project-aster/samples/04_scenes/shader/graphics_bindings.glsl

42 lines
1.0 KiB
GLSL

struct Camera {
mat4 m_View; // 64
mat4 m_Projection; // 128
mat4 m_InvView; // 192
mat4 m_InvProjection; // 256
vec4 m_Position; // 272
};
struct Lighting
{
uint m_EnvCubeHandle; // 4
uint m_DiffuseIrradianceHandle; // 8
uint m_PrefilterHandle; // 12
uint m_BrdfLutHandle; // 16
uint m_LightHandle; // 20
uint m_PointLightIndexer; // 24
uint m_DirectionalLightIndexer; // 28
};
layout(set=1, binding=0) uniform Ubo {
Camera camera;
Lighting lights;
};
// Little Endian storage. First short is least significant.
#define IndexerCount(Indexer) (Indexer & 0xFFFF)
#define IndexerOffset(Indexer) ((Indexer & 0xFFFF0000) >> 16)
#define PI 3.1415926535
vec3 Uncharted2Tonemap(vec3 color)
{
float A = 0.15f;
float B = 0.50f;
float C = 0.10f;
float D = 0.20f;
float E = 0.02f;
float F = 0.30f;
float W = 11.2f;
return ((color * (A * color + C * B) + D * E) / (color * (A * color + B) + D * F)) - E / F;
}