206 lines
5.5 KiB
GLSL
206 lines
5.5 KiB
GLSL
#version 450
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#define UF_DEFERRED_SAMPLING 0
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layout (constant_id = 0) const uint TEXTURES = 1;
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layout (binding = 0) uniform sampler2D samplerTextures[TEXTURES];
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struct Material {
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vec4 colorBase;
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vec4 colorEmissive;
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float factorMetallic;
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float factorRoughness;
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float factorOcclusion;
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float factorAlphaCutoff;
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int indexAlbedo;
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int indexNormal;
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int indexEmissive;
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int indexOcclusion;
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int indexMetallicRoughness;
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int padding1;
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int padding2;
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int padding3;
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};
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struct Texture {
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int index;
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int samp;
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int remap;
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float blend;
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vec4 lerp;
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};
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layout (std140, binding = 1) readonly buffer Materials {
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Material materials[];
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};
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layout (std140, binding = 2) readonly buffer Textures {
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Texture textures[];
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};
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layout (location = 0) in vec2 inUv;
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layout (location = 1) in vec4 inColor;
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layout (location = 2) in vec3 inNormal;
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layout (location = 3) in mat3 inTBN;
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layout (location = 6) in vec3 inPosition;
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layout (location = 7) flat in ivec4 inId;
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layout (location = 0) out uvec2 outId;
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layout (location = 1) out vec2 outNormals;
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#if UF_DEFERRED_SAMPLING
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layout (location = 2) out vec2 outUvs;
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#else
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layout (location = 2) out vec4 outAlbedo;
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#endif
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vec2 encodeNormals( vec3 n ) {
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float p = sqrt(n.z*8+8);
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return n.xy/p + 0.5;
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}
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bool validTextureIndex( int textureIndex ) {
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return 0 <= textureIndex && textureIndex < TEXTURES;
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}
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vec4 sampleTexture( int textureIndex, vec2 uv, vec4 base ) {
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if ( !validTextureIndex( textureIndex ) ) return base;
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Texture t = textures[textureIndex+1];
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// if ( 0 <= t.remap && t.remap <= TEXTURES && t.remap != textureIndex ) t = textures[t.remap+1];
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return texture( samplerTextures[0], mix( t.lerp.xy, t.lerp.zw, uv ) );
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}
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void main() {
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#if UF_DEFERRED_SAMPLING
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vec3 N = inNormal;
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outUvs = fract(inUv);
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#else
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int materialId = int(inId.y);
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Material material = materials[materialId];
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vec2 uv = fract(inUv.xy);
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vec4 C = vec4(0, 0, 0, 0);
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vec3 N = inNormal;
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vec3 P = inPosition;
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float M = material.factorMetallic;
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float R = material.factorRoughness;
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float AO = material.factorOcclusion;
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// sample albedo
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// C = sampleTexture( material.indexAlbedo, uv, material.colorBase );
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if ( !validTextureIndex( material.indexAlbedo ) ) {
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discard;
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}
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{
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Texture t = textures[material.indexAlbedo + 1];
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C = texture( samplerTextures[0], mix( t.lerp.xy, t.lerp.zw, uv ) );
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}
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// sample normal
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if ( validTextureIndex( material.indexNormal ) ) {
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Texture t = textures[material.indexNormal + 1];
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N = inTBN * normalize( texture( samplerTextures[0], mix( t.lerp.xy, t.lerp.zw, uv ) ).xyz * 2.0 - vec3(1.0));
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}
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#if 0
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// sample metallic/roughness
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if ( validTextureIndex( material.indexMetallicRoughness ) ) {
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Texture t = textures[material.indexMetallicRoughness + 1];
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vec4 sampled = texture( samplerTextures[0], mix( t.lerp.xy, t.lerp.zw, uv ) );
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M = sampled.b;
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R = sampled.g;
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}
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// sample ao
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AO = material.factorOcclusion;
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if ( validTextureIndex( material.indexOcclusion ) ) {
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Texture t = textures[material.indexMetallicRoughness + 1];
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AO = texture( samplerTextures[0], mix( t.lerp.xy, t.lerp.zw, uv ) ).r;
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}
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#endif
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if ( C.a < abs(material.factorAlphaCutoff) ) {
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// outTransparency = C;
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discard;
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} else {
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C.rgb *= inColor.rgb * C.a;
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outAlbedo = vec4(C.rgb,1);
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}
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#endif
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outNormals = encodeNormals( N );
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outId = ivec2(inId.w, inId.y);
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}
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/*
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layout (location = 0) out vec4 outAlbedoMetallic;
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layout (location = 1) out vec4 outNormalRoughness;
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layout (location = 2) out vec4 outPositionAO;
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bool validIndex( int index ) {
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return 0 <= index && index < TEXTURES;
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}
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vec4 sampleTexture( int index ) {
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return texture(samplerTextures[index], inUv.xy);
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}
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void main() {
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int materialId = int(inId.y);
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vec4 C = vec4(1, 0, 1, 1);
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vec3 N = inNormal;
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vec3 P = inPosition;
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float M = 1;
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float R = 1;
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float AO = 1;
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if ( 0 <= materialId && materialId < materials.length() ) {
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Material material = materials[materialId];
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// sample albedo
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C = material.colorBase;
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if ( validIndex( material.indexAlbedo ) ) {
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C = sampleTexture( material.indexAlbedo );
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if ( material.indexAlbedo != material.indexMappedTarget && validIndex( material.indexMappedTarget ) ) {
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C = mix( C, sampleTexture( material.indexMappedTarget ), material.factorMappedBlend );
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}
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} else if ( validIndex( material.indexMappedTarget ) ) {
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C = sampleTexture( material.indexMappedTarget );
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}
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// debug
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if ( material.factorAlphaCutoff < 0 ) {
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float percent = float(material.indexAlbedo) / float(TEXTURES);
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if ( percent < 0.33 ) {
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C.rgb = vec3( percent * 3, 0, 0 );
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} else if ( percent < 0.66 ) {
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C.rgb = vec3( 0, percent * 3, 0 );
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} else {
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C.rgb = vec3( 0, 0, percent * 3 );
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}
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}
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if ( C.a < abs(material.factorAlphaCutoff) ) discard;
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// sample normal
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if ( validIndex( material.indexNormal ) ) {
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N = inTBN * normalize( sampleTexture( material.indexNormal ).xyz * 2.0 - vec3(1.0));
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}
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// sample metallic/roughness
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M = material.factorMetallic;
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R = material.factorRoughness;
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if ( validIndex( material.indexMetallicRoughness ) ) {
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vec4 sampled = sampleTexture( material.indexMetallicRoughness );
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M = sampled.b;
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R = sampled.g;
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}
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AO = material.factorOcclusion;
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if ( validIndex( material.indexOcclusion ) ) {
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AO = sampleTexture( material.indexOcclusion ).r;
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}
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}
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C.rgb *= inColor.rgb * C.a;
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outAlbedoMetallic = vec4(C.rgb,M);
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outNormalRoughness = vec4(N,R);
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outPositionAO = vec4(P,AO);
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}
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*/ |