One stop solution for all Vulkan samples
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#version 320 es
/* Copyright (c) 2020, 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;
precision highp sampler2DShadow;
#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 = 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_lights[MAX_LIGHT_COUNT];
Light point_lights[MAX_LIGHT_COUNT];
Light spot_lights[MAX_LIGHT_COUNT];
}
lights_info;
layout(constant_id = 0) const uint DIRECTIONAL_LIGHT_COUNT = 0U;
layout(constant_id = 1) const uint POINT_LIGHT_COUNT = 0U;
layout(constant_id = 2) const uint SPOT_LIGHT_COUNT = 0U;
layout(set = 0, binding = 5) uniform sampler2DShadow shadowmap_texture;
layout(set = 0, binding = 6) uniform ShadowUniform
{
mat4 light_matrix;
}
shadow_uniform;
float calculate_shadow()
{
vec4 projected_coord = shadow_uniform.light_matrix * vec4(in_pos.xyz, 1.0);
projected_coord /= projected_coord.w;
projected_coord.xy = 0.5 * projected_coord.xy + 0.5;
return texture(shadowmap_texture, vec3(projected_coord.xy, projected_coord.z));
}
void main(void)
{
vec3 normal = normalize(in_normal);
vec3 light_contribution = vec3(0.0);
for (uint i = 0U; i < DIRECTIONAL_LIGHT_COUNT; ++i)
{
light_contribution += apply_directional_light(lights_info.directional_lights[i], normal);
// Shadows are enabled for the light source #0
if(i == 0U)
{
light_contribution *= calculate_shadow();
}
}
for (uint i = 0U; i < POINT_LIGHT_COUNT; ++i)
{
light_contribution += apply_point_light(lights_info.point_lights[i], in_pos.xyz, normal);
}
for (uint i = 0U; i < SPOT_LIGHT_COUNT; ++i)
{
light_contribution += apply_spot_light(lights_info.spot_lights[i], in_pos.xyz, normal);
}
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(0.2) * base_color.xyz;
o_color = vec4(ambient_color + light_contribution * base_color.xyz, base_color.w);
}