mirror of
https://github.com/bjornbytes/lovr.git
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3bf5ec5744
Mostly renaming things and adding helper functions.
122 lines
3.7 KiB
GLSL
122 lines
3.7 KiB
GLSL
// Resources
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#ifndef GL_COMPUTE_SHADER
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struct Camera {
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mat4 view;
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mat4 projection;
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mat4 viewProjection;
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mat4 inverseProjection;
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};
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struct Draw {
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mat4 transform;
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mat4 normalMatrix;
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vec4 color;
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};
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layout(set = 0, binding = 0) uniform CameraBuffer { Camera Cameras[6]; };
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layout(set = 0, binding = 1) uniform DrawBuffer { Draw Draws[256]; };
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layout(set = 0, binding = 2) uniform sampler Sampler;
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layout(set = 1, binding = 0) uniform MaterialBuffer {
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vec4 MaterialColor;
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vec4 GlowColor;
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vec2 UVShift;
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vec2 UVScale;
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vec2 SDFRange;
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float Metalness;
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float Roughness;
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float Clearcoat;
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float ClearcoatRoughness;
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float OcclusionStrength;
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float GlowStrength;
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float NormalScale;
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float AlphaCutoff;
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float PointSize;
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};
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layout(set = 1, binding = 1) uniform texture2D ColorTexture;
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layout(set = 1, binding = 2) uniform texture2D GlowTexture;
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layout(set = 1, binding = 3) uniform texture2D OcclusionTexture;
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layout(set = 1, binding = 4) uniform texture2D MetalnessTexture;
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layout(set = 1, binding = 5) uniform texture2D RoughnessTexture;
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layout(set = 1, binding = 6) uniform texture2D ClearcoatTexture;
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layout(set = 1, binding = 7) uniform texture2D NormalTexture;
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#endif
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// Attributes
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#ifdef GL_VERTEX_SHADER
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layout(location = 10) in vec4 VertexPosition;
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layout(location = 11) in vec3 VertexNormal;
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layout(location = 12) in vec2 VertexUV;
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layout(location = 13) in vec4 VertexColor;
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layout(location = 14) in vec3 VertexTangent;
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#endif
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// Framebuffer
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#ifdef GL_FRAGMENT_SHADER
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layout(location = 0) out vec4 PixelColors[1];
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#endif
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// Varyings
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#ifdef GL_VERTEX_SHADER
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layout(location = 10) out vec3 Normal;
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layout(location = 11) out vec4 Color;
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layout(location = 12) out vec2 UV;
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#else
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layout(location = 10) in vec3 Normal;
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layout(location = 11) in vec4 Color;
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layout(location = 12) in vec2 UV;
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#endif
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// Macros
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#ifdef GL_COMPUTE_SHADER
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//
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#else
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#define BaseInstance gl_BaseInstance
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#define BaseVertex gl_BaseVertex
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#define ClipDistance gl_ClipDistance
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#define CullDistance gl_CullDistance
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#define DrawIndex gl_DrawIndex
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#define InstanceIndex (gl_InstanceIndex - gl_BaseInstance)
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#define FragCoord gl_FragCoord
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#define FragDepth gl_FragDepth
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#define FrontFacing gl_FrontFacing
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#define PointCoord gl_PointCoord
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#define PointSize gl_PointSize
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#define Position gl_Position
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#define PrimitiveId gl_PrimitiveID
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#define SampleId gl_SampleID
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#define SampleMaskIn gl_SampleMaskIn
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#define SampleMask gl_SampleMask
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#define SamplePosition gl_SamplePosition
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#define VertexIndex gl_VertexIndex
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#define ViewIndex gl_ViewIndex
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#define DrawId gl_BaseInstance
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#define Projection Cameras[ViewIndex].projection
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#define View Cameras[ViewIndex].view
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#define ViewProjection Cameras[ViewIndex].viewProjection
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#define InverseProjection Cameras[ViewIndex].inverseProjection
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#define Transform Draws[DrawId].transform
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#define NormalMatrix mat3(Draws[DrawId].normalMatrix)
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#define PassColor Draws[DrawId].color
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#define ClipFromLocal (ViewProjection * Transform)
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#define ClipFromWorld (ViewProjection)
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#define ClipFromView (Projection)
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#define ViewFromLocal (View * Transform)
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#define ViewFromWorld (View)
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#define WorldFromLocal (Transform)
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#define DefaultPosition (ClipFromLocal * VertexPosition)
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#define DefaultColor (Color * MaterialColor * getPixel(ColorTexture))
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#endif
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#ifdef GL_FRAGMENT_SHADER
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vec4 getPixel(texture2D t) { return texture(sampler2D(t, Sampler), UV); }
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vec4 getPixel(texture2D t, vec2 uv) { return texture(sampler2D(t, Sampler), uv); }
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vec4 getPixel(texture3D t, vec3 uvw) { return texture(sampler3D(t, Sampler), uvw); }
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vec4 getPixel(textureCube t, vec3 dir) { return texture(samplerCube(t, Sampler), dir); }
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vec4 getPixel(texture2DArray t, vec3 uvw) { return texture(sampler2DArray(t, Sampler), uvw); }
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#endif
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