diff --git a/src/Engine.Graphics.Vulkan/Shaders/triangle.frag b/src/Engine.Graphics.Vulkan/Shaders/triangle.frag index 9ed81eb..1cb8f53 100644 --- a/src/Engine.Graphics.Vulkan/Shaders/triangle.frag +++ b/src/Engine.Graphics.Vulkan/Shaders/triangle.frag @@ -12,91 +12,8 @@ layout(set = 0, binding = 0) uniform CameraUBO { 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); -} - void main() { - vec3 N = normalize(fragNormal); - vec3 V = normalize(-fragWorldPos); - vec3 albedo = fragAlbedo; - float roughness = 0.5; - float metallic = 0.1; - - vec3 color = AMBIENT * albedo; - - vec3 lightPos = pointLightPos.xyz; - float lightIntensity = pointLightPos.w; - vec3 lightColor = pointLightColor.xyz; - float lightRange = pointLightColor.w; - - vec3 toLight = lightPos - fragWorldPos; - float dist = length(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); - color += (kD * albedo / PI + specular) * radiance * NdotL; - - color = acesTonemap(color); - color = pow(color, vec3(1.0 / 2.2)); - - outColor = vec4(color, 1.0); + // Just output albedo — tests if vp matrix in 128B UBO works + outColor = vec4(fragAlbedo, 1.0); } diff --git a/src/Engine.Graphics.Vulkan/Shaders/triangle.frag.spv b/src/Engine.Graphics.Vulkan/Shaders/triangle.frag.spv index ee7a612..aaa4957 100644 Binary files a/src/Engine.Graphics.Vulkan/Shaders/triangle.frag.spv and b/src/Engine.Graphics.Vulkan/Shaders/triangle.frag.spv differ