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111 lines
2.6 KiB
GLSL
111 lines
2.6 KiB
GLSL
#include "Utils/header.hlsl"
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struct PSInput
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{
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float4 Position : SV_Position;
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float3 Color : TEXCOORD0;
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float2 UV : TEXCOORD1;
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float3 Normal : TEXCOORD2;
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float3 Tangent : TEXCOORD3;
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float3 Bitangent : TEXCOORD4;
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};
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struct PSOutput {
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float4 oColor0 : SV_TARGET;
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float4 oNormal : SV_TARGET1;
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float4 oMaterial : SV_TARGET2;
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float4 oEntityID : SV_TARGET3;
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};
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struct ModelPushConstant
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{
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int modelIndex; // Push constant data
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int materialIndex;
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int cameraID;
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float entityID;
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};
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[[vk::push_constant]]
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ModelPushConstant pushConstants;
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PSOutput main(PSInput input)
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{
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PSOutput output;
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Material inMaterial = material[pushConstants.materialIndex];
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SamplerState samplerr = mySampler[inMaterial.samplingType];
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// ALBEDO COLOR
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float4 albedoColor = float4(inMaterial.albedo.xyz, 1.0f);
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if(inMaterial.hasAlbedo == 1)
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{
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float4 albedoSample = textures[inMaterial.albedoTextureId].Sample(samplerr, input.UV);
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// Alpha cutout?
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if(inMaterial.alphaScissor == 1 && albedoSample.a < 0.001f)
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{
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discard;
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}
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albedoColor.xyz = albedoSample.xyz * albedoColor.xyz;
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}
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output.oColor0 = albedoColor;
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// NORMAL
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// TODO use TBN matrix
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float3 T = input.Tangent.xyz;
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float3 B = input.Bitangent.xyz;
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float3 N = input.Normal.xyz;
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float3x3 TBN = float3x3(T, B, N);
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float3 normal = float3(0.0, 0.0, 1.0);
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if(inMaterial.hasNormal == 1)
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{
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normal = textures[inMaterial.normalTextureId].Sample(samplerr, input.UV).rgb;
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normal.xyz = normal.zxy;
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normal = normal * 2.0f - 1.0f;
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}
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else
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{
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normal = normal;
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}
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//normal = input.Normal;
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normal = mul(transpose(TBN), normal);
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normal = normal / 2.0f + 0.5f;
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output.oNormal = float4(normal, 1.0f);
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// MATERIAL
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// MATERIAL PROPERTIES
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float metalnessValue = inMaterial.metalnessValue;
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if(inMaterial.hasMetalness == 1)
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{
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// TODO: Sample from metal texture
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}
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float aoValue = inMaterial.aoValue;
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if(inMaterial.hasAO == 1)
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{
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// TODO: Sample from AO texture
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}
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float roughnessValue = inMaterial.roughnessValue;
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if(inMaterial.hasRoughness == 1)
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{
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// TODO: Sample from roughness texture
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}
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float3 materialOuput = float3(inMaterial.metalnessValue, inMaterial.aoValue, inMaterial.roughnessValue);
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output.oMaterial = float4(materialOuput, 1.0f);
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output.oEntityID = float4(pushConstants.entityID, pushConstants.materialIndex, 0.0f, 1.0f);
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return output;
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} |