project-aster/samples/03_model_render/shader/model.frag.glsl

67 lines
2.0 KiB
GLSL

#version 450
#pragma shader_stage(fragment)
#extension GL_EXT_nonuniform_qualifier : enable
layout (location = 0) in vec2 inUV;
layout (location = 0) out vec4 outColor;
struct VertexData {
float position[4];
};
struct MaterialData {
float m_AlbedoFactor[4];
float m_EmissionFactor[3];
float m_MetalFactor;
float m_RoughFactor;
uint m_AlbedoTex;
uint m_NormalTex;
uint m_MetalRoughTex;
uint m_OcclusionTex;
uint m_EmissionTex;
};
#define INVALID_HANDLE 0xFFFFFFFF
layout(set = 0, binding = 1) uniform sampler2D textures[];
layout(std430, set = 0, binding = 0) readonly buffer Vertices {
VertexData data[];
} vertexBuffer[];
layout(std430, set = 0, binding = 0) readonly buffer Materials {
MaterialData data[];
} materialsBuffer[];
layout(push_constant) uniform Block {
uint vertexBufferHandle;
uint uvBufferHandle;
uint materialBufferHandle;
uint m_VertexOffset;
int m_NormalOffset; // <0 for invalid
int m_TexCoord0Offset; // <0 for invalid
uint m_FirstIndex;
uint m_IndexCount;
int m_MaterialIdx; // <0 for invalid
} pcb;
vec4 ToVec4(float array[4]) {
return vec4(array[0], array[1], array[2], array[3]);
}
vec4 GetAlbedo(uint materialBufferId, int materialId, vec2 uv0) {
if (materialId < 0) {
return vec4(1.0f, 0.0f, 1.0f, 1.0f);
} else {
vec4 albedoFactor = ToVec4(materialsBuffer[materialBufferId].data[materialId].m_AlbedoFactor);
uint albedoTexId = materialsBuffer[materialBufferId].data[materialId].m_AlbedoTex;
if (albedoTexId == INVALID_HANDLE) {
return albedoFactor;
} else {
return texture(textures[albedoTexId], uv0);
}
}
}
void main() {
outColor = GetAlbedo(pcb.materialBufferHandle, pcb.m_MaterialIdx, inUV);// texture(textures[materialsBuffer[pcb.materialBufferHandle].data[pcb.m_MaterialIdx].m_AlbedoTex], inUV);// ToVec4(materialsBuffer[pcb.materialBufferHandle].data[pcb.m_MaterialIdx].m_AlbedoFactor);// vec4(texture(textures[textureHandle], inUV).rgb, 1.0f);
}