Added basic HDR rendering example (wip)
This commit is contained in:
parent
55771091de
commit
cbfdfc904b
17 changed files with 1518 additions and 1 deletions
66
data/shaders/hdr/bloom.frag
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66
data/shaders/hdr/bloom.frag
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#version 450
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_420pack : enable
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layout (binding = 0) uniform sampler2D samplerColor0;
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layout (binding = 1) uniform sampler2D samplerColor1;
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layout (location = 0) in vec2 inUV;
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layout (location = 0) out vec4 outColor;
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layout (constant_id = 0) const int dir = 0;
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void main(void)
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{
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// From the OpenGL Super bible
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const float weights[] = float[](0.0024499299678342,
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0.0043538453346397,
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0.0073599963704157,
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0.0118349786570722,
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0.0181026699707781,
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0.0263392293891488,
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0.0364543006660986,
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0.0479932050577658,
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0.0601029809166942,
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0.0715974486241365,
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0.0811305381519717,
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0.0874493212267511,
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0.0896631113333857,
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0.0874493212267511,
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0.0811305381519717,
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0.0715974486241365,
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0.0601029809166942,
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0.0479932050577658,
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0.0364543006660986,
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0.0263392293891488,
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0.0181026699707781,
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0.0118349786570722,
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0.0073599963704157,
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0.0043538453346397,
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0.0024499299678342);
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const float blurScale = 0.003;
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const float blurStrength = 1.0;
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float ar = 1.0;
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// Aspect ratio for vertical blur pass
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if (dir == 1)
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{
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vec2 ts = textureSize(samplerColor1, 0);
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ar = ts.y / ts.x;
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}
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vec2 P = inUV.yx - vec2(0, (weights.length() >> 1) * ar * blurScale);
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vec4 color = vec4(0.0);
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for (int i = 0; i < weights.length(); i++)
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{
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vec2 dv = vec2(0.0, i * blurScale) * ar;
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color += texture(samplerColor1, P + dv) * weights[i] * blurStrength;
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}
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outColor = color;
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}
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data/shaders/hdr/bloom.frag.spv
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data/shaders/hdr/bloom.frag.spv
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data/shaders/hdr/bloom.vert
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data/shaders/hdr/bloom.vert
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#version 450
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_420pack : enable
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layout (location = 0) out vec2 outUV;
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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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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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data/shaders/hdr/bloom.vert.spv
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data/shaders/hdr/bloom.vert.spv
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data/shaders/hdr/composition.frag
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data/shaders/hdr/composition.frag
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#version 450
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_420pack : enable
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layout (binding = 0) uniform sampler2D samplerColor0;
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layout (binding = 1) uniform sampler2D samplerColor1;
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layout (location = 0) in vec2 inUV;
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layout (location = 0) out vec4 outColor;
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void main()
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{
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outColor = texture(samplerColor0, inUV);
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}
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data/shaders/hdr/composition.frag.spv
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data/shaders/hdr/composition.frag.spv
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data/shaders/hdr/composition.vert
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data/shaders/hdr/composition.vert
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#version 450
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_420pack : enable
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layout (location = 0) out vec2 outUV;
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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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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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data/shaders/hdr/composition.vert.spv
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data/shaders/hdr/composition.vert.spv
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data/shaders/hdr/gbuffer.frag
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data/shaders/hdr/gbuffer.frag
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#version 450
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_420pack : enable
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layout (binding = 1) uniform sampler2D samplerEnvMap;
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layout (location = 0) in vec3 inUVW;
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layout (location = 1) in vec3 inPos;
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layout (location = 2) in vec3 inNormal;
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layout (location = 3) in vec3 inViewVec;
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layout (location = 4) in vec3 inLightVec;
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layout (location = 5) in mat4 inInvModelView;
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layout (location = 0) out vec4 outColor0;
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layout (location = 1) out vec4 outColor1;
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layout (constant_id = 0) const int type = 0;
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#define PI 3.1415926
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#define TwoPI (2.0 * PI)
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layout (binding = 2) uniform UBO {
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float exposure;
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} ubo;
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vec2 envMapEquirect(vec3 normal)
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{
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float phi = acos(-normal.y);
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float theta = atan(-1.0 * normal.x, normal.z) + PI;
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return vec2(theta / TwoPI, phi / PI);
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}
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void main()
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{
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vec4 color;
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vec3 wcNormal;
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switch (type) {
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case 0: // Skybox
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{
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vec3 normal = normalize(inUVW);
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color = texture(samplerEnvMap, envMapEquirect(normal));
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}
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break;
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case 1: // Reflect
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{
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vec3 wViewVec = mat3(inInvModelView) * normalize(inViewVec);
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vec3 normal = normalize(inNormal);
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vec3 wNormal = mat3(inInvModelView) * normal;
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float NdotL = max(dot(normal, inLightVec), 0.0);
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vec3 eyeDir = normalize(inViewVec);
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vec3 halfVec = normalize(inLightVec + eyeDir);
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float NdotH = max(dot(normal, halfVec), 0.0);
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float NdotV = max(dot(normal, eyeDir), 0.0);
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float VdotH = max(dot(eyeDir, halfVec), 0.0);
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// Geometric attenuation
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float NH2 = 2.0 * NdotH;
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float g1 = (NH2 * NdotV) / VdotH;
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float g2 = (NH2 * NdotL) / VdotH;
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float geoAtt = min(1.0, min(g1, g2));
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const float F0 = 0.6;
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const float k = 0.2;
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// Fresnel (schlick approximation)
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float fresnel = pow(1.0 - VdotH, 5.0);
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fresnel *= (1.0 - F0);
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fresnel += F0;
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float spec = (fresnel * geoAtt) / (NdotV * NdotL * 3.14);
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color = texture(samplerEnvMap, envMapEquirect(reflect(-wViewVec, wNormal)));
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color = vec4(color.rgb * NdotL * (k + spec * (1.0 - k)), 1.0);
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}
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break;
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case 2: // Refract
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{
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vec3 wViewVec = mat3(inInvModelView) * normalize(inViewVec);
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vec3 wNormal = mat3(inInvModelView) * inNormal;
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color = texture(samplerEnvMap, envMapEquirect(refract(-wViewVec, wNormal, 1.0/1.6)));
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}
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break;
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}
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// Color with manual exposure into attachment 0
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outColor0.rgb = vec3(1.0) - exp(-color.rgb * ubo.exposure);
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// Bright parts for bloom into attachment 1
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float l = dot(outColor0.rgb, vec3(0.2126, 0.7152, 0.0722));
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float threshold = 0.75;
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outColor1.rgb = (l > threshold) ? outColor0.rgb : vec3(0.0);
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outColor1.a = 1.0;
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}
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data/shaders/hdr/gbuffer.frag.spv
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data/shaders/hdr/gbuffer.frag.spv
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data/shaders/hdr/gbuffer.vert
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data/shaders/hdr/gbuffer.vert
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#version 450
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_420pack : enable
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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 (constant_id = 0) const int type = 0;
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layout (binding = 0) uniform UBO {
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mat4 projection;
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mat4 modelview;
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} ubo;
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layout (location = 0) out vec3 outUVW;
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layout (location = 1) out vec3 outPos;
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layout (location = 2) out vec3 outNormal;
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layout (location = 3) out vec3 outViewVec;
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layout (location = 4) out vec3 outLightVec;
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layout (location = 5) out mat4 outInvModelView;
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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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outUVW = inPos;
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outUVW.x *= -1.0;
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switch(type) {
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case 0: // Skybox
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outPos = vec3(mat3(ubo.modelview) * inPos);
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gl_Position = vec4(ubo.projection * vec4(outPos, 1.0));
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break;
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case 1: // Object
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outPos = vec3(ubo.modelview * vec4(inPos, 1.0));
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gl_Position = ubo.projection * ubo.modelview * vec4(inPos.xyz, 1.0);
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break;
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}
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outPos = vec3(ubo.modelview * vec4(inPos, 1.0));
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outNormal = mat3(ubo.modelview) * inNormal;
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outInvModelView = inverse(ubo.modelview);
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vec3 lightPos = vec3(0.0f, -5.0f, 5.0f);
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outLightVec = lightPos.xyz - outPos.xyz;
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outViewVec = -outPos.xyz;
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}
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data/shaders/hdr/gbuffer.vert.spv
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data/shaders/hdr/gbuffer.vert.spv
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data/textures/hdr_uffizi_bc6uf.DDS
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data/textures/hdr_uffizi_bc6uf.DDS
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hdr/hdr.cpp
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hdr/hdr.cpp
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hdr/hdr.vcxproj
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hdr/hdr.vcxproj
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<?xml version="1.0" encoding="utf-8"?>
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<ProjectConfiguration Include="Debug|x64">
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<Platform>x64</Platform>
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</ProjectConfiguration>
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<ProjectConfiguration Include="Release|x64">
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<ConfigurationType>Application</ConfigurationType>
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<RuntimeLibrary>MultiThreadedDebugDLL</RuntimeLibrary>
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<WarningLevel>Level3</WarningLevel>
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<Optimization>Disabled</Optimization>
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<AdditionalIncludeDirectories>..\base;..\external\glm;..\external\gli;..\external\assimp;..\external;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
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<AdditionalOptions>/FS %(AdditionalOptions)</AdditionalOptions>
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<Link>
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<GenerateDebugInformation>true</GenerateDebugInformation>
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<SubSystem>Windows</SubSystem>
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<AdditionalDependencies>..\libs\vulkan\vulkan-1.lib;..\libs\assimp\assimp.lib;%(AdditionalDependencies)</AdditionalDependencies>
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</Link>
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||||||
|
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
||||||
|
<ClCompile>
|
||||||
|
<PreprocessorDefinitions>WIN32;NDEBUG;_WINDOWS;VK_USE_PLATFORM_WIN32_KHR;_USE_MATH_DEFINES;NOMINMAX;_CRT_SECURE_NO_WARNINGS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||||
|
<RuntimeLibrary>MultiThreadedDLL</RuntimeLibrary>
|
||||||
|
<WarningLevel>Level3</WarningLevel>
|
||||||
|
<DebugInformationFormat>ProgramDatabase</DebugInformationFormat>
|
||||||
|
<AdditionalIncludeDirectories>..\base;..\external\glm;..\external\gli;..\external\assimp;..\external;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||||
|
</ClCompile>
|
||||||
|
<Link>
|
||||||
|
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||||
|
<SubSystem>Windows</SubSystem>
|
||||||
|
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||||
|
<OptimizeReferences>true</OptimizeReferences>
|
||||||
|
<AdditionalDependencies>..\libs\vulkan\vulkan-1.lib;..\libs\assimp\assimp.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||||
|
</Link>
|
||||||
|
</ItemDefinitionGroup>
|
||||||
|
<ItemGroup>
|
||||||
|
<ClCompile Include="..\base\vulkandebug.cpp" />
|
||||||
|
<ClCompile Include="..\base\vulkanexamplebase.cpp" />
|
||||||
|
<ClCompile Include="..\base\vulkantools.cpp" />
|
||||||
|
<ClCompile Include="hdr.cpp" />
|
||||||
|
</ItemGroup>
|
||||||
|
<ItemGroup>
|
||||||
|
<ClInclude Include="..\base\vulkandebug.h" />
|
||||||
|
<ClInclude Include="..\base\vulkanexamplebase.h" />
|
||||||
|
<ClInclude Include="..\base\vulkantools.h" />
|
||||||
|
</ItemGroup>
|
||||||
|
<ItemGroup>
|
||||||
|
<None Include="..\data\shaders\hdr\bloom.frag" />
|
||||||
|
<None Include="..\data\shaders\hdr\bloom.vert" />
|
||||||
|
<None Include="..\data\shaders\hdr\composition.frag" />
|
||||||
|
<None Include="..\data\shaders\hdr\composition.vert" />
|
||||||
|
<None Include="..\data\shaders\hdr\gbuffer.frag" />
|
||||||
|
<None Include="..\data\shaders\hdr\gbuffer.vert" />
|
||||||
|
</ItemGroup>
|
||||||
|
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
||||||
|
<ImportGroup Label="ExtensionTargets">
|
||||||
|
</ImportGroup>
|
||||||
|
</Project>
|
||||||
65
hdr/hdr.vcxproj.filters
Normal file
65
hdr/hdr.vcxproj.filters
Normal file
|
|
@ -0,0 +1,65 @@
|
||||||
|
<?xml version="1.0" encoding="utf-8"?>
|
||||||
|
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||||
|
<ItemGroup>
|
||||||
|
<Filter Include="Source Files">
|
||||||
|
<UniqueIdentifier>{4FC737F1-C7A5-4376-A066-2A32D752A2FF}</UniqueIdentifier>
|
||||||
|
<Extensions>cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx</Extensions>
|
||||||
|
</Filter>
|
||||||
|
<Filter Include="Header Files">
|
||||||
|
<UniqueIdentifier>{93995380-89BD-4b04-88EB-625FBE52EBFB}</UniqueIdentifier>
|
||||||
|
<Extensions>h;hh;hpp;hxx;hm;inl;inc;xsd</Extensions>
|
||||||
|
</Filter>
|
||||||
|
<Filter Include="Resource Files">
|
||||||
|
<UniqueIdentifier>{67DA6AB6-F800-4c08-8B7A-83BB121AAD01}</UniqueIdentifier>
|
||||||
|
<Extensions>rc;ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe;resx;tiff;tif;png;wav</Extensions>
|
||||||
|
</Filter>
|
||||||
|
<Filter Include="Shaders">
|
||||||
|
<UniqueIdentifier>{3adf072b-32a9-412a-8eb5-5329a601df1a}</UniqueIdentifier>
|
||||||
|
</Filter>
|
||||||
|
</ItemGroup>
|
||||||
|
<ItemGroup>
|
||||||
|
<ClCompile Include="..\base\vulkandebug.cpp">
|
||||||
|
<Filter>Source Files</Filter>
|
||||||
|
</ClCompile>
|
||||||
|
<ClCompile Include="..\base\vulkanexamplebase.cpp">
|
||||||
|
<Filter>Source Files</Filter>
|
||||||
|
</ClCompile>
|
||||||
|
<ClCompile Include="..\base\vulkantools.cpp">
|
||||||
|
<Filter>Source Files</Filter>
|
||||||
|
</ClCompile>
|
||||||
|
<ClCompile Include="hdr.cpp">
|
||||||
|
<Filter>Source Files</Filter>
|
||||||
|
</ClCompile>
|
||||||
|
</ItemGroup>
|
||||||
|
<ItemGroup>
|
||||||
|
<ClInclude Include="..\base\vulkandebug.h">
|
||||||
|
<Filter>Header Files</Filter>
|
||||||
|
</ClInclude>
|
||||||
|
<ClInclude Include="..\base\vulkanexamplebase.h">
|
||||||
|
<Filter>Header Files</Filter>
|
||||||
|
</ClInclude>
|
||||||
|
<ClInclude Include="..\base\vulkantools.h">
|
||||||
|
<Filter>Header Files</Filter>
|
||||||
|
</ClInclude>
|
||||||
|
</ItemGroup>
|
||||||
|
<ItemGroup>
|
||||||
|
<None Include="..\data\shaders\hdr\composition.frag">
|
||||||
|
<Filter>Shaders</Filter>
|
||||||
|
</None>
|
||||||
|
<None Include="..\data\shaders\hdr\composition.vert">
|
||||||
|
<Filter>Shaders</Filter>
|
||||||
|
</None>
|
||||||
|
<None Include="..\data\shaders\hdr\gbuffer.frag">
|
||||||
|
<Filter>Shaders</Filter>
|
||||||
|
</None>
|
||||||
|
<None Include="..\data\shaders\hdr\gbuffer.vert">
|
||||||
|
<Filter>Shaders</Filter>
|
||||||
|
</None>
|
||||||
|
<None Include="..\data\shaders\hdr\bloom.frag">
|
||||||
|
<Filter>Shaders</Filter>
|
||||||
|
</None>
|
||||||
|
<None Include="..\data\shaders\hdr\bloom.vert">
|
||||||
|
<Filter>Shaders</Filter>
|
||||||
|
</None>
|
||||||
|
</ItemGroup>
|
||||||
|
</Project>
|
||||||
|
|
@ -90,10 +90,11 @@ Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "Base", "Base", "{09B9A54B-F
|
||||||
base\vulkanheightmap.hpp = base\vulkanheightmap.hpp
|
base\vulkanheightmap.hpp = base\vulkanheightmap.hpp
|
||||||
base\VulkanInitializers.hpp = base\VulkanInitializers.hpp
|
base\VulkanInitializers.hpp = base\VulkanInitializers.hpp
|
||||||
base\vulkanMeshLoader.hpp = base\vulkanMeshLoader.hpp
|
base\vulkanMeshLoader.hpp = base\vulkanMeshLoader.hpp
|
||||||
base\VulkanModelLoader.hpp = base\VulkanModelLoader.hpp
|
base\VulkanModel.hpp = base\VulkanModel.hpp
|
||||||
base\vulkanscene.hpp = base\vulkanscene.hpp
|
base\vulkanscene.hpp = base\vulkanscene.hpp
|
||||||
base\vulkanswapchain.hpp = base\vulkanswapchain.hpp
|
base\vulkanswapchain.hpp = base\vulkanswapchain.hpp
|
||||||
base\vulkantextoverlay.hpp = base\vulkantextoverlay.hpp
|
base\vulkantextoverlay.hpp = base\vulkantextoverlay.hpp
|
||||||
|
base\VulkanTexture.hpp = base\VulkanTexture.hpp
|
||||||
base\vulkanTextureLoader.hpp = base\vulkanTextureLoader.hpp
|
base\vulkanTextureLoader.hpp = base\vulkanTextureLoader.hpp
|
||||||
base\vulkantools.cpp = base\vulkantools.cpp
|
base\vulkantools.cpp = base\vulkantools.cpp
|
||||||
base\vulkantools.h = base\vulkantools.h
|
base\vulkantools.h = base\vulkantools.h
|
||||||
|
|
@ -137,6 +138,8 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "dynamicuniformbuffer", "dyn
|
||||||
EndProject
|
EndProject
|
||||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "specializationconstants", "specializationconstants\specializationconstants.vcxproj", "{00F600D2-DF0E-4F07-B722-633F7C4B2F65}"
|
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "specializationconstants", "specializationconstants\specializationconstants.vcxproj", "{00F600D2-DF0E-4F07-B722-633F7C4B2F65}"
|
||||||
EndProject
|
EndProject
|
||||||
|
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "hdr", "hdr\hdr.vcxproj", "{582913B3-9B37-48CA-AEBD-69023DA9F7C8}"
|
||||||
|
EndProject
|
||||||
Global
|
Global
|
||||||
GlobalSection(SolutionConfigurationPlatforms) = preSolution
|
GlobalSection(SolutionConfigurationPlatforms) = preSolution
|
||||||
Debug|x64 = Debug|x64
|
Debug|x64 = Debug|x64
|
||||||
|
|
@ -331,6 +334,10 @@ Global
|
||||||
{00F600D2-DF0E-4F07-B722-633F7C4B2F65}.Debug|x64.Build.0 = Debug|x64
|
{00F600D2-DF0E-4F07-B722-633F7C4B2F65}.Debug|x64.Build.0 = Debug|x64
|
||||||
{00F600D2-DF0E-4F07-B722-633F7C4B2F65}.Release|x64.ActiveCfg = Release|x64
|
{00F600D2-DF0E-4F07-B722-633F7C4B2F65}.Release|x64.ActiveCfg = Release|x64
|
||||||
{00F600D2-DF0E-4F07-B722-633F7C4B2F65}.Release|x64.Build.0 = Release|x64
|
{00F600D2-DF0E-4F07-B722-633F7C4B2F65}.Release|x64.Build.0 = Release|x64
|
||||||
|
{582913B3-9B37-48CA-AEBD-69023DA9F7C8}.Debug|x64.ActiveCfg = Debug|x64
|
||||||
|
{582913B3-9B37-48CA-AEBD-69023DA9F7C8}.Debug|x64.Build.0 = Debug|x64
|
||||||
|
{582913B3-9B37-48CA-AEBD-69023DA9F7C8}.Release|x64.ActiveCfg = Release|x64
|
||||||
|
{582913B3-9B37-48CA-AEBD-69023DA9F7C8}.Release|x64.Build.0 = Release|x64
|
||||||
EndGlobalSection
|
EndGlobalSection
|
||||||
GlobalSection(SolutionProperties) = preSolution
|
GlobalSection(SolutionProperties) = preSolution
|
||||||
HideSolutionNode = FALSE
|
HideSolutionNode = FALSE
|
||||||
|
|
|
||||||
Loading…
Add table
Add a link
Reference in a new issue