Move `data/shaders` to `data/shaders/glsl` Move `data/hlsl` to `data/shaders/hlsl` Fix up shader paths in the cpp files to point to the new glsl location. `data/shaders/hlsl/compile.py` still overwrites the glsl .spv files (for now). Issue: #723
96 lines
No EOL
2.4 KiB
GLSL
96 lines
No EOL
2.4 KiB
GLSL
#version 450
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layout (binding = 1) uniform samplerCube samplerEnvMap;
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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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mat4 inverseModelview;
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} ubo;
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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 = 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 Exposure {
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float exposure;
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} exposure;
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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, 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(ubo.inverseModelview) * normalize(inViewVec);
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vec3 normal = normalize(inNormal);
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vec3 wNormal = mat3(ubo.inverseModelview) * 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, 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(ubo.inverseModelview) * normalize(inViewVec);
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vec3 wNormal = mat3(ubo.inverseModelview) * inNormal;
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color = texture(samplerEnvMap, 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 * exposure.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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} |