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frag_shader.frag
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/*
* Copyright (c) 2019-2021, NVIDIA CORPORATION. All rights reserved.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
* SPDX-FileCopyrightText: Copyright (c) 2019-2021 NVIDIA CORPORATION
* SPDX-License-Identifier: Apache-2.0
*/
#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_EXT_nonuniform_qualifier : enable
#extension GL_GOOGLE_include_directive : enable
#extension GL_EXT_scalar_block_layout : enable
#extension GL_EXT_shader_explicit_arithmetic_types_int64 : require
#extension GL_EXT_buffer_reference2 : require
#include "gltf.glsl"
#include "host_device.h"
layout(push_constant) uniform _PushConstantRaster
{
PushConstantRaster pcRaster;
};
// clang-format off
// Incoming
layout(location = 1) in vec3 i_worldPos;
layout(location = 2) in vec3 i_worldNrm;
layout(location = 3) in vec3 i_viewDir;
layout(location = 4) in vec2 i_texCoord;
// Outgoing
layout(location = 0) out vec4 o_color;
// Buffers
layout(buffer_reference, scalar) buffer GltfMaterial { GltfShadeMaterial m[]; };
layout(set = 0, binding = eSceneDesc ) readonly buffer SceneDesc_ { SceneDesc sceneDesc; } ;
layout(set = 0, binding = eTextures) uniform sampler2D[] textureSamplers;
// clang-format on
void main()
{
// Material of the object
GltfMaterial gltfMat = GltfMaterial(sceneDesc.materialAddress);
GltfShadeMaterial mat = gltfMat.m[pcRaster.materialId];
vec3 N = normalize(i_worldNrm);
// Vector toward light
vec3 L;
float lightIntensity = pcRaster.lightIntensity;
if(pcRaster.lightType == 0)
{
vec3 lDir = pcRaster.lightPosition - i_worldPos;
float d = length(lDir);
lightIntensity = pcRaster.lightIntensity / (d * d);
L = normalize(lDir);
}
else
{
L = normalize(pcRaster.lightPosition);
}
// Diffuse
vec3 diffuse = computeDiffuse(mat, L, N);
if(mat.pbrBaseColorTexture > -1)
{
uint txtId = mat.pbrBaseColorTexture;
vec3 diffuseTxt = texture(textureSamplers[nonuniformEXT(txtId)], i_texCoord).xyz;
diffuse *= diffuseTxt;
}
// Specular
vec3 specular = computeSpecular(mat, i_viewDir, L, N);
// Result
o_color = vec4(lightIntensity * (diffuse + specular), 1);
}