Moved shaders to new directory
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126
shaders/glsl/pbrbasic/pbr.frag
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126
shaders/glsl/pbrbasic/pbr.frag
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#version 450
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layout (location = 0) in vec3 inWorldPos;
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layout (location = 1) in vec3 inNormal;
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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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vec3 camPos;
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} ubo;
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layout (binding = 1) uniform UBOShared {
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vec4 lights[4];
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} uboParams;
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layout (location = 0) out vec4 outColor;
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layout(push_constant) uniform PushConsts {
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layout(offset = 12) float roughness;
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layout(offset = 16) float metallic;
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layout(offset = 20) float r;
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layout(offset = 24) float g;
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layout(offset = 28) float b;
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} material;
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const float PI = 3.14159265359;
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//#define ROUGHNESS_PATTERN 1
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vec3 materialcolor()
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{
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return vec3(material.r, material.g, material.b);
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}
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// Normal Distribution function --------------------------------------
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float D_GGX(float dotNH, float roughness)
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{
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float alpha = roughness * roughness;
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float alpha2 = alpha * alpha;
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float denom = dotNH * dotNH * (alpha2 - 1.0) + 1.0;
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return (alpha2)/(PI * denom*denom);
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}
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// Geometric Shadowing function --------------------------------------
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float G_SchlicksmithGGX(float dotNL, float dotNV, float roughness)
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{
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float r = (roughness + 1.0);
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float k = (r*r) / 8.0;
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float GL = dotNL / (dotNL * (1.0 - k) + k);
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float GV = dotNV / (dotNV * (1.0 - k) + k);
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return GL * GV;
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}
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// Fresnel function ----------------------------------------------------
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vec3 F_Schlick(float cosTheta, float metallic)
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{
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vec3 F0 = mix(vec3(0.04), materialcolor(), metallic); // * material.specular
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vec3 F = F0 + (1.0 - F0) * pow(1.0 - cosTheta, 5.0);
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return F;
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}
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// Specular BRDF composition --------------------------------------------
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vec3 BRDF(vec3 L, vec3 V, vec3 N, float metallic, float roughness)
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{
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// Precalculate vectors and dot products
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vec3 H = normalize (V + L);
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float dotNV = clamp(dot(N, V), 0.0, 1.0);
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float dotNL = clamp(dot(N, L), 0.0, 1.0);
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float dotLH = clamp(dot(L, H), 0.0, 1.0);
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float dotNH = clamp(dot(N, H), 0.0, 1.0);
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// Light color fixed
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vec3 lightColor = vec3(1.0);
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vec3 color = vec3(0.0);
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if (dotNL > 0.0)
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{
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float rroughness = max(0.05, roughness);
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// D = Normal distribution (Distribution of the microfacets)
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float D = D_GGX(dotNH, roughness);
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// G = Geometric shadowing term (Microfacets shadowing)
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float G = G_SchlicksmithGGX(dotNL, dotNV, rroughness);
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// F = Fresnel factor (Reflectance depending on angle of incidence)
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vec3 F = F_Schlick(dotNV, metallic);
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vec3 spec = D * F * G / (4.0 * dotNL * dotNV);
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color += spec * dotNL * lightColor;
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}
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return color;
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}
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// ----------------------------------------------------------------------------
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void main()
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{
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vec3 N = normalize(inNormal);
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vec3 V = normalize(ubo.camPos - inWorldPos);
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float roughness = material.roughness;
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// Add striped pattern to roughness based on vertex position
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#ifdef ROUGHNESS_PATTERN
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roughness = max(roughness, step(fract(inWorldPos.y * 2.02), 0.5));
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#endif
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// Specular contribution
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vec3 Lo = vec3(0.0);
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for (int i = 0; i < uboParams.lights.length(); i++) {
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vec3 L = normalize(uboParams.lights[i].xyz - inWorldPos);
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Lo += BRDF(L, V, N, material.metallic, roughness);
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};
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// Combine with ambient
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vec3 color = materialcolor() * 0.02;
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color += Lo;
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// Gamma correct
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color = pow(color, vec3(0.4545));
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outColor = vec4(color, 1.0);
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}
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BIN
shaders/glsl/pbrbasic/pbr.frag.spv
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shaders/glsl/pbrbasic/pbr.frag.spv
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32
shaders/glsl/pbrbasic/pbr.vert
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shaders/glsl/pbrbasic/pbr.vert
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#version 450
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layout (location = 0) in vec3 inPos;
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layout (location = 1) in vec3 inNormal;
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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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vec3 camPos;
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} ubo;
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layout (location = 0) out vec3 outWorldPos;
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layout (location = 1) out vec3 outNormal;
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layout(push_constant) uniform PushConsts {
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vec3 objPos;
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} pushConsts;
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out gl_PerVertex
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{
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vec4 gl_Position;
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};
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void main()
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{
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vec3 locPos = vec3(ubo.model * vec4(inPos, 1.0));
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outWorldPos = locPos + pushConsts.objPos;
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outNormal = mat3(ubo.model) * inNormal;
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gl_Position = ubo.projection * ubo.view * vec4(outWorldPos, 1.0);
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}
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BIN
shaders/glsl/pbrbasic/pbr.vert.spv
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shaders/glsl/pbrbasic/pbr.vert.spv
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