2025-01-12 16:25:52 -05:00
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#version 450
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layout(location = 0) in vec3 frag_world_position;
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layout(location = 1) in vec3 frag_world_normal;
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layout(location = 2) in vec2 frag_tex_coord;
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2025-01-12 18:08:02 -05:00
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struct Material {
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vec4 base_color;
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float metallic_factor;
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float roughness_factor;
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vec2 _padding;
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};
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layout(set = 0, binding = 0) uniform UniformBufferObject {
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mat4 model;
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mat4 view;
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mat4 proj;
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vec3 camera_pos;
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float _padding;
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Material material;
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} ubo;
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layout(set = 0, binding = 1) uniform sampler2D albedo_map;
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layout(set = 0, binding = 2) uniform sampler2D metallic_roughness_map;
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layout(set = 0, binding = 3) uniform sampler2D normal_map;
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2025-01-12 16:25:52 -05:00
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layout(location = 0) out vec4 out_color;
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2025-01-12 18:08:02 -05:00
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const float PI = 3.14159265359;
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// PBR functions
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vec3 fresnelSchlick(float cosTheta, vec3 F0) {
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return F0 + (1.0 - F0) * pow(clamp(1.0 - cosTheta, 0.0, 1.0), 5.0);
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}
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float DistributionGGX(vec3 N, vec3 H, float roughness) {
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float a = roughness*roughness;
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float a2 = a*a;
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float NdotH = max(dot(N, H), 0.0);
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float NdotH2 = NdotH*NdotH;
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float nom = a2;
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float denom = (NdotH2 * (a2 - 1.0) + 1.0);
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denom = PI * denom * denom;
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return nom / max(denom, 0.0000001);
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}
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float GeometrySchlickGGX(float NdotV, float roughness) {
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float r = (roughness + 1.0);
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float k = (r*r) / 8.0;
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float nom = NdotV;
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float denom = NdotV * (1.0 - k) + k;
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return nom / denom;
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}
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float GeometrySmith(vec3 N, vec3 V, vec3 L, float roughness) {
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float NdotV = max(dot(N, V), 0.0);
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float NdotL = max(dot(N, L), 0.0);
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float ggx2 = GeometrySchlickGGX(NdotV, roughness);
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float ggx1 = GeometrySchlickGGX(NdotL, roughness);
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return ggx1 * ggx2;
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}
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2025-01-12 16:25:52 -05:00
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void main() {
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2025-01-12 18:08:02 -05:00
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// Sample textures
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vec4 albedo = texture(albedo_map, frag_tex_coord);
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vec2 metallic_roughness = texture(metallic_roughness_map, frag_tex_coord).bg;
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vec3 normal = normalize(2.0 * texture(normal_map, frag_tex_coord).rgb - 1.0);
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float metallic = metallic_roughness.x * ubo.material.metallic_factor;
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float roughness = metallic_roughness.y * ubo.material.roughness_factor;
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vec3 N = normalize(normal);
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vec3 V = normalize(ubo.camera_pos - frag_world_position);
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2025-01-12 18:08:02 -05:00
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// Calculate reflectance at normal incidence
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vec3 F0 = vec3(0.04);
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F0 = mix(F0, albedo.rgb, metallic);
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// Light parameters
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vec3 light_positions[4] = vec3[](
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vec3(5.0, 5.0, 5.0),
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vec3(-5.0, 5.0, 5.0),
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vec3(5.0, -5.0, 5.0),
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vec3(-5.0, -5.0, 5.0)
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);
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vec3 light_colors[4] = vec3[](
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vec3(23.47, 21.31, 20.79),
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vec3(23.47, 21.31, 20.79),
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vec3(23.47, 21.31, 20.79),
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vec3(23.47, 21.31, 20.79)
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);
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// Reflectance equation
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vec3 Lo = vec3(0.0);
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for(int i = 0; i < 4; ++i) {
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vec3 L = normalize(light_positions[i] - frag_world_position);
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vec3 H = normalize(V + L);
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float distance = length(light_positions[i] - frag_world_position);
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float attenuation = 1.0 / (distance * distance);
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vec3 radiance = light_colors[i] * attenuation;
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// Cook-Torrance BRDF
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float NDF = DistributionGGX(N, H, roughness);
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float G = GeometrySmith(N, V, L, roughness);
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vec3 F = fresnelSchlick(clamp(dot(H, V), 0.0, 1.0), F0);
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vec3 numerator = NDF * G * F;
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float denominator = 4.0 * max(dot(N, V), 0.0) * max(dot(N, L), 0.0);
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vec3 specular = numerator / max(denominator, 0.001);
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vec3 kS = F;
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vec3 kD = vec3(1.0) - kS;
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kD *= 1.0 - metallic;
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float NdotL = max(dot(N, L), 0.0);
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Lo += (kD * albedo.rgb / PI + specular) * radiance * NdotL;
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}
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vec3 ambient = vec3(0.03) * albedo.rgb;
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vec3 color = ambient + Lo;
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// HDR tonemapping
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color = color / (color + vec3(1.0));
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// gamma correction
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color = pow(color, vec3(1.0/2.2));
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out_color = vec4(color, albedo.a);
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2025-01-12 16:25:52 -05:00
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}
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