- VulkanShadowMap.cs: 2048x2048 D32_SFLOAT image, sampler (clamp-to-border), separate shadow pipeline (depth-only, no color, depth bias enabled, CULL_NONE) - Shadow shaders: shadow.vert (lightViewProj * model * pos), shadow.frag (empty) - Main shaders updated: fragLightSpacePos output from vertex, PCF 3x3 in fragment - Push constants expanded to 160B: model(64) + lightPos(16) + lightColor(16) + lightViewProj(64) - 3 push constant ranges: Vertex(model), Fragment(light), Vertex|Fragment(lightViewProj) - Descriptor set: 2 bindings — UBO(vp) + CombinedImageSampler(shadowMap) - Shadow pass: before main pass, renders scene depth from light position - Image transitions: shadow map UNDEFINED→DEPTH→SHADER_READ_ONLY each frame - vkCmdSetDepthBias(1.25, 0, 1.75) for acne prevention - Light VP: CreateLookAt(lightPos, origin, up) * Perspective(60°, 1.0, 0.1, 60) - 0 validation errors on build
141 lines
3.8 KiB
GLSL
141 lines
3.8 KiB
GLSL
#version 450
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layout(location = 0) in vec3 fragWorldPos;
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layout(location = 1) in vec3 fragNormal;
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layout(location = 2) in vec3 fragAlbedo;
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layout(location = 3) in vec4 fragLightSpacePos;
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layout(location = 0) out vec4 outColor;
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layout(set = 0, binding = 0) uniform CameraUBO {
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mat4 vp;
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};
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layout(set = 0, binding = 1) uniform sampler2D shadowMap;
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layout(push_constant) uniform PC {
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mat4 model;
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vec4 lightPos;
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vec4 lightColor;
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mat4 lightViewProj;
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} pc;
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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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float calcShadow(vec4 lightSpacePos, vec3 N, vec3 L)
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{
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vec3 projCoords = lightSpacePos.xyz / lightSpacePos.w;
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projCoords = projCoords * 0.5 + 0.5;
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if (projCoords.x < 0.0 || projCoords.x > 1.0) return 1.0;
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if (projCoords.y < 0.0 || projCoords.y > 1.0) return 1.0;
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if (projCoords.z > 1.0) return 1.0;
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float bias = max(0.005 * (1.0 - dot(N, L)), 0.0005);
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float currentDepth = projCoords.z;
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// PCF 3x3
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float shadow = 0.0;
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vec2 texelSize = 1.0 / vec2(2048.0, 2048.0);
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for (int x = -1; x <= 1; x++)
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{
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for (int y = -1; y <= 1; y++)
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{
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float closestDepth = texture(shadowMap, projCoords.xy + vec2(x, y) * texelSize).r;
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shadow += currentDepth - bias > closestDepth ? 0.0 : 1.0;
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}
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}
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shadow /= 9.0;
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return shadow;
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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 lightPos = pc.lightPos.xyz;
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float lightIntensity = pc.lightPos.w;
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vec3 lightColor = pc.lightColor.xyz;
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float lightRange = pc.lightColor.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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// Shadow
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float shadow = calcShadow(fragLightSpacePos, N, L);
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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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vec3 lighting = (kD * albedo / PI + specular) * radiance * NdotL * shadow;
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vec3 color = AMBIENT * albedo + lighting;
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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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}
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