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gbuffer.frag
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#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
layout (binding = 1) uniform samplerCube samplerEnvMap;
layout (location = 0) in vec3 inUVW;
layout (location = 1) in vec3 inPos;
layout (location = 2) in vec3 inNormal;
layout (location = 3) in vec3 inViewVec;
layout (location = 4) in vec3 inLightVec;
layout (location = 5) in mat4 inInvModelView;
layout (location = 0) out vec4 outColor0;
layout (location = 1) out vec4 outColor1;
layout (constant_id = 0) const int type = 0;
#define PI 3.1415926
#define TwoPI (2.0 * PI)
layout (binding = 2) uniform UBO {
float exposure;
} ubo;
void main()
{
vec4 color;
vec3 wcNormal;
switch (type) {
case 0: // Skybox
{
vec3 normal = normalize(inUVW);
color = texture(samplerEnvMap, normal);
}
break;
case 1: // Reflect
{
vec3 wViewVec = mat3(inInvModelView) * normalize(inViewVec);
vec3 normal = normalize(inNormal);
vec3 wNormal = mat3(inInvModelView) * normal;
float NdotL = max(dot(normal, inLightVec), 0.0);
vec3 eyeDir = normalize(inViewVec);
vec3 halfVec = normalize(inLightVec + eyeDir);
float NdotH = max(dot(normal, halfVec), 0.0);
float NdotV = max(dot(normal, eyeDir), 0.0);
float VdotH = max(dot(eyeDir, halfVec), 0.0);
// Geometric attenuation
float NH2 = 2.0 * NdotH;
float g1 = (NH2 * NdotV) / VdotH;
float g2 = (NH2 * NdotL) / VdotH;
float geoAtt = min(1.0, min(g1, g2));
const float F0 = 0.6;
const float k = 0.2;
// Fresnel (schlick approximation)
float fresnel = pow(1.0 - VdotH, 5.0);
fresnel *= (1.0 - F0);
fresnel += F0;
float spec = (fresnel * geoAtt) / (NdotV * NdotL * 3.14);
color = texture(samplerEnvMap, reflect(-wViewVec, wNormal));
color = vec4(color.rgb * NdotL * (k + spec * (1.0 - k)), 1.0);
}
break;
case 2: // Refract
{
vec3 wViewVec = mat3(inInvModelView) * normalize(inViewVec);
vec3 wNormal = mat3(inInvModelView) * inNormal;
color = texture(samplerEnvMap, refract(-wViewVec, wNormal, 1.0/1.6));
}
break;
}
// Color with manual exposure into attachment 0
outColor0.rgb = vec3(1.0) - exp(-color.rgb * ubo.exposure);
// Bright parts for bloom into attachment 1
float l = dot(outColor0.rgb, vec3(0.2126, 0.7152, 0.0722));
float threshold = 0.75;
outColor1.rgb = (l > threshold) ? outColor0.rgb : vec3(0.0);
outColor1.a = 1.0;
}