add c_gbuffer shader

This commit is contained in:
hyzboy 2019-06-14 19:01:53 +08:00
parent 946cef0e11
commit 8fc90afcfe
3 changed files with 72 additions and 1 deletions

28
res/shader/c_gbuffer.frag Normal file
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@ -0,0 +1,28 @@
#version 450 core
layout (binding = 1) uniform sampler2D samplerAlbedo;
layout (binding = 2) uniform sampler2D samplerNormalMap;
layout(location = 0) in vec3 FragmentColor;
layout(location = 1) in vec3 FragmentNormal;
layout(location = 2) in vec3 FragmentTangent;
layout(location = 3) in vec3 FragmentWorldPos;
layout(location = 4) in vec2 FragmentTexCoord;
layout (location = 0) out vec4 FragAlbedo;
layout (location = 1) out vec4 FragNormal;
layout (location = 2) out vec4 FragWorldPos;
void main()
{
FragWorldPos=vec4(FragmentWorldPos,1.0);
FragAlbedo =texture(samplerAlbedo,FragmentTexCoord)*vec4(FragmentColor,1.0);
vec3 N = normalize(FragmentNormal);
N.y = -N.y;
vec3 T = normalize(FragmentTangent);
vec3 B = cross(N, T);
mat3 TBN = mat3(T, B, N);
vec3 tnorm = TBN * normalize(texture(samplerNormalMap, FragmentTexCoord).xyz * 2.0 - vec3(1.0));
FragNormal = vec4(tnorm, 1.0);
}

40
res/shader/c_gbuffer.vert Normal file
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#version 450 core
layout(location = 0) in vec3 Vertex;
layout(location = 1) in vec3 Color;
layout(location = 2) in vec3 Normal;
layout(location = 3) in vec3 Tangent;
layout(location = 4) in vec2 TexCoord;
layout(binding = 0) uniform WorldMatrix
{
mat4 two_dim;
mat4 projection;
mat4 modelview;
mat4 mvp;
mat3 normal;
} world;
layout(push_constant) uniform Consts {
mat4 local_to_world;
} pc;
layout(location = 0) out vec3 FragmentColor;
layout(location = 1) out vec3 FragmentNormal;
layout(location = 2) out vec3 FragmentTangent;
layout(location = 3) out vec3 FragmentWorldPos;
layout(location = 4) out vec2 FragmentTexCoord;
void main()
{
FragmentColor=Color;
FragmentWorldPos=vec3(vec4(Vertex,1.0)*pc.local_to_world);
FragmentTexCoord=TexCoord;
FragmentTexCoord.t=1.0-TexCoord.t;
mat3 mNormal=transpose(inverse(mat3(pc.local_to_world)));
FragmentNormal=mNormal*normalize(Normal);
FragmentTangent=mNormal*normalize(Tangent);
gl_Position=vec4(Vertex,1.0)*world.mvp;
}

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@ -8,3 +8,6 @@ glslangValidator -V -o FlatTexture.frag.spv FlatTexture.frag
glslangValidator -V -o PositionColor3D.vert.spv PositionColor3D.vert
glslangValidator -V -o OnlyPosition3D.vert.spv OnlyPosition3D.vert
glslangValidator -V -o c_gbuffer.vert.spv c_gbuffer.vert
glslangValidator -V -o c_gbuffer.frag.spv c_gbuffer.frag