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

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#version 450
layout (binding = 1) uniform sampler2D samplerposition;
layout (binding = 2) uniform sampler2D samplerNormal;
layout (binding = 3) uniform sampler2D samplerAlbedo;
layout (location = 0) in vec2 inUV;
layout (location = 0) out vec4 outFragcolor;
struct Light {
vec4 position;
vec3 color;
float radius;
};
layout (binding = 4) uniform UBO
{
Light lights[6];
vec4 viewPos;
int displayDebugTarget;
} ubo;
void main()
{
// Get G-Buffer values
vec3 fragPos = texture(samplerposition, inUV).rgb;
vec3 normal = texture(samplerNormal, inUV).rgb;
vec4 albedo = texture(samplerAlbedo, inUV);
// Debug display
if (ubo.displayDebugTarget > 0) {
switch (ubo.displayDebugTarget) {
case 1:
outFragcolor.rgb = fragPos;
break;
case 2:
outFragcolor.rgb = normal;
break;
case 3:
outFragcolor.rgb = albedo.rgb;
break;
case 4:
outFragcolor.rgb = albedo.aaa;
break;
}
outFragcolor.a = 1.0;
return;
}
// Render-target composition
#define lightCount 6
#define ambient 0.0
// Ambient part
vec3 fragcolor = albedo.rgb * ambient;
for(int i = 0; i < lightCount; ++i)
{
// Vector to light
vec3 L = ubo.lights[i].position.xyz - fragPos;
// Distance from light to fragment position
float dist = length(L);
// Viewer to fragment
vec3 V = ubo.viewPos.xyz - fragPos;
V = normalize(V);
//if(dist < ubo.lights[i].radius)
{
// Light to fragment
L = normalize(L);
// Attenuation
float atten = ubo.lights[i].radius / (pow(dist, 2.0) + 1.0);
// Diffuse part
vec3 N = normalize(normal);
float NdotL = max(0.0, dot(N, L));
vec3 diff = ubo.lights[i].color * albedo.rgb * NdotL * atten;
// Specular part
// Specular map values are stored in alpha of albedo mrt
vec3 R = reflect(-L, N);
float NdotR = max(0.0, dot(R, V));
vec3 spec = ubo.lights[i].color * albedo.a * pow(NdotR, 16.0) * atten;
fragcolor += diff + spec;
}
}
outFragcolor = vec4(fragcolor, 1.0);
}

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#version 450
layout (location = 0) out vec2 outUV;
void main()
{
outUV = vec2((gl_VertexIndex << 1) & 2, gl_VertexIndex & 2);
gl_Position = vec4(outUV * 2.0f - 1.0f, 0.0f, 1.0f);
}

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#version 450
layout (binding = 1) uniform sampler2D samplerColor;
layout (binding = 2) uniform sampler2D samplerNormalMap;
layout (location = 0) in vec3 inNormal;
layout (location = 1) in vec2 inUV;
layout (location = 2) in vec3 inColor;
layout (location = 3) in vec3 inWorldPos;
layout (location = 4) in vec3 inTangent;
layout (location = 0) out vec4 outPosition;
layout (location = 1) out vec4 outNormal;
layout (location = 2) out vec4 outAlbedo;
void main()
{
outPosition = vec4(inWorldPos, 1.0);
// Calculate normal in tangent space
vec3 N = normalize(inNormal);
vec3 T = normalize(inTangent);
vec3 B = cross(N, T);
mat3 TBN = mat3(T, B, N);
vec3 tnorm = TBN * normalize(texture(samplerNormalMap, inUV).xyz * 2.0 - vec3(1.0));
outNormal = vec4(tnorm, 1.0);
outAlbedo = texture(samplerColor, inUV);
}

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#version 450
layout (location = 0) in vec4 inPos;
layout (location = 1) in vec2 inUV;
layout (location = 2) in vec3 inColor;
layout (location = 3) in vec3 inNormal;
layout (location = 4) in vec3 inTangent;
layout (binding = 0) uniform UBO
{
mat4 projection;
mat4 model;
mat4 view;
vec4 instancePos[3];
} ubo;
layout (location = 0) out vec3 outNormal;
layout (location = 1) out vec2 outUV;
layout (location = 2) out vec3 outColor;
layout (location = 3) out vec3 outWorldPos;
layout (location = 4) out vec3 outTangent;
void main()
{
vec4 tmpPos = inPos + ubo.instancePos[gl_InstanceIndex];
gl_Position = ubo.projection * ubo.view * ubo.model * tmpPos;
outUV = inUV;
// Vertex position in world space
outWorldPos = vec3(ubo.model * tmpPos);
// Normal in world space
mat3 mNormal = transpose(inverse(mat3(ubo.model)));
outNormal = mNormal * normalize(inNormal);
outTangent = mNormal * normalize(inTangent);
// Currently just vertex color
outColor = inColor;
}

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