Files
Nuake/Resources/Shaders/Vulkan/triangle.frag
2025-01-04 21:39:46 -05:00

103 lines
2.3 KiB
GLSL

[[vk::binding(0, 3)]]
Texture2D<float4> albedo : register(t1); // Texture binding at slot t0
[[vk::binding(0, 4)]]
SamplerState mySampler : register(s0); // Sampler binding at slot s0
struct Material
{
float hasAlbedo;
float3 albedo;
int hasNormal;
int hasMetalness;
int hasRoughness;
int hasAO;
float metalnessValue;
float roughnessValue;
float aoValue;
};
[[vk::binding(0, 5)]]
StructuredBuffer<Material> material;
struct PSInput {
float4 Position : SV_Position;
float3 Color : TEXCOORD0;
float2 UV : TEXCOORD1;
float3 Normal : TEXCOORD2;
float3x3 TBN : TEXCOORD3;
};
struct PSOutput {
float4 oColor0 : SV_TARGET;
float4 oNormal : SV_TARGET1;
float4 oMaterial : SV_TARGET2;
};
struct ModelPushConstant
{
int modelIndex; // Push constant data
int materialIndex;
};
[[vk::push_constant]]
ModelPushConstant pushConstants;
PSOutput main(PSInput input)
{
PSOutput output;
Material inMaterial = material[pushConstants.materialIndex];
// NORMAL
// TODO use TBN matrix
float3 normal = float3(0.0, 0.0f, 1.0f);
if(inMaterial.hasNormal == 1)
{
// Sample from texture.
}
normal = mul(input.TBN, normal);
normal = normal / 2.0f + 0.5f;
output.oNormal = float4(normal, 1.0f);
// MATERIAL
// ALBEDO COLOR
float4 albedoColor = float4(inMaterial.albedo.xyz, 1.0f);
if(inMaterial.hasAlbedo == 1)
{
float4 albedoTextureSample = albedo.Sample(mySampler, input.UV);
// Alpha cutout?
if(albedoTextureSample.a < 0.001f)
{
discard;
}
albedoColor.xyz = albedoTextureSample.xyz;
}
output.oColor0 = albedoColor;
// 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);
return output;
}