* 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
109 lines
3 KiB
GLSL
109 lines
3 KiB
GLSL
#version 450
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layout (binding = 1) uniform sampler2D sColorMap;
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layout (binding = 2) uniform sampler2D sNormalHeightMap;
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layout (binding = 3) uniform UBO
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{
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float heightScale;
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float parallaxBias;
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float numLayers;
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int mappingMode;
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} ubo;
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layout (location = 0) in vec2 inUV;
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layout (location = 1) in vec3 inTangentLightPos;
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layout (location = 2) in vec3 inTangentViewPos;
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layout (location = 3) in vec3 inTangentFragPos;
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layout (location = 0) out vec4 outColor;
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vec2 parallaxMapping(vec2 uv, vec3 viewDir)
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{
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float height = 1.0 - textureLod(sNormalHeightMap, uv, 0.0).a;
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vec2 p = viewDir.xy * (height * (ubo.heightScale * 0.5) + ubo.parallaxBias) / viewDir.z;
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return uv - p;
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}
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vec2 steepParallaxMapping(vec2 uv, vec3 viewDir)
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{
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float layerDepth = 1.0 / ubo.numLayers;
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float currLayerDepth = 0.0;
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vec2 deltaUV = viewDir.xy * ubo.heightScale / (viewDir.z * ubo.numLayers);
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vec2 currUV = uv;
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float height = 1.0 - textureLod(sNormalHeightMap, currUV, 0.0).a;
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for (int i = 0; i < ubo.numLayers; i++) {
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currLayerDepth += layerDepth;
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currUV -= deltaUV;
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height = 1.0 - textureLod(sNormalHeightMap, currUV, 0.0).a;
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if (height < currLayerDepth) {
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break;
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}
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}
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return currUV;
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}
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vec2 parallaxOcclusionMapping(vec2 uv, vec3 viewDir)
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{
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float layerDepth = 1.0 / ubo.numLayers;
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float currLayerDepth = 0.0;
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vec2 deltaUV = viewDir.xy * ubo.heightScale / (viewDir.z * ubo.numLayers);
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vec2 currUV = uv;
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float height = 1.0 - textureLod(sNormalHeightMap, currUV, 0.0).a;
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for (int i = 0; i < ubo.numLayers; i++) {
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currLayerDepth += layerDepth;
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currUV -= deltaUV;
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height = 1.0 - textureLod(sNormalHeightMap, currUV, 0.0).a;
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if (height < currLayerDepth) {
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break;
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}
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}
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vec2 prevUV = currUV + deltaUV;
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float nextDepth = height - currLayerDepth;
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float prevDepth = 1.0 - textureLod(sNormalHeightMap, prevUV, 0.0).a - currLayerDepth + layerDepth;
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return mix(currUV, prevUV, nextDepth / (nextDepth - prevDepth));
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}
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void main(void)
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{
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vec3 V = normalize(inTangentViewPos - inTangentFragPos);
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vec2 uv = inUV;
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if (ubo.mappingMode == 0) {
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// Color only
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outColor = texture(sColorMap, inUV);
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} else {
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switch(ubo.mappingMode) {
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case 2:
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uv = parallaxMapping(inUV, V);
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break;
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case 3:
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uv = steepParallaxMapping(inUV, V);
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break;
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case 4:
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uv = parallaxOcclusionMapping(inUV, V);
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break;
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}
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// Perform sampling before (potentially) discarding.
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// This is to avoid implicit derivatives in non-uniform control flow.
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vec3 normalHeightMapLod = textureLod(sNormalHeightMap, uv, 0.0).rgb;
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vec3 color = texture(sColorMap, uv).rgb;
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// Discard fragments at texture border
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if (uv.x < 0.0 || uv.x > 1.0 || uv.y < 0.0 || uv.y > 1.0) {
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discard;
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}
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vec3 N = normalize(normalHeightMapLod * 2.0 - 1.0);
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vec3 L = normalize(inTangentLightPos - inTangentFragPos);
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vec3 R = reflect(-L, N);
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vec3 H = normalize(L + V);
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vec3 ambient = 0.2 * color;
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vec3 diffuse = max(dot(L, N), 0.0) * color;
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vec3 specular = vec3(0.15) * pow(max(dot(N, H), 0.0), 32.0);
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outColor = vec4(ambient + diffuse + specular, 1.0f);
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}
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}
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