procedural-3d-engine/data/shaders/glsl/deferredshadows/deferred.frag
Sascha Willems feb939096f
Merge glTF branch (#747)
* 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
2020-07-28 20:20:38 +02:00

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GLSL

#version 450
layout (binding = 1) uniform sampler2D samplerposition;
layout (binding = 2) uniform sampler2D samplerNormal;
layout (binding = 3) uniform sampler2D samplerAlbedo;
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 0.1
#define USE_PCF
struct Light
{
vec4 position;
vec4 target;
vec4 color;
mat4 viewMatrix;
};
layout (binding = 4) uniform UBO
{
vec4 viewPos;
Light lights[LIGHT_COUNT];
int useShadows;
int debugDisplayTarget;
} 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;
}
vec3 shadow(vec3 fragcolor, vec3 fragpos) {
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;
}
return fragcolor;
}
void main()
{
// Get G-Buffer values
vec3 fragPos = texture(samplerposition, inUV).rgb;
vec3 normal = texture(samplerNormal, inUV).rgb;
vec4 albedo = texture(samplerAlbedo, inUV);
// Debug display
if (ubo.debugDisplayTarget > 0) {
switch (ubo.debugDisplayTarget) {
case 1:
outFragColor.rgb = shadow(vec3(1.0), fragPos).rgb;
break;
case 2:
outFragColor.rgb = fragPos;
break;
case 3:
outFragColor.rgb = normal;
break;
case 4:
outFragColor.rgb = albedo.rgb;
break;
case 5:
outFragColor.rgb = albedo.aaa;
break;
}
outFragColor.a = 1.0;
return;
}
// Ambient part
vec3 fragcolor = albedo.rgb * AMBIENT_LIGHT;
vec3 N = normalize(normal);
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 = vec3(NdotL);
// Specular lighting
vec3 R = reflect(-L, N);
float NdotR = max(0.0, dot(R, V));
vec3 spec = vec3(pow(NdotR, 16.0) * albedo.a * 2.5);
fragcolor += vec3((diff + spec) * spotEffect * heightAttenuation) * ubo.lights[i].color.rgb * albedo.rgb;
}
// Shadow calculations in a separate pass
if (ubo.useShadows > 0)
{
fragcolor = shadow(fragcolor, fragPos);
}
outFragColor = vec4(fragcolor, 1.0);
}