Added shaders for deferred shadow example

This commit is contained in:
saschawillems 2016-07-14 23:44:08 +02:00
parent 9782fbcb66
commit a89aebd381
20 changed files with 418 additions and 0 deletions

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#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
layout (binding = 1) uniform sampler2D samplerPosition;
layout (binding = 2) uniform sampler2D samplerNormal;
layout (binding = 3) uniform sampler2D samplerAlbedo;
layout (binding = 5) uniform sampler2DArray samplerDepth;
layout (location = 0) in vec3 inUV;
layout (location = 0) out vec4 outFragColor;
float LinearizeDepth(float depth)
{
float n = 1.0; // camera z near
float f = 96.0; // camera z far
float z = depth;
return (2.0 * n) / (f + n - z * (f - n));
}
void main()
{
vec3 components[3];
components[0] = texture(samplerPosition, inUV.st).rgb;
components[1] = texture(samplerNormal, inUV.st).rgb;
//components[2] = texture(samplerDepth, inUV.st).rgb;
// Uncomment to display specular component
//components[2] = vec3(texture(samplerAlbedo, inUV.st).a);
// Select component depending on z coordinate of quad
highp int index = int(inUV.z);
if (index == 2)
{
float depth = texture(samplerDepth, vec3(inUV.st, 0.0)).r;
outFragColor = vec4(vec3(1.0-LinearizeDepth(depth)), 1.0);
}
else
{
outFragColor.rgb = components[index];
}
}

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#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
layout (location = 0) in vec3 inPos;
layout (location = 1) in vec2 inUV;
layout (location = 3) in vec3 inNormal;
layout (binding = 0) uniform UBO
{
mat4 projection;
mat4 model;
} ubo;
layout (location = 0) out vec3 outUV;
out gl_PerVertex
{
vec4 gl_Position;
};
void main()
{
outUV = vec3(inUV.st, inNormal.z);
gl_Position = ubo.projection * ubo.model * vec4(inPos.xyz, 1.0);
}

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#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
layout (binding = 1) uniform sampler2D samplerposition;
layout (binding = 2) uniform sampler2D samplerNormal;
layout (binding = 3) uniform sampler2D samplerAlbedo;
// Depth from the light's point of view
//layout (binding = 5) uniform sampler2DShadow samplerShadowMap;
layout (binding = 5) uniform sampler2DArray samplerShadowMap;
layout (location = 0) in vec2 inUV;
layout (location = 0) out vec4 outFragColor;
#define LIGHT_COUNT 3
#define SHADOW_FACTOR 0.25
#define AMBIENT_LIGHT 0.0
#define USE_PCF
struct Light
{
vec4 position;
vec4 target;
vec4 color;
mat4 viewMatrix;
};
layout (binding = 4) uniform UBO
{
vec4 viewPos;
Light lights[LIGHT_COUNT];
} ubo;
float textureProj(vec4 P, float layer, vec2 offset)
{
float shadow = 1.0;
vec4 shadowCoord = P / P.w;
shadowCoord.st = shadowCoord.st * 0.5 + 0.5;
if (shadowCoord.z > -1.0 && shadowCoord.z < 1.0)
{
float dist = texture(samplerShadowMap, vec3(shadowCoord.st + offset, layer)).r;
if (shadowCoord.w > 0.0 && dist < shadowCoord.z)
{
shadow = SHADOW_FACTOR;
}
}
return shadow;
}
float filterPCF(vec4 sc, float layer)
{
ivec2 texDim = textureSize(samplerShadowMap, 0).xy;
float scale = 1.5;
float dx = scale * 1.0 / float(texDim.x);
float dy = scale * 1.0 / float(texDim.y);
float shadowFactor = 0.0;
int count = 0;
int range = 1;
for (int x = -range; x <= range; x++)
{
for (int y = -range; y <= range; y++)
{
shadowFactor += textureProj(sc, layer, vec2(dx*x, dy*y));
count++;
}
}
return shadowFactor / count;
}
void main()
{
// Get G-Buffer values
vec3 fragPos = texture(samplerposition, inUV).rgb;
vec3 normal = texture(samplerNormal, inUV).rgb;
vec4 albedo = texture(samplerAlbedo, inUV);
// Ambient part
vec3 fragcolor = albedo.rgb * AMBIENT_LIGHT;
vec3 N = normalize(normal);
float shadow = 0.0;
for(int i = 0; i < LIGHT_COUNT; ++i)
{
// Vector to light
vec3 L = ubo.lights[i].position.xyz - fragPos;
// Distance from light to fragment position
float dist = length(L);
L = normalize(L);
// Viewer to fragment
vec3 V = ubo.viewPos.xyz - fragPos;
V = normalize(V);
float lightCosInnerAngle = cos(radians(15.0));
float lightCosOuterAngle = cos(radians(25.0));
float lightRange = 100.0;
// Direction vector from source to target
vec3 dir = normalize(ubo.lights[i].position.xyz - ubo.lights[i].target.xyz);
// Dual cone spot light with smooth transition between inner and outer angle
float cosDir = dot(L, dir);
float spotEffect = smoothstep(lightCosOuterAngle, lightCosInnerAngle, cosDir);
float heightAttenuation = smoothstep(lightRange, 0.0f, dist);
// Diffuse lighting.
float NdotL = max(0.0, dot(N, L));
vec3 diff = /*ubo.lights[i].color.rgb * albedo.rgb */ vec3(NdotL);
// Specular lighting.
vec3 R = reflect(-L, N);
float NdotR = max(0.0, dot(R, V));
vec3 spec = /*ubo.lights[i].color.rgb * albedo.a */ vec3(pow(NdotR, 16.0));
vec4 shadowClip = ubo.lights[i].viewMatrix * vec4(fragPos, 1.0);
float shadowFactor;
#ifdef USE_PCFA
shadowFactor= filterPCF(shadowClip, i);
#else
shadowFactor = textureProj(shadowClip, i, vec2(0.0));
#endif
//fragcolor += vec3(diff * spotEffect * heightAttenuation);
//fragcolor += vec3(diff * spotEffect * heightAttenuation) * shadowFactor * ubo.lights[i].color.rgb;
fragcolor += vec3(diff * spotEffect * heightAttenuation) * ubo.lights[i].color.rgb;
shadow += shadowFactor;
//if (shadowFactor > 0.5)
// fragcolor += vec3(0.25);
//else
// fragcolor += vec3(1.0-shadowFactor);
//fragcolor += (diff + spec) * spotEffect * heightAttenuation * shadowFactor;
}
for(int i = 0; i < LIGHT_COUNT; ++i)
{
vec4 shadowClip = ubo.lights[i].viewMatrix * vec4(fragPos, 1.0);
float shadowFactor;
#ifdef USE_PCF
shadowFactor= filterPCF(shadowClip, i);
#else
shadowFactor = textureProj(shadowClip, i, vec2(0.0));
#endif
fragcolor *= shadowFactor;
}
outFragColor.rgb = fragcolor;// * shadow;
}

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#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
layout (location = 0) in vec3 inPos;
layout (location = 1) in vec2 inUV;
layout (binding = 0) uniform UBO
{
mat4 projection;
mat4 modelview;
mat4 lightMVP;
} ubo;
layout (location = 0) out vec2 outUV;
//layout (location = 1) out vec4 outShadowCoord;
out gl_PerVertex
{
vec4 gl_Position;
};
/*
const mat4 biasMat = mat4(
0.5, 0.0, 0.0, 0.0,
0.0, 0.5, 0.0, 0.0,
0.0, 0.0, 1.0, 0.0,
0.5, 0.5, 0.0, 1.0 );
*/
void main()
{
outUV = inUV;
gl_Position = ubo.projection * ubo.modelview * vec4(inPos.xyz, 1.0);
//outShadowCoord = (biasMat * ubo.lightMVP * ubo.modelview) * vec4(inPos, 1.0);
}

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glslangvalidator -V debug.vert -o debug.vert.spv
glslangvalidator -V debug.frag -o debug.frag.spv
glslangvalidator -V mrt.vert -o mrt.vert.spv
glslangvalidator -V mrt.frag -o mrt.frag.spv
glslangvalidator -V shadow.vert -o shadow.vert.spv
glslangvalidator -V shadow.frag -o shadow.frag.spv
glslangvalidator -V shadow.geom -o shadow.geom.spv
glslangvalidator -V deferred.vert -o deferred.vert.spv
glslangvalidator -V deferred.frag -o deferred.frag.spv

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#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
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);
N.y = -N.y;
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
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
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;
out gl_PerVertex
{
vec4 gl_Position;
};
void main()
{
vec4 tmpPos = inPos + ubo.instancePos[gl_InstanceIndex];
gl_Position = ubo.projection * ubo.view * ubo.model * tmpPos;
outUV = inUV;
outUV.t = 1.0 - outUV.t;
// 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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#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
layout(location = 0) out float fragmentdepth;
void main()
{
fragmentdepth = gl_FragCoord.z;
}

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#version 420
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
#define LIGHT_COUNT 3
layout (triangles, invocations = LIGHT_COUNT) in;
layout (triangle_strip, max_vertices = 3) out;
layout (binding = 0) uniform UBO
{
mat4 mvp[LIGHT_COUNT];
vec4 instancePos[3];
} ubo;
layout (location = 0) in int inInstanceIndex[];
void main()
{
vec4 instancedPos = ubo.instancePos[inInstanceIndex[0]];
for (int i = 0; i < gl_in.length(); i++)
{
gl_Layer = gl_InvocationID;
vec4 tmpPos = gl_in[i].gl_Position + instancedPos;
gl_Position = ubo.mvp[gl_InvocationID] * tmpPos;
EmitVertex();
}
EndPrimitive();
}

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#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
layout (location = 0) in vec4 inPos;
layout (location = 0) out int outInstanceIndex;
out gl_PerVertex
{
vec4 gl_Position;
};
void main()
{
outInstanceIndex = gl_InstanceIndex;
gl_Position = inPos;
}

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