diff --git a/src/Engine.Graphics.Vulkan/Shaders/triangle.frag b/src/Engine.Graphics.Vulkan/Shaders/triangle.frag index 654a4cb..1a5630e 100644 --- a/src/Engine.Graphics.Vulkan/Shaders/triangle.frag +++ b/src/Engine.Graphics.Vulkan/Shaders/triangle.frag @@ -8,108 +8,22 @@ layout(location = 0) out vec4 outColor; layout(set = 0, binding = 0) uniform CameraUBO { mat4 vp; - vec4 pointLightPos; // xyz = position, w = intensity - vec4 pointLightColor; // xyz = color, w = range + vec4 pointLightPos; + vec4 pointLightColor; }; -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); -} - -vec3 calcLight(vec3 N, vec3 V, vec3 L, vec3 radiance, vec3 albedo, float roughness, float metallic) -{ - 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); - return (kD * albedo / PI + specular) * radiance * NdotL; -} - void main() { vec3 N = normalize(fragNormal); - vec3 V = normalize(-fragWorldPos); - - vec3 albedo = fragAlbedo; - float roughness = 0.5; - float metallic = 0.1; - - // Only point light — no directional, near-zero ambient - vec3 color = AMBIENT * albedo; - - vec3 lightPos = pointLightPos.xyz; - float lightIntensity = pointLightPos.w; - vec3 lightColor = pointLightColor.xyz; - float lightRange = pointLightColor.w; - - vec3 toLight = lightPos - fragWorldPos; + vec3 toLight = pointLightPos.xyz - fragWorldPos; float dist = length(toLight); - vec3 L = toLight / max(dist, 0.001); + vec3 L = normalize(toLight); - // Unity-style attenuation - float attenuation = pow(clamp(1.0 - dist / lightRange, 0.0, 1.0), 2.0); - vec3 radiance = lightColor * lightIntensity * attenuation; + float NdotL = max(dot(N, L), 0.0); + float atten = 1.0 / (1.0 + dist * dist * 0.1); + float intensity = pointLightPos.w; - if (lightIntensity > 0.0 && lightRange > 0.0) - { - color += calcLight(N, V, L, radiance, albedo, roughness, metallic); - } - - // Tonemap + gamma - color = acesTonemap(color); - color = pow(color, vec3(1.0 / 2.2)); + vec3 color = fragAlbedo * pointLightColor.xyz * NdotL * intensity * atten; outColor = vec4(color, 1.0); } diff --git a/src/Engine.Graphics.Vulkan/Shaders/triangle.frag.spv b/src/Engine.Graphics.Vulkan/Shaders/triangle.frag.spv index 8cf6646..78d2883 100644 Binary files a/src/Engine.Graphics.Vulkan/Shaders/triangle.frag.spv and b/src/Engine.Graphics.Vulkan/Shaders/triangle.frag.spv differ diff --git a/src/Engine.Graphics.Vulkan/VulkanRenderer.cs b/src/Engine.Graphics.Vulkan/VulkanRenderer.cs index 08ba118..12edcf1 100644 --- a/src/Engine.Graphics.Vulkan/VulkanRenderer.cs +++ b/src/Engine.Graphics.Vulkan/VulkanRenderer.cs @@ -86,6 +86,7 @@ internal sealed unsafe class VulkanRenderer : IRenderer, Engine.Graphics.IScreen { lightPos = new Vector4(lt.Position, l.Intensity); lightColor = new Vector4(l.Color, l.Range); + Console.WriteLine($"[Vulkan] Point light: pos={lt.Position}, intensity={l.Intensity}, range={l.Range}, color={l.Color}"); } }); if (lightPos.W == 0) @@ -96,9 +97,14 @@ internal sealed unsafe class VulkanRenderer : IRenderer, Engine.Graphics.IScreen { lightPos = new Vector4(l.Position, l.Intensity); lightColor = new Vector4(l.Color, l.Range); + Console.WriteLine($"[Vulkan] Point light (fallback): pos={l.Position}, intensity={l.Intensity}"); } }); } + if (lightPos.W == 0) + { + Console.WriteLine("[Vulkan] WARNING: No point light found in ECS!"); + } // Pack UBO: mat4 vp (64 bytes) + vec4 lightPos (16) + vec4 lightColor (16) = 96 bytes var uboData = stackalloc byte[128];