Moved shaders to new directory

This commit is contained in:
Sascha Willems 2023-05-09 21:03:02 +02:00
parent 0b3f8340e3
commit 99b226237a
1244 changed files with 0 additions and 0 deletions

View file

@ -1,109 +0,0 @@
#version 450
layout (binding = 1) uniform sampler2D sColorMap;
layout (binding = 2) uniform sampler2D sNormalHeightMap;
layout (binding = 3) uniform UBO
{
float heightScale;
float parallaxBias;
float numLayers;
int mappingMode;
} ubo;
layout (location = 0) in vec2 inUV;
layout (location = 1) in vec3 inTangentLightPos;
layout (location = 2) in vec3 inTangentViewPos;
layout (location = 3) in vec3 inTangentFragPos;
layout (location = 0) out vec4 outColor;
vec2 parallaxMapping(vec2 uv, vec3 viewDir)
{
float height = 1.0 - textureLod(sNormalHeightMap, uv, 0.0).a;
vec2 p = viewDir.xy * (height * (ubo.heightScale * 0.5) + ubo.parallaxBias) / viewDir.z;
return uv - p;
}
vec2 steepParallaxMapping(vec2 uv, vec3 viewDir)
{
float layerDepth = 1.0 / ubo.numLayers;
float currLayerDepth = 0.0;
vec2 deltaUV = viewDir.xy * ubo.heightScale / (viewDir.z * ubo.numLayers);
vec2 currUV = uv;
float height = 1.0 - textureLod(sNormalHeightMap, currUV, 0.0).a;
for (int i = 0; i < ubo.numLayers; i++) {
currLayerDepth += layerDepth;
currUV -= deltaUV;
height = 1.0 - textureLod(sNormalHeightMap, currUV, 0.0).a;
if (height < currLayerDepth) {
break;
}
}
return currUV;
}
vec2 parallaxOcclusionMapping(vec2 uv, vec3 viewDir)
{
float layerDepth = 1.0 / ubo.numLayers;
float currLayerDepth = 0.0;
vec2 deltaUV = viewDir.xy * ubo.heightScale / (viewDir.z * ubo.numLayers);
vec2 currUV = uv;
float height = 1.0 - textureLod(sNormalHeightMap, currUV, 0.0).a;
for (int i = 0; i < ubo.numLayers; i++) {
currLayerDepth += layerDepth;
currUV -= deltaUV;
height = 1.0 - textureLod(sNormalHeightMap, currUV, 0.0).a;
if (height < currLayerDepth) {
break;
}
}
vec2 prevUV = currUV + deltaUV;
float nextDepth = height - currLayerDepth;
float prevDepth = 1.0 - textureLod(sNormalHeightMap, prevUV, 0.0).a - currLayerDepth + layerDepth;
return mix(currUV, prevUV, nextDepth / (nextDepth - prevDepth));
}
void main(void)
{
vec3 V = normalize(inTangentViewPos - inTangentFragPos);
vec2 uv = inUV;
if (ubo.mappingMode == 0) {
// Color only
outColor = texture(sColorMap, inUV);
} else {
switch(ubo.mappingMode) {
case 2:
uv = parallaxMapping(inUV, V);
break;
case 3:
uv = steepParallaxMapping(inUV, V);
break;
case 4:
uv = parallaxOcclusionMapping(inUV, V);
break;
}
// Perform sampling before (potentially) discarding.
// This is to avoid implicit derivatives in non-uniform control flow.
vec3 normalHeightMapLod = textureLod(sNormalHeightMap, uv, 0.0).rgb;
vec3 color = texture(sColorMap, uv).rgb;
// Discard fragments at texture border
if (uv.x < 0.0 || uv.x > 1.0 || uv.y < 0.0 || uv.y > 1.0) {
discard;
}
vec3 N = normalize(normalHeightMapLod * 2.0 - 1.0);
vec3 L = normalize(inTangentLightPos - inTangentFragPos);
vec3 R = reflect(-L, N);
vec3 H = normalize(L + V);
vec3 ambient = 0.2 * color;
vec3 diffuse = max(dot(L, N), 0.0) * color;
vec3 specular = vec3(0.15) * pow(max(dot(N, H), 0.0), 32.0);
outColor = vec4(ambient + diffuse + specular, 1.0f);
}
}