mirror of
https://github.com/antopilo/Nuake.git
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143 lines
3.7 KiB
GLSL
143 lines
3.7 KiB
GLSL
#shader vertex
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#version 440 core
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layout(location = 0) in vec3 VertexPosition;
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layout(location = 1) in vec2 UVPosition;
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layout(location = 2) in vec3 Normal;
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layout(location = 3) in vec3 Tangent;
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layout(location = 4) in vec3 Bitangent;
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layout(location = 5) in ivec4 BoneIDs;
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layout(location = 6) in vec4 Weights;
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uniform mat4 u_Model;
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uniform mat4 u_View;
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uniform mat4 u_Projection;
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const int MAX_BONES = 200;
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const int MAX_BONES_INFLUENCE = 4;
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uniform mat4 u_FinalBonesMatrice[MAX_BONES];
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out vec3 FragPos;
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out mat3 TBN;
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out vec2 UV;
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void main()
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{
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mat4 boneTransform = u_FinalBonesMatrice[BoneIDs.x] * Weights.x;
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boneTransform += u_FinalBonesMatrice[BoneIDs.y] * Weights.y;
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boneTransform += u_FinalBonesMatrice[BoneIDs.z] * Weights.z;
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boneTransform += u_FinalBonesMatrice[BoneIDs.w] * Weights.w;
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mat3 normalMatrix = transpose(inverse(mat3(boneTransform)));
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vec3 T = normalize(normalMatrix * Tangent);
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vec3 N = normalize(normalMatrix * Normal);
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vec3 B = normalize(normalMatrix * Bitangent);
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TBN = mat3(T, B, N);
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UV = UVPosition;
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vec4 totalPosition = vec4(0.0f);
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for (int i = 0; i < MAX_BONES_INFLUENCE; i++)
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{
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if (BoneIDs[i] == -1)
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{
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continue;
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}
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if (BoneIDs[i] >= MAX_BONES)
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{
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totalPosition = vec4(VertexPosition, 1.0f);
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break;
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}
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vec4 localPosition = u_FinalBonesMatrice[BoneIDs[i]] * vec4(VertexPosition, 1.0f);
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totalPosition += localPosition * Weights[i];
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// vec3 localNormal = mat3(u_FinalBonesMatrice[BoneIDs[i]]) * Normal;
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}
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gl_Position = u_Projection * u_View * u_Model * totalPosition;
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}
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#shader fragment
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#version 440 core
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layout(location = 0) out vec4 gAlbedo;
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layout(location = 1) out vec4 gNormal;
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layout(location = 2) out vec4 gMaterial;
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layout(location = 3) out int gEntityID;
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layout(location = 4) out float gEmissive;
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in vec3 FragPos;
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in vec2 UV;
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in mat3 TBN;
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// Material
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uniform sampler2D m_Albedo;
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uniform sampler2D m_Metalness;
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uniform sampler2D m_Roughness;
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uniform sampler2D m_AO;
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uniform sampler2D m_Normal;
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uniform sampler2D m_Displacement;
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uniform int u_EntityID;
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layout(std140, binding = 32) uniform u_MaterialUniform
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{
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int u_HasAlbedo;
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vec3 m_AlbedoColor; // 16 byte
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int u_HasMetalness; // 32 byte
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float u_MetalnessValue; // 36 byte
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int u_HasRoughness; // 40 byte
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float u_RoughnessValue; // 44 byte
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int u_HasAO; // 48 byte
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float u_AOValue; // 52 byte
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int u_HasNormal; // 56 byte
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int u_HasDisplacement; // 60 byte
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int u_Unlit;
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float u_Emissive;
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};
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void main()
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{
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// Normal
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vec3 normal = vec3(0.5, 0.5, 1.0);
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if (u_HasNormal == 1)
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normal = texture(m_Normal, UV).rgb;
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normal = normal * 2.0 - 1.0;
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normal = TBN * normalize(normal);
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gNormal = vec4(normal / 2.0 + 0.5, 1.0f);
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// Albedo
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gAlbedo = vec4(m_AlbedoColor, 1.0f);
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if (u_HasAlbedo == 1)
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{
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vec4 albedoSample = texture(m_Albedo, UV);
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gAlbedo.rgb = albedoSample.rgb * m_AlbedoColor.rgb;
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gAlbedo.a = albedoSample.a;
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if (albedoSample.a < 0.1f)
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{
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discard;
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}
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}
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// Material
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float finalMetalness = u_MetalnessValue;
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if (u_HasMetalness == 1)
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finalMetalness = texture(m_Metalness, UV).r;
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float finalAO = u_AOValue;
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if (u_HasAO == 1)
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finalAO = texture(m_AO, UV).r;
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float finalRoughness = u_RoughnessValue;
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if (u_HasRoughness == 1)
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finalRoughness = texture(m_Roughness, UV).r;
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gMaterial = vec4(0, 0, 0, u_Unlit);
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gMaterial.r = finalMetalness;
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gMaterial.g = finalAO;
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gMaterial.b = finalRoughness;
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gEntityID = int(u_EntityID);
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gEmissive = u_Emissive;
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} |