if (intensity > 0.25)
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color = inColor * 0.4;
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else
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color = inColor * 0.2;
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outFragColor.rgb = color;
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break;
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}
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case 2: // Textured
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{
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vec4 color = texture(samplerColormap, inUV).rrra;
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vec3 ambient = color.rgb * vec3(0.25) * inColor;
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vec3 N = normalize(inNormal);
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vec3 L = normalize(inLightVec);
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vec3 V = normalize(inViewVec);
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vec3 R = reflect(-L, N);
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vec3 diffuse = max(dot(N, L), 0.0) * color.rgb;
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float specular = pow(max(dot(R, V), 0.0), 32.0) * color.a;
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outFragColor = vec4(ambient + diffuse + vec3(specular), 1.0);
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break;
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}
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}
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}
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