fix: move light data from UBO to push constants — fixes std140 layout issue

Root cause: GLSL std140 layout adds padding after mat4 for vec4 fields,
causing light data to be read at wrong offsets → NaN/artifacts.

Fix:
- UBO back to 64 bytes (mat4 vp only)
- Light data (pos + color, 32 bytes) sent via push constants at offset 64
- Two push constant ranges: Vertex (0-64, model) + Fragment (64-96, light)
- Both vertex and fragment shaders read from same push_constant block
- PBR shader fully restored with Cook-Torrance BRDF
- Dynamic point light follows physics ball
This commit is contained in:
emil28092005
2026-06-18 19:53:45 +03:00
parent ad8a14a4f7
commit 1dde764342
7 changed files with 110 additions and 24 deletions
@@ -10,22 +10,97 @@ layout(set = 0, binding = 0) uniform CameraUBO {
mat4 vp;
};
layout(push_constant) uniform PC {
mat4 model;
vec4 lightPos;
vec4 lightColor;
} pc;
const vec3 AMBIENT = vec3(0.01, 0.01, 0.02);
const float PI = 3.14159265359;
float distributionGGX(vec3 N, vec3 H, float roughness)
{
float a = roughness * roughness;
float a2 = a * a;
float NdotH = max(dot(N, H), 0.0);
float NdotH2 = NdotH * NdotH;
float num = a2;
float denom = NdotH2 * (a2 - 1.0) + 1.0;
denom = PI * denom * denom;
return num / denom;
}
float geometrySchlickGGX(float NdotV, float roughness)
{
float r = roughness + 1.0;
float k = (r * r) / 8.0;
return NdotV / (NdotV * (1.0 - k) + k);
}
float geometrySmith(vec3 N, vec3 V, vec3 L, float roughness)
{
float NdotV = max(dot(N, V), 0.0);
float NdotL = max(dot(N, L), 0.0);
return geometrySchlickGGX(NdotV, roughness) * geometrySchlickGGX(NdotL, roughness);
}
vec3 fresnelSchlick(float cosTheta, vec3 F0)
{
return F0 + (1.0 - F0) * pow(clamp(1.0 - cosTheta, 0.0, 1.0), 5.0);
}
vec3 acesTonemap(vec3 color)
{
float a = 2.51;
float b = 0.03;
float c = 2.43;
float d = 0.59;
float e = 0.14;
return clamp((color * (a * color + b)) / (color * (c * color + d) + e), 0.0, 1.0);
}
void main()
{
vec3 N = normalize(fragNormal);
// Hardcoded light at (0, 10, 0) — test if lighting works at all
vec3 lightPos = vec3(0.0, 10.0, 0.0);
vec3 V = normalize(-fragWorldPos);
vec3 albedo = fragAlbedo;
float roughness = 0.5;
float metallic = 0.1;
vec3 color = AMBIENT * albedo;
vec3 lightPos = pc.lightPos.xyz;
float lightIntensity = pc.lightPos.w;
vec3 lightColor = pc.lightColor.xyz;
float lightRange = pc.lightColor.w;
vec3 toLight = lightPos - fragWorldPos;
float dist = length(toLight);
vec3 L = normalize(toLight);
vec3 L = toLight / max(dist, 0.001);
float attenuation = pow(clamp(1.0 - dist / max(lightRange, 0.001), 0.0, 1.0), 2.0);
vec3 radiance = lightColor * lightIntensity * attenuation;
vec3 H = normalize(V + L);
vec3 F0 = mix(vec3(0.04), albedo, metallic);
float NDF = distributionGGX(N, H, roughness);
float G = geometrySmith(N, V, L, roughness);
vec3 F = fresnelSchlick(max(dot(H, V), 0.0), F0);
vec3 numerator = NDF * G * F;
float denominator = 4.0 * max(dot(N, V), 0.0) * max(dot(N, L), 0.0) + 0.0001;
vec3 specular = numerator / denominator;
vec3 kS = F;
vec3 kD = (vec3(1.0) - kS) * (1.0 - metallic);
float NdotL = max(dot(N, L), 0.0);
float atten = 1.0 / (1.0 + dist * dist * 0.05);
float intensity = 30.0;
color += (kD * albedo / PI + specular) * radiance * NdotL;
vec3 color = fragAlbedo * vec3(1.0, 0.9, 0.7) * NdotL * intensity * atten;
color += fragAlbedo * 0.02;
color = acesTonemap(color);
color = pow(color, vec3(1.0 / 2.2));
outColor = vec4(color, 1.0);
}