shader pre rt
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15d3aacbb3
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c1df7bf365
1 changed files with 22 additions and 39 deletions
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@ -90,47 +90,30 @@ pub fn main_fs(
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frag_world_position: Vec3,
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frag_world_normal: Vec3,
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frag_tex_coord: Vec2,
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#[spirv(uniform, descriptor_set = 0, binding = 0)] ubo: &UniformBufferObject,
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#[spirv(descriptor_set = 0, binding = 1)] texture: &Image2d,
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#[spirv(descriptor_set = 0, binding = 2)] sampler: &Sampler,
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#[spirv(storage_buffer, descriptor_set = 0, binding = 3)] vertices: &[Vec4],
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out_color: &mut Vec4,
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) {
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let ray_origin = ubo.view.inverse().col(3).xyz();
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let ray_direction = (frag_world_position - ray_origin).normalize();
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let mut closest_t = f32::MAX;
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let mut closest_normal = Vec3::ZERO;
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let mut hit = false;
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let num_vertices = vertices.len() as u32;
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for i in (0..num_vertices).step_by(3_usize) {
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if i + 2 >= num_vertices {
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break;
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}
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let v0 = vertices[i as usize].xyz();
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let v1 = vertices[(i + 1) as usize].xyz();
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let v2 = vertices[(i + 2) as usize].xyz();
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let t = ray_triangle_intersect(ray_origin, ray_direction, v0, v1, v2);
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if t > 0.0 && t < closest_t {
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hit = true;
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closest_t = t;
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let normal = (v1 - v0).cross(v2 - v0).normalize();
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closest_normal = normal;
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}
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}
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let final_color = if hit {
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let intersection_point = ray_origin + ray_direction * closest_t;
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let light_pos = Vec3::new(2.0, 2.0, -2.0);
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let object_color = Vec3::new(1.0, 0.8, 0.4);
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material_color(intersection_point, closest_normal, light_pos, object_color)
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} else {
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let sampled = texture.sample(*sampler, frag_tex_coord);
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Vec3::new(sampled.x, sampled.y, sampled.z)
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};
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*out_color = Vec4::new(final_color.x, final_color.y, final_color.z, 1.0);
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// Convert fragment coordinate to UV coordinate
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// Sample the texture
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let base_color = texture.sample(*sampler, frag_tex_coord);
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// let light_pos = Vec3::new(2.0, 2.0, -2.0);
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//
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// // Calculate light direction
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// let l = (light_pos - frag_world_position).normalize();
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// let n = frag_world_normal.normalize();
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//
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// // Calculate lambertian lighting
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// let lambertian = f32::max(n.dot(l), 0.0);
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//
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// // Ambient lighting
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// let ambient = Vec3::splat(0.2);
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//
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// // Combine texture color with model color
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// let color_from_texture = Vec3::new(base_color.x, base_color.y, base_color.z);
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// let combined_color = color_from_texture;
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//
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// // Final color calculation with gamma correction
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// let color = (combined_color * lambertian + ambient).powf(2.2);
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*out_color = Vec4::new(base_color.x, base_color.y, base_color.z, base_color.w);
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}
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