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Nuake/Data/Shaders/Vulkan/triangle.frag

111 lines
2.6 KiB
GLSL

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