Started working on sample showing comparing separate/interleaved vertex attributes

This commit is contained in:
Sascha Willems 2021-12-26 18:42:03 +01:00
parent 91958acad2
commit 5f1aac61ca
10 changed files with 929 additions and 0 deletions

View file

@ -0,0 +1,43 @@
#version 450
layout (set = 1, binding = 0) uniform sampler2D samplerColorMap;
layout (set = 1, binding = 1) uniform sampler2D samplerNormalMap;
layout (location = 0) in vec3 inNormal;
layout (location = 1) in vec2 inUV;
layout (location = 2) in vec3 inViewVec;
layout (location = 3) in vec3 inLightVec;
layout (location = 4) in vec4 inTangent;
layout (location = 0) out vec4 outFragColor;
layout(push_constant) uniform PushConsts {
mat4 model;
uint alphaMask;
float alphaMaskCuttoff;
} pushConsts;
void main()
{
vec4 color = texture(samplerColorMap, inUV);
if (pushConsts.alphaMask == 1) {
if (color.a < pushConsts.alphaMaskCuttoff) {
discard;
}
}
vec3 N = normalize(inNormal);
vec3 T = normalize(inTangent.xyz);
vec3 B = cross(inNormal, inTangent.xyz) * inTangent.w;
mat3 TBN = mat3(T, B, N);
N = TBN * normalize(texture(samplerNormalMap, inUV).xyz * 2.0 - vec3(1.0));
const float ambient = 0.1;
vec3 L = normalize(inLightVec);
vec3 V = normalize(inViewVec);
vec3 R = reflect(-L, N);
vec3 diffuse = max(dot(N, L), ambient).rrr;
float specular = pow(max(dot(R, V), 0.0), 32.0);
outFragColor = vec4(diffuse * color.rgb + specular, color.a);
}

Binary file not shown.

View file

@ -0,0 +1,39 @@
#version 450
layout (location = 0) in vec3 inPos;
layout (location = 1) in vec3 inNormal;
layout (location = 2) in vec2 inUV;
layout (location = 3) in vec4 inTangent;
layout (set = 0, binding = 0) uniform UBOScene
{
mat4 projection;
mat4 view;
vec4 lightPos;
vec4 viewPos;
} uboScene;
layout(push_constant) uniform PushConsts {
mat4 model;
uint alphaMask;
float alphaMaskCuttoff;
} pushConsts;
layout (location = 0) out vec3 outNormal;
layout (location = 1) out vec2 outUV;
layout (location = 2) out vec3 outViewVec;
layout (location = 3) out vec3 outLightVec;
layout (location = 4) out vec4 outTangent;
void main()
{
outNormal = inNormal;
outUV = inUV;
outTangent = inTangent;
gl_Position = uboScene.projection * uboScene.view * pushConsts.model * vec4(inPos.xyz, 1.0);
outNormal = mat3(pushConsts.model) * inNormal;
vec4 pos = pushConsts.model * vec4(inPos, 1.0);
outLightVec = uboScene.lightPos.xyz - pos.xyz;
outViewVec = uboScene.viewPos.xyz - pos.xyz;
}

Binary file not shown.