87 lines
3.0 KiB
GLSL
87 lines
3.0 KiB
GLSL
#version 450
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#extension GL_GOOGLE_include_directive : require
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#extension GL_EXT_buffer_reference : require
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#include "input_structures.glsl"
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layout(location = 0) in vec3 inNormal;
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layout(location = 1) in vec3 inColor;
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layout(location = 2) in vec2 inUV;
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layout(location = 3) in vec3 inWorldPos;
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layout(location = 4) in vec4 inTangent;
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layout(location = 0) out vec4 outPos;
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layout(location = 1) out vec4 outNorm;
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layout(location = 2) out vec4 outAlbedo;
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layout(location = 3) out uint outObjectID;
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layout(location = 4) out vec4 outExtra;
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// Keep push constants layout in sync with mesh.vert / GPUDrawPushConstants
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struct Vertex {
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vec3 position; float uv_x;
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vec3 normal; float uv_y;
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vec4 color;
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vec4 tangent;
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};
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layout(buffer_reference, std430) readonly buffer VertexBuffer{
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Vertex vertices[];
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};
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layout(push_constant) uniform constants
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{
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mat4 render_matrix;
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mat3 normal_matrix;
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VertexBuffer vertexBuffer;
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uint objectID;
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} PushConstants;
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void main() {
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// Apply baseColor texture and baseColorFactor once
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vec4 baseTex = texture(colorTex, inUV);
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// Alpha from baseColor texture and factor, used for cutouts on MASK materials.
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float alpha = clamp(baseTex.a * materialData.colorFactors.a, 0.0, 1.0);
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float alphaCutoff = materialData.extra[2].x;
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if (alphaCutoff > 0.0 && alpha < alphaCutoff)
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{
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discard;
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}
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vec3 albedo = inColor * baseTex.rgb * materialData.colorFactors.rgb;
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// glTF metallic-roughness in G (roughness) and B (metallic)
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vec2 mrTex = texture(metalRoughTex, inUV).gb;
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float roughness = clamp(mrTex.x * materialData.metal_rough_factors.y, 0.04, 1.0);
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float metallic = clamp(mrTex.y * materialData.metal_rough_factors.x, 0.0, 1.0);
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// Normal mapping: decode tangent-space normal and transform to world space
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// Expect UNORM normal map; support BC5 (RG) by reconstructing Z from XY.
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vec2 enc = texture(normalMap, inUV).xy * 2.0 - 1.0;
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float normalScale = max(materialData.extra[0].x, 0.0);
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enc *= normalScale;
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float z2 = 1.0 - dot(enc, enc);
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float nz = z2 > 0.0 ? sqrt(z2) : 0.0;
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vec3 Nm = vec3(enc, nz);
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vec3 N = normalize(inNormal);
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vec3 T = normalize(inTangent.xyz);
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vec3 B = normalize(cross(N, T)) * inTangent.w;
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vec3 Nw = normalize(T * Nm.x + B * Nm.y + N * Nm.z);
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outPos = vec4(inWorldPos, 1.0);
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outNorm = vec4(Nw, roughness);
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outAlbedo = vec4(albedo, metallic);
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// Extra G-buffer: x = AO, yzw = emissive
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// extra[0].y = AO strength, extra[0].z = hasAO flag (1 = use AO texture)
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float hasAO = materialData.extra[0].z;
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float aoStrength = clamp(materialData.extra[0].y, 0.0, 1.0);
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float aoTex = texture(occlusionTex, inUV).r;
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float ao = 1.0;
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if (hasAO > 0.5)
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{
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ao = 1.0 - aoStrength + aoStrength * aoTex;
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}
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vec3 emissiveFactor = materialData.extra[1].rgb;
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vec3 emissiveTex = texture(emissiveTex, inUV).rgb;
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vec3 emissive = emissiveTex * emissiveFactor;
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outExtra = vec4(ao, emissive);
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outObjectID = PushConstants.objectID;
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}
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