Started work on variable rate shading sample

This commit is contained in:
Sascha Willems 2020-09-01 21:51:06 +02:00
parent dcdabb9b12
commit 9d0fd8ce5a
5 changed files with 471 additions and 0 deletions

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#version 450
#extension GL_NV_shading_rate_image : require
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 vec3 inColor;
layout (location = 2) in vec2 inUV;
layout (location = 3) in vec3 inViewVec;
layout (location = 4) in vec3 inLightVec;
layout (location = 5) in vec4 inTangent;
layout (location = 0) out vec4 outFragColor;
layout (constant_id = 0) const bool ALPHA_MASK = false;
layout (constant_id = 1) const float ALPHA_MASK_CUTOFF = 0.0f;
void main()
{
vec4 color = texture(samplerColorMap, inUV) * vec4(inColor, 1.0);
if (ALPHA_MASK) {
if (color.a < ALPHA_MASK_CUTOFF) {
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);
}

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#version 450
layout (location = 0) in vec3 inPos;
layout (location = 1) in vec3 inNormal;
layout (location = 2) in vec2 inUV;
layout (location = 3) in vec3 inColor;
layout (location = 4) in vec4 inTangent;
layout (set = 0, binding = 0) uniform UBOScene
{
mat4 projection;
mat4 view;
mat4 model;
vec4 lightPos;
vec4 viewPos;
} uboScene;
layout (location = 0) out vec3 outNormal;
layout (location = 1) out vec3 outColor;
layout (location = 2) out vec2 outUV;
layout (location = 3) out vec3 outViewVec;
layout (location = 4) out vec3 outLightVec;
layout (location = 5) out vec4 outTangent;
void main()
{
outNormal = inNormal;
outColor = inColor;
outUV = inUV;
outTangent = inTangent;
gl_Position = uboScene.projection * uboScene.view * uboScene.model * vec4(inPos.xyz, 1.0);
outNormal = mat3(uboScene.model) * inNormal;
vec4 pos = uboScene.model * vec4(inPos, 1.0);
outLightVec = uboScene.lightPos.xyz - pos.xyz;
outViewVec = uboScene.viewPos.xyz - pos.xyz;
}