debug: albedo-only fragment shader — tests if vp matrix works with 128B UBO
If objects are colored: vp matrix is fine, problem is in lighting If objects are black: vp matrix is broken by 128B UBO change
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@@ -12,91 +12,8 @@ layout(set = 0, binding = 0) uniform CameraUBO {
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vec4 pointLightColor;
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};
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const vec3 AMBIENT = vec3(0.01, 0.01, 0.02);
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const float PI = 3.14159265359;
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float distributionGGX(vec3 N, vec3 H, float roughness)
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{
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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 num = 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 num / denom;
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}
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float geometrySchlickGGX(float NdotV, float roughness)
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{
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float r = roughness + 1.0;
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float k = (r * r) / 8.0;
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return NdotV / (NdotV * (1.0 - k) + k);
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}
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float geometrySmith(vec3 N, vec3 V, vec3 L, float roughness)
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{
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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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return geometrySchlickGGX(NdotV, roughness) * geometrySchlickGGX(NdotL, roughness);
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}
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vec3 fresnelSchlick(float cosTheta, vec3 F0)
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{
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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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vec3 acesTonemap(vec3 color)
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{
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float a = 2.51;
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float b = 0.03;
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float c = 2.43;
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float d = 0.59;
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float e = 0.14;
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return clamp((color * (a * color + b)) / (color * (c * color + d) + e), 0.0, 1.0);
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}
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void main()
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{
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vec3 N = normalize(fragNormal);
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vec3 V = normalize(-fragWorldPos);
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vec3 albedo = fragAlbedo;
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float roughness = 0.5;
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float metallic = 0.1;
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vec3 color = AMBIENT * albedo;
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vec3 lightPos = pointLightPos.xyz;
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float lightIntensity = pointLightPos.w;
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vec3 lightColor = pointLightColor.xyz;
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float lightRange = pointLightColor.w;
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vec3 toLight = lightPos - fragWorldPos;
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float dist = length(toLight);
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vec3 L = toLight / max(dist, 0.001);
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float attenuation = pow(clamp(1.0 - dist / max(lightRange, 0.001), 0.0, 1.0), 2.0);
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vec3 radiance = lightColor * lightIntensity * attenuation;
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vec3 H = normalize(V + L);
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vec3 F0 = mix(vec3(0.04), albedo, metallic);
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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(max(dot(H, V), 0.0), 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) + 0.0001;
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vec3 specular = numerator / denominator;
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vec3 kS = F;
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vec3 kD = (vec3(1.0) - kS) * (1.0 - metallic);
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float NdotL = max(dot(N, L), 0.0);
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color += (kD * albedo / PI + specular) * radiance * NdotL;
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color = acesTonemap(color);
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color = pow(color, vec3(1.0 / 2.2));
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outColor = vec4(color, 1.0);
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// Just output albedo — tests if vp matrix in 128B UBO works
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outColor = vec4(fragAlbedo, 1.0);
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}
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