* Added helper function for easy pipeline vertex input state create info structure setup from glTF model vertex class * Split glTF loader into header and implementation * Updated sample to use glTF * Removed collada files Replaced assets are now part of the asset pack * Return value for glTF model vertex input state create info helper * Removed unused assets * Use glTF assets * Added default material for glTF node's without materials * Use glTF assets * Apply pre-transforms to normals * Use glTF assets * Use glTF assets * Use vertex input state from glTF model class * Scene setup * Use glTF assets * Use glTF assets * Display error message and exit if glTF file could not be loaded * Use glTF assets * Use glTF assets * Use glTF assets * Remove unused buffer binds * Use glTF assets * Remove no longer used model files * Remove no longer used model files * Added support for rendering glTF models with images * glTF model normal pre-transform ignores translation * Use glTF assets * Use glTF assets * Use glTF assets * Use glTF assets * Use glTF assets * Only add combined image samplers to pool if actually used in the scene * Use global descriptor set layouts * Use global descriptor set layouts * Use glTF assets * Use glTF assets * Use glTF assets Code cleanup Updated GLSL and HLSL shaders * Use glTF assets Code cleanup * Use glTF assets Code cleanup Updated GLSL and HLSL shaders * Remove no-longer used model * Use glTF assets Code cleanup Updated GLSL and HLSL shaders * Use glTF assets Code cleanup Updated GLSL and HLSL shaders Removed no-longer used model * Use glTF assets Code cleanup Use RGBA texture instead of different compressed formats Removed no-longer used assets * Adnrdoid build file * Use glTF assets Code cleanup and refactoring Updated GLSL and HLSL shaders * Added vertex count and way of passing additional memory property type flags to glTF loader * Use glTF assets Updated GLSL and HLSL shaders Removed no-longer used assets * Use glTF assets Updated GLSL and HLSL shaders * Remove unfinished sample * Completely reworked push constants sample Use glTF assets Updated GLSL and HLSL shaders Removed no-longer used assets * Android CMake build files * Removed un-used asset * Explicit buffer binding function * Use glTF assets Code cleanup Updated GLSL and HLSL shaders * Use glTF assets Code cleanup * Use glTF assets Code cleanup Removed no-longer used assets * Use glTF assets Code cleanup Updated GLSL and HLSL shaders Removed no-longer used assets * Remove no-longer used asset * Use glTF assets Code cleanup and refactoring Performance optimizations Updated GLSL and HLSL shaders Removed no-longer used assets * Use glTF assets Code cleanup and refactoring Updated GLSL and HLSL shaders Removed no-longer used assets * Use glTF assets Code cleanup and refactoring Updated GLSL and HLSL shaders Removed no-longer used assets * Use glTF assets Code cleanup and refactoring Removed no-longer used assets * Use glTF assets Code cleanup and refactoring Removed no-longer used assets * Use glTF assets Code cleanup and refactoring * Use glTF assets Code cleanup and refactoring * Use glTF assets Code cleanup and refactoring Removed no-longer used assets * Pass vertex size and calculate multiplier in shaders instead of hard-coding With this, changes to the glTF vertex structure won't break the ray tracing samples * Load tangents (if present) * Use glTF assets Code cleanup and heavy refactoring Reworked debug display code * Android build * Normal mapping fixes Udpated HLSL shaders * Use glTF assets Code cleanup and heavy refactoring Reworked debug display code Updated GLSL and HLSL shaders * Code cleanup, comments * Use glTF assets Code cleanup and heavy refactoring Reworked debug display code Updated GLSL and HLSL shaders * Added sample count to framebuffer create info * Removed no-longer used assets * Android build Removed no-longer used assets * Code cleanup and heavy refactoring Updated GLSL and HLSL shaders Use tangents stored in GLSL instead of calculating them in the fragment shader * Renamed textured PBR sample main cpp file * Use glTF assets Code cleanup and refactoring Updated GLSL and HLSL shaders Removed no-longer used assets * Use glTF assets Removed no-longer used assets * Android build files * Android build files * Use glTF assets Removed no-longer used assets * Fixed HLSL shaders * Android build files * Use glTF assets Updated GLSL and HLSL shaders Removed no-longer used assets * Use glTF assets Updated GLSL and HLSL shaders Removed no-longer used assets * Added flag to disable glTF image loading Useful for samples that use their own textures or don't use textures at all to speed up loading * Use glTF assets Code cleanup Use Sponza scene instead of Sibenik to better highlight the effect Updated GLSL and HLSL shaders * Updated Android build files * Removed left-over comment * Use Sponza scene for the SSAO sample * Removed unused code * Removed ASSIMP No longer required as all samples now use the glTF file format * Added missing vertex shader stage * Removed old ASSIMP-based model loader * Added support for loading external glTF images from ktx Android fixes for loading external buffer files * Scene setup * Added missing shader stages * Removed ASSIMP from build files * Fixed compiler warning * Removed ASSIMP from readmes * Android build files cleanup * Replaced ktx submodule with only the files required for this repo The ktx submodule was a tad too big and contained lots of files not required for this repo * Moved ktx build files into base project * Use glTF assets * Use glTF assets * Removed license files, will be moved to asset pack * Use RGBA textures * Use RGBA cubemp texture with face assignment based on original images Refs #679 * Android build files * Removed textures All textures will be moved to the asset pack * Ignore asset folders * Removed font Fonts will be moved to the asset pack * Link to gltf asset pack * Updated gitignore * Android build file
67 lines
2.2 KiB
GLSL
67 lines
2.2 KiB
GLSL
// Copyright 2020 Google LLC
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Texture2D texturePositionDepth : register(t0);
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SamplerState samplerPositionDepth : register(s0);
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Texture2D textureNormal : register(t1);
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SamplerState samplerNormal : register(s1);
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Texture2D ssaoNoiseTexture : register(t2);
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SamplerState ssaoNoiseSampler : register(s2);
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#define SSAO_KERNEL_ARRAY_SIZE 64
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[[vk::constant_id(0)]] const int SSAO_KERNEL_SIZE = 64;
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[[vk::constant_id(1)]] const float SSAO_RADIUS = 0.5;
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struct UBOSSAOKernel
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{
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float4 samples[SSAO_KERNEL_ARRAY_SIZE];
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};
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cbuffer uboSSAOKernel : register(b3) { UBOSSAOKernel uboSSAOKernel; };
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struct UBO
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{
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float4x4 projection;
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};
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cbuffer ubo : register(b4) { UBO ubo; };
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float main([[vk::location(0)]] float2 inUV : TEXCOORD0) : SV_TARGET
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{
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// Get G-Buffer values
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float3 fragPos = texturePositionDepth.Sample(samplerPositionDepth, inUV).rgb;
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float3 normal = normalize(textureNormal.Sample(samplerNormal, inUV).rgb * 2.0 - 1.0);
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// Get a random vector using a noise lookup
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int2 texDim;
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texturePositionDepth.GetDimensions(texDim.x, texDim.y);
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int2 noiseDim;
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ssaoNoiseTexture.GetDimensions(noiseDim.x, noiseDim.y);
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const float2 noiseUV = float2(float(texDim.x)/float(noiseDim.x), float(texDim.y)/(noiseDim.y)) * inUV;
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float3 randomVec = ssaoNoiseTexture.Sample(ssaoNoiseSampler, noiseUV).xyz * 2.0 - 1.0;
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// Create TBN matrix
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float3 tangent = normalize(randomVec - normal * dot(randomVec, normal));
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float3 bitangent = cross(tangent, normal);
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float3x3 TBN = transpose(float3x3(tangent, bitangent, normal));
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// Calculate occlusion value
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float occlusion = 0.0f;
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for(int i = 0; i < SSAO_KERNEL_SIZE; i++)
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{
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float3 samplePos = mul(TBN, uboSSAOKernel.samples[i].xyz);
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samplePos = fragPos + samplePos * SSAO_RADIUS;
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// project
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float4 offset = float4(samplePos, 1.0f);
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offset = mul(ubo.projection, offset);
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offset.xyz /= offset.w;
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offset.xyz = offset.xyz * 0.5f + 0.5f;
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float sampleDepth = -texturePositionDepth.Sample(samplerPositionDepth, offset.xy).w;
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float rangeCheck = smoothstep(0.0f, 1.0f, SSAO_RADIUS / abs(fragPos.z - sampleDepth));
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occlusion += (sampleDepth >= samplePos.z ? 1.0f : 0.0f) * rangeCheck;
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}
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occlusion = 1.0 - (occlusion / float(SSAO_KERNEL_SIZE));
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return occlusion;
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}
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