procedural-3d-engine/shaders/glsl/variablerateshading/scene.frag
2023-10-13 18:53:51 +02:00

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2.5 KiB
GLSL

#version 450
#extension GL_EXT_fragment_shading_rate : 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 (set = 0, binding = 0) uniform UBOScene
{
mat4 projection;
mat4 view;
mat4 model;
vec4 lightPos;
vec4 viewPos;
int colorShadingRates;
} uboScene;
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 = 0.25;
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);
if (uboScene.colorShadingRates == 1) {
int v = 1;
int h = 1;
if ((gl_ShadingRateEXT & gl_ShadingRateFlag2VerticalPixelsEXT) == gl_ShadingRateFlag2VerticalPixelsEXT) {
v = 2;
}
if ((gl_ShadingRateEXT & gl_ShadingRateFlag4VerticalPixelsEXT) == gl_ShadingRateFlag4VerticalPixelsEXT) {
v = 4;
}
if ((gl_ShadingRateEXT & gl_ShadingRateFlag2HorizontalPixelsEXT) == gl_ShadingRateFlag2HorizontalPixelsEXT) {
h = 2;
}
if ((gl_ShadingRateEXT & gl_ShadingRateFlag4HorizontalPixelsEXT) == gl_ShadingRateFlag4HorizontalPixelsEXT) {
h = 4;
}
if (v == 1 && h == 1) { outFragColor *= vec4(0.0, 0.8, 0.4, 1.0); return; }
if (v == 2 && h == 1) { outFragColor *= vec4(0.2, 0.6, 1.0, 1.0); return; }
if (v == 1 && h == 2) { outFragColor *= vec4(0.0, 0.4, 0.8, 1.0); return; }
if (v == 2 && h == 2) { outFragColor *= vec4(1.0, 1.0, 0.2, 1.0); return; }
if (v == 4 && h == 2) { outFragColor *= vec4(0.8, 0.8, 0.0, 1.0); return; }
if (v == 2 && h == 4) { outFragColor *= vec4(1.0, 0.4, 0.2, 1.0); return; }
outFragColor *= vec4(0.0, 0.8, 0.4, 1.0);
}
}