Moved shaders to new directory
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shaders/glsl/deferred/deferred.frag
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shaders/glsl/deferred/deferred.frag
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#version 450
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layout (binding = 1) uniform sampler2D samplerposition;
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layout (binding = 2) uniform sampler2D samplerNormal;
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layout (binding = 3) uniform sampler2D samplerAlbedo;
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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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vec3 color;
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float radius;
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};
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layout (binding = 4) uniform UBO
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{
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Light lights[6];
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vec4 viewPos;
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int displayDebugTarget;
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} 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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// Debug display
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if (ubo.displayDebugTarget > 0) {
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switch (ubo.displayDebugTarget) {
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case 1:
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outFragcolor.rgb = fragPos;
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break;
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case 2:
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outFragcolor.rgb = normal;
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break;
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case 3:
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outFragcolor.rgb = albedo.rgb;
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break;
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case 4:
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outFragcolor.rgb = albedo.aaa;
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break;
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}
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outFragcolor.a = 1.0;
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return;
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}
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// Render-target composition
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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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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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// 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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shaders/glsl/deferred/deferred.frag.spv
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shaders/glsl/deferred/deferred.frag.spv
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shaders/glsl/deferred/deferred.vert
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shaders/glsl/deferred/deferred.vert
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#version 450
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layout (location = 0) out vec2 outUV;
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void main()
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{
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outUV = vec2((gl_VertexIndex << 1) & 2, gl_VertexIndex & 2);
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gl_Position = vec4(outUV * 2.0f - 1.0f, 0.0f, 1.0f);
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}
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shaders/glsl/deferred/deferred.vert.spv
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shaders/glsl/deferred/deferred.vert.spv
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shaders/glsl/deferred/mrt.frag
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shaders/glsl/deferred/mrt.frag
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#version 450
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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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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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// 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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shaders/glsl/deferred/mrt.frag.spv
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shaders/glsl/deferred/mrt.frag.spv
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shaders/glsl/deferred/mrt.vert
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shaders/glsl/deferred/mrt.vert
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#version 450
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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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void main()
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{
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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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// Vertex position in world space
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outWorldPos = vec3(ubo.model * tmpPos);
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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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}
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shaders/glsl/deferred/mrt.vert.spv
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shaders/glsl/deferred/mrt.vert.spv
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