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draw.frag.glsl
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draw.frag.glsl
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/* Copyright (c) 2016-2018, NVIDIA CORPORATION. All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of NVIDIA CORPORATION nor the names of its
* contributors may be used to endorse or promote products derived
* from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
* OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#version 450
/**/
#extension GL_ARB_shading_language_include : enable
#include "common.h"
//////////////////////////////////////////////////
// UNIFORMS
#if IS_VULKAN
layout(std140,binding= SCENE_UBO_VIEW,set=DSET_SCENE) uniform sceneBuffer {
SceneData scene;
};
layout(std140,binding=0,set=DSET_OBJECT) uniform objectBuffer {
ObjectData object;
};
#else
layout(std140,binding=UBO_SCENE_VIEW) uniform sceneBuffer {
SceneData scene;
};
layout(std140,binding=UBO_OBJECT) uniform objectBuffer {
ObjectData object;
};
#endif
//////////////////////////////////////////////////
// INPUT
layout(location=0) in Interpolants {
vec3 wPos;
float dummy;
vec3 wNormal;
flat uint meshletID;
#if EXTRA_ATTRIBUTES
vec4 xtra[EXTRA_ATTRIBUTES];
#endif
} IN;
//////////////////////////////////////////////////
// OUTPUT
layout(location=0,index=0) out vec4 out_Color;
//////////////////////////////////////////////////
// EXECUTION
void main()
{
vec4 color = object.color * 0.8 + 0.2 + IN.dummy;
if (scene.colorize != 0) {
uint colorPacked = murmurHash(IN.meshletID);
color = color * 0.5 + unpackUnorm4x8(colorPacked) * 0.5;
}
vec3 eyePos = vec3(scene.viewMatrixIT[0].w,scene.viewMatrixIT[1].w,scene.viewMatrixIT[2].w);
vec3 wNormal = IN.wNormal;
vec3 lightDir = normalize(scene.wLightPos.xyz - IN.wPos.xyz);
vec3 normal = normalize(wNormal) * (gl_FrontFacing ? 1 : 1);
#if 1
vec4 diffuse = vec4(abs(dot(normal,lightDir)));
out_Color = diffuse * color;
#else
float lt = abs(dot(normal,lightDir));
float wt = dot(normal,lightDir) * 0.5 + 0.5;
vec4 diffuse = mix( pow((vec4(1)-color) * (1 - lt), vec4(0.7)), pow(color * lt * vec4(1,1,0.9,1), vec4(0.9)), pow(wt,0.5));
out_Color = diffuse;
#endif
#if EXTRA_ATTRIBUTES
for (int i = 0; i < EXTRA_ATTRIBUTES; i++){
out_Color += IN.xtra[i];
}
#endif
}