You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
88 lines
2.9 KiB
88 lines
2.9 KiB
#version 320 es |
|
/* Copyright (c) 2019-2021, Arm Limited and Contributors |
|
* |
|
* SPDX-License-Identifier: Apache-2.0 |
|
* |
|
* 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. |
|
*/ |
|
|
|
precision highp float; |
|
|
|
#ifdef HAS_BASE_COLOR_TEXTURE |
|
layout(set = 0, binding = 0) uniform sampler2D base_color_texture; |
|
#endif |
|
|
|
layout(location = 0) in vec4 in_pos; |
|
layout(location = 1) in vec2 in_uv; |
|
layout(location = 2) in vec3 in_normal; |
|
layout(location = 3) in vec4 in_shadow_clip; |
|
|
|
layout(location = 0) out vec4 o_color; |
|
|
|
layout(set = 0, binding = 1) uniform GlobalUniform |
|
{ |
|
mat4 model; |
|
mat4 view_proj; |
|
vec3 camera_position; |
|
} |
|
global_uniform; |
|
|
|
// Push constants come with a limitation in the size of data. |
|
// The standard requires at least 128 bytes |
|
layout(push_constant, std430) uniform PBRMaterialUniform |
|
{ |
|
vec4 base_color_factor; |
|
float metallic_factor; |
|
float roughness_factor; |
|
} |
|
pbr_material_uniform; |
|
|
|
#include "lighting.h" |
|
|
|
layout(set = 0, binding = 4) uniform LightsInfo |
|
{ |
|
Light directional_light; |
|
} lights_info; |
|
|
|
layout(set = 0, binding = 6) uniform highp sampler2DShadow tex_shadow; |
|
|
|
void main(void) |
|
{ |
|
vec3 normal = normalize(in_normal); |
|
|
|
vec3 light_contribution = apply_directional_light(lights_info.directional_light, normal); |
|
|
|
float shadow = 0.0; |
|
shadow += textureProjLod(tex_shadow, in_shadow_clip, 0.0) / 4.0; |
|
shadow += textureProjLodOffset(tex_shadow, in_shadow_clip, 0.0, ivec2(-1, 0)) / 8.0; |
|
shadow += textureProjLodOffset(tex_shadow, in_shadow_clip, 0.0, ivec2(1, 0)) / 8.0; |
|
shadow += textureProjLodOffset(tex_shadow, in_shadow_clip, 0.0, ivec2(0, -1)) / 8.0; |
|
shadow += textureProjLodOffset(tex_shadow, in_shadow_clip, 0.0, ivec2(0, 1)) / 8.0; |
|
shadow += textureProjLodOffset(tex_shadow, in_shadow_clip, 0.0, ivec2(-1, -1)) / 16.0; |
|
shadow += textureProjLodOffset(tex_shadow, in_shadow_clip, 0.0, ivec2(1, 1)) / 16.0; |
|
shadow += textureProjLodOffset(tex_shadow, in_shadow_clip, 0.0, ivec2(-1, 1)) / 16.0; |
|
shadow += textureProjLodOffset(tex_shadow, in_shadow_clip, 0.0, ivec2(1, -1)) / 16.0; |
|
light_contribution *= shadow; |
|
|
|
vec4 base_color = vec4(1.0, 0.0, 0.0, 1.0); |
|
|
|
#ifdef HAS_BASE_COLOR_TEXTURE |
|
base_color = texture(base_color_texture, in_uv); |
|
#else |
|
base_color = pbr_material_uniform.base_color_factor; |
|
#endif |
|
|
|
vec3 ambient_color = vec3(0.25) * base_color.xyz; |
|
|
|
o_color = vec4(ambient_color + light_contribution * base_color.xyz, base_color.w); |
|
}
|
|
|