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-rw-r--r--samples/Pbr/main.cs311
-rw-r--r--samples/Pbr/packages.config10
-rw-r--r--samples/Pbr/pbr.csproj70
-rw-r--r--samples/Pbr/shaders/filtercube.vert19
-rw-r--r--samples/Pbr/shaders/genbrdflut.frag90
-rw-r--r--samples/Pbr/shaders/genbrdflut.vert9
-rw-r--r--samples/Pbr/shaders/irradiancecube.frag37
-rw-r--r--samples/Pbr/shaders/pbr.vert58
-rw-r--r--samples/Pbr/shaders/pbr_khr.frag415
-rw-r--r--samples/Pbr/shaders/pbrtest.frag193
-rw-r--r--samples/Pbr/shaders/pbrtest.vert49
-rw-r--r--samples/Pbr/shaders/prefilterenvmap.frag105
-rw-r--r--samples/Pbr/shaders/skybox.frag15
-rw-r--r--samples/Pbr/shaders/skybox.vert30
-rw-r--r--samples/Pbr/shaders/skybox_sw.frag55
-rw-r--r--samples/Pbr/shaders/skybox_sw.vert28
-rw-r--r--samples/Pbr/shaders/ui.frag13
-rw-r--r--samples/Pbr/shaders/ui.vert25
18 files changed, 0 insertions, 1532 deletions
diff --git a/samples/Pbr/main.cs b/samples/Pbr/main.cs
deleted file mode 100644
index 857da3f..0000000
--- a/samples/Pbr/main.cs
+++ /dev/null
@@ -1,311 +0,0 @@
-using System;
-using System.Numerics;
-using System.Runtime.InteropServices;
-using Glfw;
-using CVKL;
-using VK;
-
-namespace PbrSample {
- class Program : VkWindow {
- static void Main (string[] args) {
- using (Program vke = new Program ()) {
- vke.Run ();
- }
- }
-
- public struct Matrices {
- public Matrix4x4 projection;
- public Matrix4x4 view;
- public Matrix4x4 model;
- public Vector4 lightPos;
- public float gamma;
- public float exposure;
- }
-
- Matrices matrices = new Matrices {
- lightPos = new Vector4 (1.0f, 0.0f, 0.0f, 1.0f),
- gamma = 1.0f,
- exposure = 2.0f,
- };
-
- Framebuffer[] frameBuffers;
-
- HostBuffer uboMats;
-
- DescriptorPool descriptorPool;
- DescriptorSetLayout descLayoutMain;
- DescriptorSetLayout descLayoutTextures;
-
- DescriptorSet dsSkybox;
- DescriptorSet dsMain;
-
- GraphicPipeline pipeline;
- GraphicPipeline skyboxPL;
-
- Model model;
-
- GPUBuffer vboSkybox;
- Image cubemap;
- string[] cubemapPathes = {
- "../data/textures/papermill.ktx",
- "../data/textures/cubemap_yokohama_bc3_unorm.ktx",
- "../data/textures/gcanyon_cube.ktx",
- "../data/textures/pisa_cube.ktx",
- "../data/textures/uffizi_cube.ktx",
- };
- static float[] box_vertices = {
- -1.0f,-1.0f,-1.0f, 0.0f, 1.0f, // -X side
- -1.0f,-1.0f, 1.0f, 1.0f, 1.0f,
- -1.0f, 1.0f, 1.0f, 1.0f, 0.0f,
- -1.0f, 1.0f, 1.0f, 1.0f, 0.0f,
- -1.0f, 1.0f,-1.0f, 0.0f, 0.0f,
- -1.0f,-1.0f,-1.0f, 0.0f, 1.0f,
-
- -1.0f,-1.0f,-1.0f, 1.0f, 1.0f, // -Z side
- 1.0f, 1.0f,-1.0f, 0.0f, 0.0f,
- 1.0f,-1.0f,-1.0f, 0.0f, 1.0f,
- -1.0f,-1.0f,-1.0f, 1.0f, 1.0f,
- -1.0f, 1.0f,-1.0f, 1.0f, 0.0f,
- 1.0f, 1.0f,-1.0f, 0.0f, 0.0f,
-
- -1.0f,-1.0f,-1.0f, 1.0f, 0.0f, // -Y side
- 1.0f,-1.0f,-1.0f, 1.0f, 1.0f,
- 1.0f,-1.0f, 1.0f, 0.0f, 1.0f,
- -1.0f,-1.0f,-1.0f, 1.0f, 0.0f,
- 1.0f,-1.0f, 1.0f, 0.0f, 1.0f,
- -1.0f,-1.0f, 1.0f, 0.0f, 0.0f,
-
- -1.0f, 1.0f,-1.0f, 1.0f, 0.0f, // +Y side
- -1.0f, 1.0f, 1.0f, 0.0f, 0.0f,
- 1.0f, 1.0f, 1.0f, 0.0f, 1.0f,
- -1.0f, 1.0f,-1.0f, 1.0f, 0.0f,
- 1.0f, 1.0f, 1.0f, 0.0f, 1.0f,
- 1.0f, 1.0f,-1.0f, 1.0f, 1.0f,
-
- 1.0f, 1.0f,-1.0f, 1.0f, 0.0f, // +X side
- 1.0f, 1.0f, 1.0f, 0.0f, 0.0f,
- 1.0f,-1.0f, 1.0f, 0.0f, 1.0f,
- 1.0f,-1.0f, 1.0f, 0.0f, 1.0f,
- 1.0f,-1.0f,-1.0f, 1.0f, 1.0f,
- 1.0f, 1.0f,-1.0f, 1.0f, 0.0f,
-
- -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, // +Z side
- -1.0f,-1.0f, 1.0f, 0.0f, 1.0f,
- 1.0f, 1.0f, 1.0f, 1.0f, 0.0f,
- -1.0f,-1.0f, 1.0f, 0.0f, 1.0f,
- 1.0f,-1.0f, 1.0f, 1.0f, 1.0f,
- 1.0f, 1.0f, 1.0f, 1.0f, 0.0f,
- };
-
- Program () : base () {
- camera.Model = Matrix4x4.CreateRotationX (Utils.DegreesToRadians (-90)) * Matrix4x4.CreateRotationY (Utils.DegreesToRadians (180));
- camera.SetRotation (-0.1f, -0.4f);
- camera.SetPosition (0, 0, -3);
-
- vboSkybox = new GPUBuffer<float> (presentQueue, cmdPool, VkBufferUsageFlags.VertexBuffer, box_vertices);
-
- cubemap = KTX.KTX.Load (presentQueue, cmdPool, cubemapPathes[0],
- VkImageUsageFlags.Sampled, VkMemoryPropertyFlags.DeviceLocal, true);
- cubemap.CreateView (VkImageViewType.Cube,VkImageAspectFlags.Color,6);
- cubemap.CreateSampler ();
-
- init ();
-
- //model = new Model (dev, presentQueue, cmdPool, "/mnt/devel/vkChess/data/chess.gltf");
- model = new Model (presentQueue, "../data/models/DamagedHelmet/glTF/DamagedHelmet.gltf");
- model.WriteMaterialsDescriptorSets (descLayoutTextures,
- VK.AttachmentType.Color,
- VK.AttachmentType.Normal,
- VK.AttachmentType.AmbientOcclusion,
- VK.AttachmentType.MetalRoughness,
- VK.AttachmentType.Emissive);
- }
-
- void init (VkSampleCountFlags samples = VkSampleCountFlags.SampleCount4) {
- descriptorPool = new DescriptorPool (dev, 2,
- new VkDescriptorPoolSize (VkDescriptorType.UniformBuffer, 2),
- new VkDescriptorPoolSize (VkDescriptorType.CombinedImageSampler, 2)
- );
-
- descLayoutMain = new DescriptorSetLayout (dev,
- new VkDescriptorSetLayoutBinding (0, VkShaderStageFlags.Vertex|VkShaderStageFlags.Fragment, VkDescriptorType.UniformBuffer),
- new VkDescriptorSetLayoutBinding (1, VkShaderStageFlags.Fragment, VkDescriptorType.CombinedImageSampler));
-
- descLayoutTextures = new DescriptorSetLayout (dev,
- new VkDescriptorSetLayoutBinding (0, VkShaderStageFlags.Fragment, VkDescriptorType.CombinedImageSampler),
- new VkDescriptorSetLayoutBinding (1, VkShaderStageFlags.Fragment, VkDescriptorType.CombinedImageSampler),
- new VkDescriptorSetLayoutBinding (2, VkShaderStageFlags.Fragment, VkDescriptorType.CombinedImageSampler),
- new VkDescriptorSetLayoutBinding (3, VkShaderStageFlags.Fragment, VkDescriptorType.CombinedImageSampler),
- new VkDescriptorSetLayoutBinding (4, VkShaderStageFlags.Fragment, VkDescriptorType.CombinedImageSampler)
- );
-
- dsMain = descriptorPool.Allocate (descLayoutMain);
- dsSkybox = descriptorPool.Allocate (descLayoutMain);
-
- GraphicPipelineConfig cfg = GraphicPipelineConfig.CreateDefault (VkPrimitiveTopology.TriangleList, samples);
-
- cfg.Layout = new PipelineLayout (dev, descLayoutMain, descLayoutTextures);
- cfg.Layout.AddPushConstants (
- new VkPushConstantRange (VkShaderStageFlags.Vertex, (uint)Marshal.SizeOf<Matrix4x4> ()),
- new VkPushConstantRange (VkShaderStageFlags.Fragment, (uint)Marshal.SizeOf<Model.PbrMaterial> (), 64)
- );
- cfg.RenderPass = new RenderPass (dev, swapChain.ColorFormat, dev.GetSuitableDepthFormat (), samples);
- cfg.AddVertexBinding<Model.Vertex> (0);
- cfg.SetVertexAttributes (0, VkFormat.R32g32b32Sfloat, VkFormat.R32g32b32Sfloat, VkFormat.R32g32Sfloat);
-
- cfg.AddShader (VkShaderStageFlags.Vertex, "shaders/pbrtest.vert.spv");
- cfg.AddShader (VkShaderStageFlags.Fragment, "shaders/pbrtest.frag.spv");
-
- pipeline = new GraphicPipeline (cfg);
-
- #region skybox pipeline
- cfg.ResetShadersAndVerticesInfos ();
-
- cfg.AddVertexBinding (0, 5 * sizeof(float));
- cfg.SetVertexAttributes (0, VkFormat.R32g32b32Sfloat, VkFormat.R32g32Sfloat);
- cfg.AddShader (VkShaderStageFlags.Vertex, "shaders/skybox.vert.spv");
- cfg.AddShader (VkShaderStageFlags.Fragment, "shaders/skybox.frag.spv");
- cfg.depthStencilState.depthTestEnable = false;
- cfg.depthStencilState.depthWriteEnable = false;
-
- skyboxPL = new GraphicPipeline (cfg);
- #endregion
-
- uboMats = new HostBuffer (dev, VkBufferUsageFlags.UniformBuffer, (ulong)Marshal.SizeOf<Matrices>()*2);
- uboMats.Map ();//permanent map
-
- DescriptorSetWrites uboUpdate = new DescriptorSetWrites (descLayoutMain);
- uboUpdate.Write (dev, dsMain, uboMats.Descriptor, cubemap.Descriptor);
- uboMats.Descriptor.offset = (ulong)Marshal.SizeOf<Matrices> ();
- uboUpdate.Write (dev, dsSkybox, uboMats.Descriptor, cubemap.Descriptor);
- }
-
- void buildCommandBuffers () {
- for (int i = 0; i < swapChain.ImageCount; ++i) {
- cmds[i]?.Free ();
- cmds[i] = cmdPool.AllocateCommandBuffer ();
- cmds[i].Start ();
-
- recordDraw (cmds[i], frameBuffers[i]);
-
- cmds[i].End ();
- }
- }
- void recordDraw (CommandBuffer cmd, Framebuffer fb) {
- pipeline.RenderPass.Begin (cmd, fb);
-
- cmd.SetViewport (fb.Width, fb.Height);
- cmd.SetScissor (fb.Width, fb.Height);
-
- skyboxPL.Bind (cmd);
- cmd.BindDescriptorSet (skyboxPL.Layout, dsSkybox);
- cmd.BindVertexBuffer (vboSkybox);
- cmd.Draw (36);
-
- pipeline.Bind (cmd);
- cmd.BindDescriptorSet (pipeline.Layout, dsMain);
- model.Bind (cmd);
- model.DrawAll (cmd, pipeline.Layout);
-
- pipeline.RenderPass.End (cmd);
- }
-
- void updateMatrices () {
-
- camera.AspectRatio = (float)swapChain.Width / swapChain.Height;
-
- matrices.projection = camera.Projection;
- matrices.view = camera.View;
- matrices.model = camera.Model;
- uboMats.Update (matrices, (uint)Marshal.SizeOf<Matrices> ());
- matrices.view *= Matrix4x4.CreateTranslation(-matrices.view.Translation);
- matrices.model = Matrix4x4.Identity;
- uboMats.Update (matrices, (uint)Marshal.SizeOf<Matrices> (), (uint)Marshal.SizeOf<Matrices> ());
- }
-
- public override void UpdateView () {
- updateMatrices ();
- updateViewRequested = false;
- }
-
- protected override void onMouseMove (double xPos, double yPos) {
- double diffX = lastMouseX - xPos;
- double diffY = lastMouseY - yPos;
- if (MouseButton[0]) {
- camera.Rotate ((float)-diffX,(float)-diffY);
- } else if (MouseButton[1]) {
- camera.Zoom ((float)diffY);
- }
-
- updateViewRequested = true;
- }
-
- protected override void onKeyDown (Key key, int scanCode, Modifier modifiers) {
- switch (key) {
- case Key.F1:
- if (modifiers.HasFlag (Modifier.Shift))
- matrices.exposure -= 0.3f;
- else
- matrices.exposure += 0.3f;
- break;
- case Key.F2:
- if (modifiers.HasFlag (Modifier.Shift))
- matrices.gamma -= 0.1f;
- else
- matrices.gamma += 0.1f;
- break;
- default:
- base.onKeyDown (key, scanCode, modifiers);
- return;
- }
- updateViewRequested = true;
- }
-
- protected override void OnResize () {
-
- updateMatrices ();
-
- if (frameBuffers!=null)
- for (int i = 0; i < swapChain.ImageCount; ++i)
- frameBuffers[i]?.Dispose ();
-
- frameBuffers = new Framebuffer[swapChain.ImageCount];
-
- for (int i = 0; i < swapChain.ImageCount; ++i) {
- frameBuffers[i] = new Framebuffer (pipeline.RenderPass, swapChain.Width, swapChain.Height,
- (pipeline.Samples == VkSampleCountFlags.SampleCount1) ? new Image[] {
- swapChain.images[i],
- null
- } : new Image[] {
- null,
- null,
- swapChain.images[i]
- });
- }
-
- buildCommandBuffers ();
- }
-
- protected override void Dispose (bool disposing) {
- if (disposing) {
- if (!isDisposed) {
- dev.WaitIdle ();
- for (int i = 0; i < swapChain.ImageCount; ++i)
- frameBuffers[i]?.Dispose ();
- model.Dispose ();
- vboSkybox.Dispose ();
- pipeline.Dispose ();
- skyboxPL.Dispose ();
- descLayoutMain.Dispose ();
- descLayoutTextures.Dispose ();
- descriptorPool.Dispose ();
- cubemap.Dispose ();
-
- uboMats.Dispose ();
- }
- }
-
- base.Dispose (disposing);
- }
- }
-}
diff --git a/samples/Pbr/packages.config b/samples/Pbr/packages.config
deleted file mode 100644
index 5f9100e..0000000
--- a/samples/Pbr/packages.config
+++ /dev/null
@@ -1,10 +0,0 @@
-<?xml version="1.0" encoding="utf-8"?>
-<packages>
- <package id="glTF2Loader" version="1.1.3-alpha" targetFramework="net471" />
- <package id="Newtonsoft.Json" version="12.0.1" targetFramework="net471" />
- <package id="System.Buffers" version="4.5.0" targetFramework="net471" />
- <package id="System.Memory" version="4.5.2" targetFramework="net471" />
- <package id="System.Numerics.Vectors" version="4.5.0" targetFramework="net471" />
- <package id="System.Runtime.CompilerServices.Unsafe" version="4.5.2" targetFramework="net471" />
- <package id="Vulkan" version="0.1.2.5-alpha" targetFramework="net471" />
-</packages> \ No newline at end of file
diff --git a/samples/Pbr/pbr.csproj b/samples/Pbr/pbr.csproj
deleted file mode 100644
index 2a43a15..0000000
--- a/samples/Pbr/pbr.csproj
+++ /dev/null
@@ -1,70 +0,0 @@
-<?xml version="1.0" encoding="utf-8"?>
-<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
- <PropertyGroup>
- <ProjectGuid>{1F18E74F-AEE8-481C-8FDF-89D81CBB30BE}</ProjectGuid>
- <OutputType>Exe</OutputType>
- <AssemblyName>pbr</AssemblyName>
- <TargetFrameworkVersion>v4.7.1</TargetFrameworkVersion>
- <OutputPath>$(SolutionDir)build\$(Configuration)\samples\pbr</OutputPath>
- <IntermediateOutputPath>$(SolutionDir)build\obj\$(Configuration)</IntermediateOutputPath>
- </PropertyGroup>
- <PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
- <DebugSymbols>true</DebugSymbols>
- <DebugType>full</DebugType>
- <Optimize>false</Optimize>
- <DefineConstants>DEBUG;DEBUG_MARKER</DefineConstants>
- <ErrorReport>prompt</ErrorReport>
- <WarningLevel>4</WarningLevel>
- <AllowUnsafeBlocks>true</AllowUnsafeBlocks>
- </PropertyGroup>
- <PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
- <Optimize>true</Optimize>
- <ErrorReport>prompt</ErrorReport>
- <WarningLevel>4</WarningLevel>
- <AllowUnsafeBlocks>true</AllowUnsafeBlocks>
- </PropertyGroup>
- <ItemGroup>
- <GLSLShader Include="shaders\**\*.frag;shaders\**\*.vert;shaders\**\*.comp" />
- <Datas Include="..\data\**\*.*">
- <Link>data\%(RecursiveDir)%(Filename)%(Extension)</Link>
- </Datas>
- <Compile Include="main.cs" />
- </ItemGroup>
- <ItemGroup>
- <Reference Include="System.Numerics" />
- <Reference Include="System" />
- <Reference Include="System.Numerics.Vectors">
- <HintPath>..\..\packages\System.Numerics.Vectors.4.5.0\lib\net46\System.Numerics.Vectors.dll</HintPath>
- </Reference>
- <Reference Include="mscorlib" />
- <Reference Include="Newtonsoft.Json">
- <HintPath>..\..\packages\Newtonsoft.Json.12.0.1\lib\net45\Newtonsoft.Json.dll</HintPath>
- </Reference>
- <Reference Include="glTFLoader">
- <HintPath>..\..\packages\glTF2Loader.1.1.3-alpha\lib\net35\glTFLoader.dll</HintPath>
- </Reference>
- <Reference Include="System.Buffers">
- <HintPath>..\..\packages\System.Buffers.4.5.0\lib\netstandard2.0\System.Buffers.dll</HintPath>
- </Reference>
- <Reference Include="System.Runtime.CompilerServices.Unsafe">
- <HintPath>..\..\packages\System.Runtime.CompilerServices.Unsafe.4.5.2\lib\netstandard2.0\System.Runtime.CompilerServices.Unsafe.dll</HintPath>
- </Reference>
- <Reference Include="System.Memory">
- <HintPath>..\..\packages\System.Memory.4.5.2\lib\netstandard2.0\System.Memory.dll</HintPath>
- </Reference>
- <Reference Include="VK">
- <HintPath>..\..\packages\Vulkan.0.1.2.5-alpha\lib\netstandard2.0\VK.dll</HintPath>
- </Reference>
- </ItemGroup>
- <ItemGroup>
- <None Include="packages.config" />
- </ItemGroup>
- <ItemGroup>
- <ProjectReference Include="..\..\vke\VKE.csproj">
- <Project>{32B7E80D-BEA7-4811-B82D-CC2533069F0A}</Project>
- <Name>CVKL</Name>
- </ProjectReference>
- </ItemGroup>
- <Import Project="$(MSBuildBinPath)\Microsoft.CSharp.targets" />
- <Import Project="$(SolutionDir)spirv.targets" />
-</Project>
diff --git a/samples/Pbr/shaders/filtercube.vert b/samples/Pbr/shaders/filtercube.vert
deleted file mode 100644
index 1226e28..0000000
--- a/samples/Pbr/shaders/filtercube.vert
+++ /dev/null
@@ -1,19 +0,0 @@
-#version 450
-
-layout (location = 0) in vec3 inPos;
-
-layout(push_constant) uniform PushConsts {
- layout (offset = 0) mat4 mvp;
-} pushConsts;
-
-layout (location = 0) out vec3 outUVW;
-
-out gl_PerVertex {
- vec4 gl_Position;
-};
-
-void main()
-{
- outUVW = inPos;
- gl_Position = pushConsts.mvp * vec4(inPos.xyz, 1.0);
-}
diff --git a/samples/Pbr/shaders/genbrdflut.frag b/samples/Pbr/shaders/genbrdflut.frag
deleted file mode 100644
index b6290dd..0000000
--- a/samples/Pbr/shaders/genbrdflut.frag
+++ /dev/null
@@ -1,90 +0,0 @@
-#version 450
-
-layout (location = 0) in vec2 inUV;
-layout (location = 0) out vec4 outColor;
-layout (constant_id = 0) const uint NUM_SAMPLES = 1024u;
-
-const float PI = 3.1415926536;
-
-// Based omn http://byteblacksmith.com/improvements-to-the-canonical-one-liner-glsl-rand-for-opengl-es-2-0/
-float random(vec2 co)
-{
- float a = 12.9898;
- float b = 78.233;
- float c = 43758.5453;
- float dt= dot(co.xy ,vec2(a,b));
- float sn= mod(dt,3.14);
- return fract(sin(sn) * c);
-}
-
-vec2 hammersley2d(uint i, uint N)
-{
- // Radical inverse based on http://holger.dammertz.org/stuff/notes_HammersleyOnHemisphere.html
- uint bits = (i << 16u) | (i >> 16u);
- bits = ((bits & 0x55555555u) << 1u) | ((bits & 0xAAAAAAAAu) >> 1u);
- bits = ((bits & 0x33333333u) << 2u) | ((bits & 0xCCCCCCCCu) >> 2u);
- bits = ((bits & 0x0F0F0F0Fu) << 4u) | ((bits & 0xF0F0F0F0u) >> 4u);
- bits = ((bits & 0x00FF00FFu) << 8u) | ((bits & 0xFF00FF00u) >> 8u);
- float rdi = float(bits) * 2.3283064365386963e-10;
- return vec2(float(i) /float(N), rdi);
-}
-
-// Based on http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_slides.pdf
-vec3 importanceSample_GGX(vec2 Xi, float roughness, vec3 normal)
-{
- // Maps a 2D point to a hemisphere with spread based on roughness
- float alpha = roughness * roughness;
- float phi = 2.0 * PI * Xi.x + random(normal.xz) * 0.1;
- float cosTheta = sqrt((1.0 - Xi.y) / (1.0 + (alpha*alpha - 1.0) * Xi.y));
- float sinTheta = sqrt(1.0 - cosTheta * cosTheta);
- vec3 H = vec3(sinTheta * cos(phi), sinTheta * sin(phi), cosTheta);
-
- // Tangent space
- vec3 up = abs(normal.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0);
- vec3 tangentX = normalize(cross(up, normal));
- vec3 tangentY = normalize(cross(normal, tangentX));
-
- // Convert to world Space
- return normalize(tangentX * H.x + tangentY * H.y + normal * H.z);
-}
-
-// Geometric Shadowing function
-float G_SchlicksmithGGX(float dotNL, float dotNV, float roughness)
-{
- float k = (roughness * roughness) / 2.0;
- float GL = dotNL / (dotNL * (1.0 - k) + k);
- float GV = dotNV / (dotNV * (1.0 - k) + k);
- return GL * GV;
-}
-
-vec2 BRDF(float NoV, float roughness)
-{
- // Normal always points along z-axis for the 2D lookup
- const vec3 N = vec3(0.0, 0.0, 1.0);
- vec3 V = vec3(sqrt(1.0 - NoV*NoV), 0.0, NoV);
-
- vec2 LUT = vec2(0.0);
- for(uint i = 0u; i < NUM_SAMPLES; i++) {
- vec2 Xi = hammersley2d(i, NUM_SAMPLES);
- vec3 H = importanceSample_GGX(Xi, roughness, N);
- vec3 L = 2.0 * dot(V, H) * H - V;
-
- float dotNL = max(dot(N, L), 0.0);
- float dotNV = max(dot(N, V), 0.0);
- float dotVH = max(dot(V, H), 0.0);
- float dotNH = max(dot(H, N), 0.0);
-
- if (dotNL > 0.0) {
- float G = G_SchlicksmithGGX(dotNL, dotNV, roughness);
- float G_Vis = (G * dotVH) / (dotNH * dotNV);
- float Fc = pow(1.0 - dotVH, 5.0);
- LUT += vec2((1.0 - Fc) * G_Vis, Fc * G_Vis);
- }
- }
- return LUT / float(NUM_SAMPLES);
-}
-
-void main()
-{
- outColor = vec4(BRDF(inUV.s, 1.0-inUV.t), 0.0, 1.0);
-} \ No newline at end of file
diff --git a/samples/Pbr/shaders/genbrdflut.vert b/samples/Pbr/shaders/genbrdflut.vert
deleted file mode 100644
index f3dd233..0000000
--- a/samples/Pbr/shaders/genbrdflut.vert
+++ /dev/null
@@ -1,9 +0,0 @@
-#version 450
-
-layout (location = 0) out vec2 outUV;
-
-void main()
-{
- outUV = vec2((gl_VertexIndex << 1) & 2, gl_VertexIndex & 2);
- gl_Position = vec4(outUV * 2.0f - 1.0f, 0.0f, 1.0f);
-} \ No newline at end of file
diff --git a/samples/Pbr/shaders/irradiancecube.frag b/samples/Pbr/shaders/irradiancecube.frag
deleted file mode 100644
index 3232db4..0000000
--- a/samples/Pbr/shaders/irradiancecube.frag
+++ /dev/null
@@ -1,37 +0,0 @@
-// Generates an irradiance cube from an environment map using convolution
-
-#version 450
-
-layout (location = 0) in vec3 inPos;
-layout (location = 0) out vec4 outColor;
-layout (binding = 0) uniform samplerCube samplerEnv;
-
-layout(push_constant) uniform PushConsts {
- layout (offset = 64) float deltaPhi;
- layout (offset = 68) float deltaTheta;
-} consts;
-
-#define PI 3.1415926535897932384626433832795
-
-void main()
-{
- vec3 N = normalize(inPos);
- vec3 up = vec3(0.0, 1.0, 0.0);
- vec3 right = normalize(cross(up, N));
- up = cross(N, right);
-
- const float TWO_PI = PI * 2.0;
- const float HALF_PI = PI * 0.5;
-
- vec3 color = vec3(0.0);
- uint sampleCount = 0u;
- for (float phi = 0.0; phi < TWO_PI; phi += consts.deltaPhi) {
- for (float theta = 0.0; theta < HALF_PI; theta += consts.deltaTheta) {
- vec3 tempVec = cos(phi) * right + sin(phi) * up;
- vec3 sampleVector = cos(theta) * N + sin(theta) * tempVec;
- color += texture(samplerEnv, sampleVector).rgb * cos(theta) * sin(theta);
- sampleCount++;
- }
- }
- outColor = vec4(PI * color / float(sampleCount), 1.0);
-}
diff --git a/samples/Pbr/shaders/pbr.vert b/samples/Pbr/shaders/pbr.vert
deleted file mode 100644
index 03d24da..0000000
--- a/samples/Pbr/shaders/pbr.vert
+++ /dev/null
@@ -1,58 +0,0 @@
-#version 450
-
-layout (location = 0) in vec3 inPos;
-layout (location = 1) in vec3 inNormal;
-layout (location = 2) in vec2 inUV0;
-layout (location = 3) in vec2 inUV1;
-layout (location = 4) in vec4 inJoint0;
-layout (location = 5) in vec4 inWeight0;
-
-layout (set = 0, binding = 0) uniform UBO
-{
- mat4 projection;
- mat4 model;
- mat4 view;
- vec3 camPos;
-} ubo;
-
-#define MAX_NUM_JOINTS 128
-
-layout (set = 2, binding = 0) uniform UBONode {
- mat4 matrix;
- mat4 jointMatrix[MAX_NUM_JOINTS];
- float jointCount;
-} node;
-
-layout (location = 0) out vec3 outWorldPos;
-layout (location = 1) out vec3 outNormal;
-layout (location = 2) out vec2 outUV0;
-layout (location = 3) out vec2 outUV1;
-
-out gl_PerVertex
-{
- vec4 gl_Position;
-};
-
-void main()
-{
- vec4 locPos;
- if (node.jointCount > 0.0) {
- // Mesh is skinned
- mat4 skinMat =
- inWeight0.x * node.jointMatrix[int(inJoint0.x)] +
- inWeight0.y * node.jointMatrix[int(inJoint0.y)] +
- inWeight0.z * node.jointMatrix[int(inJoint0.z)] +
- inWeight0.w * node.jointMatrix[int(inJoint0.w)];
-
- locPos = ubo.model * node.matrix * skinMat * vec4(inPos, 1.0);
- outNormal = normalize(transpose(inverse(mat3(ubo.model * node.matrix * skinMat))) * inNormal);
- } else {
- locPos = ubo.model * node.matrix * vec4(inPos, 1.0);
- outNormal = normalize(transpose(inverse(mat3(ubo.model * node.matrix))) * inNormal);
- }
- locPos.y = -locPos.y;
- outWorldPos = locPos.xyz / locPos.w;
- outUV0 = inUV0;
- outUV1 = inUV1;
- gl_Position = ubo.projection * ubo.view * vec4(outWorldPos, 1.0);
-}
diff --git a/samples/Pbr/shaders/pbr_khr.frag b/samples/Pbr/shaders/pbr_khr.frag
deleted file mode 100644
index bdf9fce..0000000
--- a/samples/Pbr/shaders/pbr_khr.frag
+++ /dev/null
@@ -1,415 +0,0 @@
-// PBR shader based on the Khronos WebGL PBR implementation
-// See https://github.com/KhronosGroup/glTF-WebGL-PBR
-// Supports both metallic roughness and specular glossiness inputs
-
-#version 450
-
-layout (location = 0) in vec3 inWorldPos;
-layout (location = 1) in vec3 inNormal;
-layout (location = 2) in vec2 inUV0;
-layout (location = 3) in vec2 inUV1;
-
-// Scene bindings
-
-layout (set = 0, binding = 0) uniform UBO {
- mat4 projection;
- mat4 model;
- mat4 view;
- vec3 camPos;
-} ubo;
-
-layout (set = 0, binding = 1) uniform UBOParams {
- vec4 lightDir;
- float exposure;
- float gamma;
- float prefilteredCubeMipLevels;
- float scaleIBLAmbient;
- float debugViewInputs;
- float debugViewEquation;
-} uboParams;
-
-layout (set = 0, binding = 2) uniform samplerCube samplerIrradiance;
-layout (set = 0, binding = 3) uniform samplerCube prefilteredMap;
-layout (set = 0, binding = 4) uniform sampler2D samplerBRDFLUT;
-
-// Material bindings
-
-layout (set = 1, binding = 0) uniform sampler2D colorMap;
-layout (set = 1, binding = 1) uniform sampler2D physicalDescriptorMap;
-layout (set = 1, binding = 2) uniform sampler2D normalMap;
-layout (set = 1, binding = 3) uniform sampler2D aoMap;
-layout (set = 1, binding = 4) uniform sampler2D emissiveMap;
-
-layout (push_constant) uniform Material {
- vec4 baseColorFactor;
- vec4 emissiveFactor;
- vec4 diffuseFactor;
- vec4 specularFactor;
- float workflow;
- int baseColorTextureSet;
- int physicalDescriptorTextureSet;
- int normalTextureSet;
- int occlusionTextureSet;
- int emissiveTextureSet;
- float metallicFactor;
- float roughnessFactor;
- float alphaMask;
- float alphaMaskCutoff;
-} material;
-
-layout (location = 0) out vec4 outColor;
-
-// Encapsulate the various inputs used by the various functions in the shading equation
-// We store values in this struct to simplify the integration of alternative implementations
-// of the shading terms, outlined in the Readme.MD Appendix.
-struct PBRInfo
-{
- float NdotL; // cos angle between normal and light direction
- float NdotV; // cos angle between normal and view direction
- float NdotH; // cos angle between normal and half vector
- float LdotH; // cos angle between light direction and half vector
- float VdotH; // cos angle between view direction and half vector
- float perceptualRoughness; // roughness value, as authored by the model creator (input to shader)
- float metalness; // metallic value at the surface
- vec3 reflectance0; // full reflectance color (normal incidence angle)
- vec3 reflectance90; // reflectance color at grazing angle
- float alphaRoughness; // roughness mapped to a more linear change in the roughness (proposed by [2])
- vec3 diffuseColor; // color contribution from diffuse lighting
- vec3 specularColor; // color contribution from specular lighting
-};
-
-const float M_PI = 3.141592653589793;
-const float c_MinRoughness = 0.04;
-
-const float PBR_WORKFLOW_METALLIC_ROUGHNESS = 0.0;
-const float PBR_WORKFLOW_SPECULAR_GLOSINESS = 1.0f;
-
-#define MANUAL_SRGB 1
-
-vec3 Uncharted2Tonemap(vec3 color)
-{
- float A = 0.15;
- float B = 0.50;
- float C = 0.10;
- float D = 0.20;
- float E = 0.02;
- float F = 0.30;
- float W = 11.2;
- return ((color*(A*color+C*B)+D*E)/(color*(A*color+B)+D*F))-E/F;
-}
-
-vec4 tonemap(vec4 color)
-{
- vec3 outcol = Uncharted2Tonemap(color.rgb * uboParams.exposure);
- outcol = outcol * (1.0f / Uncharted2Tonemap(vec3(11.2f)));
- return vec4(pow(outcol, vec3(1.0f / uboParams.gamma)), color.a);
-}
-
-vec4 SRGBtoLINEAR(vec4 srgbIn)
-{
- #ifdef MANUAL_SRGB
- #ifdef SRGB_FAST_APPROXIMATION
- vec3 linOut = pow(srgbIn.xyz,vec3(2.2));
- #else //SRGB_FAST_APPROXIMATION
- vec3 bLess = step(vec3(0.04045),srgbIn.xyz);
- vec3 linOut = mix( srgbIn.xyz/vec3(12.92), pow((srgbIn.xyz+vec3(0.055))/vec3(1.055),vec3(2.4)), bLess );
- #endif //SRGB_FAST_APPROXIMATION
- return vec4(linOut,srgbIn.w);;
- #else //MANUAL_SRGB
- return srgbIn;
- #endif //MANUAL_SRGB
-}
-
-// Find the normal for this fragment, pulling either from a predefined normal map
-// or from the interpolated mesh normal and tangent attributes.
-vec3 getNormal()
-{
- // Perturb normal, see http://www.thetenthplanet.de/archives/1180
- vec3 tangentNormal = texture(normalMap, material.normalTextureSet == 0 ? inUV0 : inUV1).xyz * 2.0 - 1.0;
-
- vec3 q1 = dFdx(inWorldPos);
- vec3 q2 = dFdy(inWorldPos);
- vec2 st1 = dFdx(inUV0);
- vec2 st2 = dFdy(inUV0);
-
- vec3 N = normalize(inNormal);
- vec3 T = normalize(q1 * st2.t - q2 * st1.t);
- vec3 B = -normalize(cross(N, T));
- mat3 TBN = mat3(T, B, N);
-
- return normalize(TBN * tangentNormal);
-}
-
-// Calculation of the lighting contribution from an optional Image Based Light source.
-// Precomputed Environment Maps are required uniform inputs and are computed as outlined in [1].
-// See our README.md on Environment Maps [3] for additional discussion.
-vec3 getIBLContribution(PBRInfo pbrInputs, vec3 n, vec3 reflection)
-{
- float lod = (pbrInputs.perceptualRoughness * uboParams.prefilteredCubeMipLevels);
- // retrieve a scale and bias to F0. See [1], Figure 3
- vec3 brdf = (texture(samplerBRDFLUT, vec2(pbrInputs.NdotV, 1.0 - pbrInputs.perceptualRoughness))).rgb;
- vec3 diffuseLight = SRGBtoLINEAR(tonemap(texture(samplerIrradiance, n))).rgb;
-
- vec3 specularLight = SRGBtoLINEAR(tonemap(textureLod(prefilteredMap, reflection, lod))).rgb;
-
- vec3 diffuse = diffuseLight * pbrInputs.diffuseColor;
- vec3 specular = specularLight * (pbrInputs.specularColor * brdf.x + brdf.y);
-
- // For presentation, this allows us to disable IBL terms
- // For presentation, this allows us to disable IBL terms
- diffuse *= uboParams.scaleIBLAmbient;
- specular *= uboParams.scaleIBLAmbient;
-
- return diffuse + specular;
-}
-
-// Basic Lambertian diffuse
-// Implementation from Lambert's Photometria https://archive.org/details/lambertsphotome00lambgoog
-// See also [1], Equation 1
-vec3 diffuse(PBRInfo pbrInputs)
-{
- return pbrInputs.diffuseColor / M_PI;
-}
-
-// The following equation models the Fresnel reflectance term of the spec equation (aka F())
-// Implementation of fresnel from [4], Equation 15
-vec3 specularReflection(PBRInfo pbrInputs)
-{
- return pbrInputs.reflectance0 + (pbrInputs.reflectance90 - pbrInputs.reflectance0) * pow(clamp(1.0 - pbrInputs.VdotH, 0.0, 1.0), 5.0);
-}
-
-// This calculates the specular geometric attenuation (aka G()),
-// where rougher material will reflect less light back to the viewer.
-// This implementation is based on [1] Equation 4, and we adopt their modifications to
-// alphaRoughness as input as originally proposed in [2].
-float geometricOcclusion(PBRInfo pbrInputs)
-{
- float NdotL = pbrInputs.NdotL;
- float NdotV = pbrInputs.NdotV;
- float r = pbrInputs.alphaRoughness;
-
- float attenuationL = 2.0 * NdotL / (NdotL + sqrt(r * r + (1.0 - r * r) * (NdotL * NdotL)));
- float attenuationV = 2.0 * NdotV / (NdotV + sqrt(r * r + (1.0 - r * r) * (NdotV * NdotV)));
- return attenuationL * attenuationV;
-}
-
-// The following equation(s) model the distribution of microfacet normals across the area being drawn (aka D())
-// Implementation from "Average Irregularity Representation of a Roughened Surface for Ray Reflection" by T. S. Trowbridge, and K. P. Reitz
-// Follows the distribution function recommended in the SIGGRAPH 2013 course notes from EPIC Games [1], Equation 3.
-float microfacetDistribution(PBRInfo pbrInputs)
-{
- float roughnessSq = pbrInputs.alphaRoughness * pbrInputs.alphaRoughness;
- float f = (pbrInputs.NdotH * roughnessSq - pbrInputs.NdotH) * pbrInputs.NdotH + 1.0;
- return roughnessSq / (M_PI * f * f);
-}
-
-// Gets metallic factor from specular glossiness workflow inputs
-float convertMetallic(vec3 diffuse, vec3 specular, float maxSpecular) {
- float perceivedDiffuse = sqrt(0.299 * diffuse.r * diffuse.r + 0.587 * diffuse.g * diffuse.g + 0.114 * diffuse.b * diffuse.b);
- float perceivedSpecular = sqrt(0.299 * specular.r * specular.r + 0.587 * specular.g * specular.g + 0.114 * specular.b * specular.b);
- if (perceivedSpecular < c_MinRoughness) {
- return 0.0;
- }
- float a = c_MinRoughness;
- float b = perceivedDiffuse * (1.0 - maxSpecular) / (1.0 - c_MinRoughness) + perceivedSpecular - 2.0 * c_MinRoughness;
- float c = c_MinRoughness - perceivedSpecular;
- float D = max(b * b - 4.0 * a * c, 0.0);
- return clamp((-b + sqrt(D)) / (2.0 * a), 0.0, 1.0);
-}
-
-void main()
-{
- float perceptualRoughness;
- float metallic;
- vec3 diffuseColor;
- vec4 baseColor;
-
- vec3 f0 = vec3(0.04);
-
- if (material.alphaMask == 1.0f) {
- if (material.baseColorTextureSet > -1) {
- baseColor = SRGBtoLINEAR(texture(colorMap, material.baseColorTextureSet == 0 ? inUV0 : inUV1)) * material.baseColorFactor;
- } else {
- baseColor = material.baseColorFactor;
- }
- if (baseColor.a < material.alphaMaskCutoff) {
- discard;
- }
- }
-
- if (material.workflow == PBR_WORKFLOW_METALLIC_ROUGHNESS) {
- // Metallic and Roughness material properties are packed together
- // In glTF, these factors can be specified by fixed scalar values
- // or from a metallic-roughness map
- perceptualRoughness = material.roughnessFactor;
- metallic = material.metallicFactor;
- if (material.physicalDescriptorTextureSet > -1) {
- // Roughness is stored in the 'g' channel, metallic is stored in the 'b' channel.
- // This layout intentionally reserves the 'r' channel for (optional) occlusion map data
- vec4 mrSample = texture(physicalDescriptorMap, material.physicalDescriptorTextureSet == 0 ? inUV0 : inUV1);
- perceptualRoughness = mrSample.g * perceptualRoughness;
- metallic = mrSample.b * metallic;
- } else {
- perceptualRoughness = clamp(perceptualRoughness, c_MinRoughness, 1.0);
- metallic = clamp(metallic, 0.0, 1.0);
- }
- // Roughness is authored as perceptual roughness; as is convention,
- // convert to material roughness by squaring the perceptual roughness [2].
-
- // The albedo may be defined from a base texture or a flat color
- if (material.baseColorTextureSet > -1) {
- baseColor = SRGBtoLINEAR(texture(colorMap, material.baseColorTextureSet == 0 ? inUV0 : inUV1)) * material.baseColorFactor;
- } else {
- baseColor = material.baseColorFactor;
- }
- }
-
- if (material.workflow == PBR_WORKFLOW_SPECULAR_GLOSINESS) {
- // Values from specular glossiness workflow are converted to metallic roughness
- if (material.physicalDescriptorTextureSet > -1) {
- perceptualRoughness = 1.0 - texture(physicalDescriptorMap, material.physicalDescriptorTextureSet == 0 ? inUV0 : inUV1).a;
- } else {
- perceptualRoughness = 0.0;
- }
-
- const float epsilon = 1e-6;
-
- vec4 diffuse = SRGBtoLINEAR(texture(colorMap, inUV0));
- vec3 specular = SRGBtoLINEAR(texture(physicalDescriptorMap, inUV0)).rgb;
-
- float maxSpecular = max(max(specular.r, specular.g), specular.b);
-
- // Convert metallic value from specular glossiness inputs
- metallic = convertMetallic(diffuse.rgb, specular, maxSpecular);
-
- vec3 baseColorDiffusePart = diffuse.rgb * ((1.0 - maxSpecular) / (1 - c_MinRoughness) / max(1 - metallic, epsilon)) * material.diffuseFactor.rgb;
- vec3 baseColorSpecularPart = specular - (vec3(c_MinRoughness) * (1 - metallic) * (1 / max(metallic, epsilon))) * material.specularFactor.rgb;
- baseColor = vec4(mix(baseColorDiffusePart, baseColorSpecularPart, metallic * metallic), diffuse.a);
-
- }
-
- diffuseColor = baseColor.rgb * (vec3(1.0) - f0);
- diffuseColor *= 1.0 - metallic;
-
- float alphaRoughness = perceptualRoughness * perceptualRoughness;
-
- vec3 specularColor = mix(f0, baseColor.rgb, metallic);
-
- // Compute reflectance.
- float reflectance = max(max(specularColor.r, specularColor.g), specularColor.b);
-
- // For typical incident reflectance range (between 4% to 100%) set the grazing reflectance to 100% for typical fresnel effect.
- // For very low reflectance range on highly diffuse objects (below 4%), incrementally reduce grazing reflecance to 0%.
- float reflectance90 = clamp(reflectance * 25.0, 0.0, 1.0);
- vec3 specularEnvironmentR0 = specularColor.rgb;
- vec3 specularEnvironmentR90 = vec3(1.0, 1.0, 1.0) * reflectance90;
-
- vec3 n = (material.normalTextureSet > -1) ? getNormal() : normalize(inNormal);
- vec3 v = normalize(ubo.camPos - inWorldPos); // Vector from surface point to camera
- vec3 l = normalize(uboParams.lightDir.xyz); // Vector from surface point to light
- vec3 h = normalize(l+v); // Half vector between both l and v
- vec3 reflection = -normalize(reflect(v, n));
- reflection.y *= -1.0f;
-
- float NdotL = clamp(dot(n, l), 0.001, 1.0);
- float NdotV = clamp(abs(dot(n, v)), 0.001, 1.0);
- float NdotH = clamp(dot(n, h), 0.0, 1.0);
- float LdotH = clamp(dot(l, h), 0.0, 1.0);
- float VdotH = clamp(dot(v, h), 0.0, 1.0);
-
- PBRInfo pbrInputs = PBRInfo(
- NdotL,
- NdotV,
- NdotH,
- LdotH,
- VdotH,
- perceptualRoughness,
- metallic,
- specularEnvironmentR0,
- specularEnvironmentR90,
- alphaRoughness,
- diffuseColor,
- specularColor
- );
-
- // Calculate the shading terms for the microfacet specular shading model
- vec3 F = specularReflection(pbrInputs);
- float G = geometricOcclusion(pbrInputs);
- float D = microfacetDistribution(pbrInputs);
-
- const vec3 u_LightColor = vec3(1.0);
-
- // Calculation of analytical lighting contribution
- vec3 diffuseContrib = (1.0 - F) * diffuse(pbrInputs);
- vec3 specContrib = F * G * D / (4.0 * NdotL * NdotV);
- // Obtain final intensity as reflectance (BRDF) scaled by the energy of the light (cosine law)
- vec3 color = NdotL * u_LightColor * (diffuseContrib + specContrib);
-
- // Calculate lighting contribution from image based lighting source (IBL)
- color += getIBLContribution(pbrInputs, n, reflection);
-
- const float u_OcclusionStrength = 1.0f;
- // Apply optional PBR terms for additional (optional) shading
- if (material.occlusionTextureSet > -1) {
- float ao = texture(aoMap, (material.occlusionTextureSet == 0 ? inUV0 : inUV1)).r;
- color = mix(color, color * ao, u_OcclusionStrength);
- }
-
- const float u_EmissiveFactor = 1.0f;
- if (material.emissiveTextureSet > -1) {
- vec3 emissive = SRGBtoLINEAR(texture(emissiveMap, material.emissiveTextureSet == 0 ? inUV0 : inUV1)).rgb * u_EmissiveFactor;
- color += emissive;
- }
-
- outColor = vec4(color, baseColor.a);
-
- // Shader inputs debug visualization
- if (uboParams.debugViewInputs > 0.0) {
- int index = int(uboParams.debugViewInputs);
- switch (index) {
- case 1:
- outColor.rgba = material.baseColorTextureSet > -1 ? texture(colorMap, material.baseColorTextureSet == 0 ? inUV0 : inUV1) : vec4(1.0f);
- break;
- case 2:
- outColor.rgb = (material.normalTextureSet > -1) ? texture(normalMap, material.normalTextureSet == 0 ? inUV0 : inUV1).rgb : normalize(inNormal);
- break;
- case 3:
- outColor.rgb = (material.occlusionTextureSet > -1) ? texture(aoMap, material.occlusionTextureSet == 0 ? inUV0 : inUV1).rrr : vec3(0.0f);
- break;
- case 4:
- outColor.rgb = (material.emissiveTextureSet > -1) ? texture(emissiveMap, material.emissiveTextureSet == 0 ? inUV0 : inUV1).rgb : vec3(0.0f);
- break;
- case 5:
- outColor.rgb = texture(physicalDescriptorMap, inUV0).bbb;
- break;
- case 6:
- outColor.rgb = texture(physicalDescriptorMap, inUV0).ggg;
- break;
- }
- outColor = SRGBtoLINEAR(outColor);
- }
-
- // PBR equation debug visualization
- // "none", "Diff (l,n)", "F (l,h)", "G (l,v,h)", "D (h)", "Specular"
- if (uboParams.debugViewEquation > 0.0) {
- int index = int(uboParams.debugViewEquation);
- switch (index) {
- case 1:
- outColor.rgb = diffuseContrib;
- break;
- case 2:
- outColor.rgb = F;
- break;
- case 3:
- outColor.rgb = vec3(G);
- break;
- case 4:
- outColor.rgb = vec3(D);
- break;
- case 5:
- outColor.rgb = specContrib;
- break;
- }
- }
-
-}
diff --git a/samples/Pbr/shaders/pbrtest.frag b/samples/Pbr/shaders/pbrtest.frag
deleted file mode 100644
index 4325601..0000000
--- a/samples/Pbr/shaders/pbrtest.frag
+++ /dev/null
@@ -1,193 +0,0 @@
-#version 450
-
-#extension GL_ARB_separate_shader_objects : enable
-#extension GL_ARB_shading_language_420pack : enable
-
-layout (binding = 0) uniform UBO
-{
- mat4 projectionMatrix;
- mat4 viewMatrix;
- mat4 modelMatrix;
- vec4 lightPos;
- float gamma;
- float exposure;
-} ubo;
-
-layout (set = 0, binding = 1) uniform samplerCube samplerCubemap;
-
-layout (set = 1, binding = 0) uniform sampler2D samplerColor;
-layout (set = 1, binding = 1) uniform sampler2D samplerNormal;
-layout (set = 1, binding = 2) uniform sampler2D samplerOcclusion;
-layout (set = 1, binding = 3) uniform sampler2D samplerMetalRoughness;
-layout (set = 1, binding = 4) uniform sampler2D samplerEmissive;
-
-layout (location = 0) in vec2 inUV;
-layout (location = 1) in vec3 inN;
-layout (location = 2) in vec3 inV;
-layout (location = 3) in vec3 inWorldPos;
-
-layout (location = 0) out vec4 outFragColor;
-
-layout(push_constant) uniform PushConsts {
- layout(offset = 64)
- vec4 baseColorFactor;
- vec4 emissiveFactor;
- uint availableAttachments;
- uint alphaMode;
- float alphaCutoff;
- float metallicFactor;
- float roughnessFactor;
-} pc;
-
-const uint MAP_COLOR = 0x1;
-const uint MAP_NORMAL = 0x2;
-const uint MAP_AO = 0x4;
-const uint MAP_METAL = 0x8;
-const uint MAP_ROUGHNESS = 0x16;
-const uint MAP_METALROUGHNESS = 0x32;
-const uint MAP_EMISSIVE = 0x64;
-
-const float PI = 3.141592653589793;
-
-// From http://filmicgames.com/archives/75
-vec3 Uncharted2Tonemap(vec3 x)
-{
- float A = 0.15;
- float B = 0.50;
- float C = 0.10;
- float D = 0.20;
- float E = 0.02;
- float F = 0.30;
- return ((x*(A*x+C*B)+D*E)/(x*(A*x+B)+D*F))-E/F;
-}
-
-// Normal Distribution function --------------------------------------
-float D_GGX(float dotNH, float roughness)
-{
- float alpha = roughness * roughness;
- float alpha2 = alpha * alpha;
- float denom = dotNH * dotNH * (alpha2 - 1.0) + 1.0;
- return (alpha2)/(PI * denom*denom);
-}
-
-// Geometric Shadowing function --------------------------------------
-float G_SchlicksmithGGX(float dotNL, float dotNV, float roughness)
-{
- float r = (roughness + 1.0);
- float k = (r*r) / 8.0;
- float GL = dotNL / (dotNL * (1.0 - k) + k);
- float GV = dotNV / (dotNV * (1.0 - k) + k);
- return GL * GV;
-}
-
-// Fresnel function ----------------------------------------------------
-vec3 F_Schlick(float cosTheta, vec3 F0)
-{
- return F0 + (1.0 - F0) * pow(1.0 - cosTheta, 5.0);
-}
-vec3 F_SchlickR(float cosTheta, vec3 F0, float roughness)
-{
- return F0 + (max(vec3(1.0 - roughness), F0) - F0) * pow(1.0 - cosTheta, 5.0);
-}
-
-vec3 specularContribution(vec3 L, vec3 V, vec3 N, vec3 F0, float metallic, float roughness, vec3 albedo)
-{
- // Precalculate vectors and dot products
- vec3 H = normalize (V + L);
- float dotNH = clamp(dot(N, H), 0.0, 1.0);
- float dotNV = clamp(dot(N, V), 0.0, 1.0);
- float dotNL = clamp(dot(N, L), 0.0, 1.0);
-
- // Light color fixed
- vec3 lightColor = vec3(1.0);
-
- vec3 color = vec3(0.0);
-
- if (dotNL > 0.0) {
- // D = Normal distribution (Distribution of the microfacets)
- float D = D_GGX(dotNH, roughness);
- // G = Geometric shadowing term (Microfacets shadowing)
- float G = G_SchlicksmithGGX(dotNL, dotNV, roughness);
- // F = Fresnel factor (Reflectance depending on angle of incidence)
- vec3 F = F_Schlick(dotNV, F0);
- vec3 spec = D * F * G / (4.0 * dotNL * dotNV + 0.001);
- vec3 kD = (vec3(1.0) - F) * (1.0 - metallic);
- color += (kD * albedo / PI + spec) * dotNL;
- }
-
- return color;
-}
-
-// See http://www.thetenthplanet.de/archives/1180
-vec3 perturbNormal(vec3 inNormal, vec3 tangentNormal)
-{
-
-
- vec3 q1 = dFdx(inWorldPos);
- vec3 q2 = dFdy(inWorldPos);
- vec2 st1 = dFdx(inUV);
- vec2 st2 = dFdy(inUV);
-
- vec3 N = normalize(inNormal);
- vec3 T = normalize(q1 * st2.t - q2 * st1.t);
- vec3 B = -normalize(cross(N, T));
- mat3 TBN = mat3(T, B, N);
-
- return normalize(TBN * tangentNormal);
-}
-void main()
-{
- vec3 emit = vec3(0);
- vec4 base_color = pc.baseColorFactor;
- float rough = pc.roughnessFactor;
- float metallic = pc.metallicFactor;
-
- if ((pc.availableAttachments & MAP_COLOR) == MAP_COLOR)
- base_color *= texture(samplerColor, inUV);
- if ((pc.availableAttachments & MAP_METALROUGHNESS) == MAP_METALROUGHNESS) {
- rough *= clamp(texture(samplerMetalRoughness, inUV).g, 0.04, 1.0);
- metallic *= texture(samplerMetalRoughness, inUV).b;
- }
- if ((pc.availableAttachments & MAP_EMISSIVE) == MAP_EMISSIVE)
- emit = pc.emissiveFactor.rgb * texture(samplerEmissive, inUV).rgb;
-
-
- vec3 N = ((pc.availableAttachments & MAP_NORMAL) == MAP_NORMAL) ?
- perturbNormal(inN, texture(samplerNormal, inUV).xyz * 2.0 - 1.0) :
- normalize(inN);
- vec3 V = normalize(inV);
- vec3 R = -normalize(reflect(V, N));
-
- vec3 F0 = vec3(0.04);
- F0 = mix(F0, base_color.rgb, metallic);
- float alpha = pow(rough, 2.0);
-
- vec3 L = normalize(ubo.lightPos.xyz);
- vec3 Lo = specularContribution(L, V, N, F0, metallic, rough, base_color.rgb);
-
- vec3 reflection = texture(samplerCubemap, R).rgb * (1.0-rough);//vec3(rough);
- vec3 irradiance = vec3(0.8);//texture(samplerIrradiance, N).rgb;
-
- // Diffuse based on irradiance
- vec3 diffuse = irradiance * base_color.rgb;
-
- vec3 F = F_SchlickR(max(dot(N, V), 0.0), F0, rough);
-
- vec3 specular = reflection * F;//(F * brdf.x + brdf.y);
-
- // Ambient part
- vec3 kD = 1.0 - F;
- kD *= 1.0 - metallic;
-
- float ao = ((pc.availableAttachments & MAP_AO) == MAP_AO) ? texture(samplerOcclusion, inUV).r : 1.0f;
- vec3 ambient = (kD * diffuse + specular) * ao;
- vec3 color = ambient + Lo;
-
- // Tone mapping
- color = Uncharted2Tonemap(color * ubo.exposure);
- color = color * (1.0f / Uncharted2Tonemap(vec3(11.2f)));
- // Gamma correction
- color = pow(color, vec3(1.0f / ubo.gamma)) + emit;
-
- outFragColor = vec4(color , base_color.a);
-} \ No newline at end of file
diff --git a/samples/Pbr/shaders/pbrtest.vert b/samples/Pbr/shaders/pbrtest.vert
deleted file mode 100644
index 25907bb..0000000
--- a/samples/Pbr/shaders/pbrtest.vert
+++ /dev/null
@@ -1,49 +0,0 @@
-#version 450
-
-#extension GL_ARB_separate_shader_objects : enable
-#extension GL_ARB_shading_language_420pack : enable
-
-layout (location = 0) in vec3 inPos;
-layout (location = 1) in vec3 inNormal;
-layout (location = 2) in vec2 inUV;
-
-layout (binding = 0) uniform UBO
-{
- mat4 projectionMatrix;
- mat4 viewMatrix;
- mat4 modelMatrix;
- vec4 lightPos;
- float gamma;
- float exposure;
-} ubo;
-
-layout (location = 0) out vec2 outUV;
-layout (location = 1) out vec3 outN;
-layout (location = 2) out vec3 outV;//ViewDir
-layout (location = 3) out vec3 outWorldPos;
-
-out gl_PerVertex
-{
- vec4 gl_Position;
-};
-
-layout(push_constant) uniform PushConsts {
- mat4 model;
-} pc;
-
-void main()
-{
- outUV = inUV;
-
- mat4 mod = ubo.modelMatrix * pc.model;
- vec4 pos = mod * vec4(inPos.xyz, 1.0);
-
- outN = normalize(transpose(inverse(mat3(mod))) * inNormal);
- //outN = normalize(mat3(mod)* inNormal);
-
- mat4 viewInv = inverse(ubo.viewMatrix);
- //outV = -(ubo.viewMatrix * pos).xyz;
- outV = normalize(vec3(viewInv * vec4(0.0, 0.0, 0.0, 1.0) - pos));
- outWorldPos = pos.xyz;
- gl_Position = ubo.projectionMatrix * ubo.viewMatrix * pos;
-}
diff --git a/samples/Pbr/shaders/prefilterenvmap.frag b/samples/Pbr/shaders/prefilterenvmap.frag
deleted file mode 100644
index ae1212e..0000000
--- a/samples/Pbr/shaders/prefilterenvmap.frag
+++ /dev/null
@@ -1,105 +0,0 @@
-#version 450
-
-layout (location = 0) in vec3 inPos;
-layout (location = 0) out vec4 outColor;
-
-layout (binding = 0) uniform samplerCube samplerEnv;
-
-layout(push_constant) uniform PushConsts {
- layout (offset = 64) float roughness;
- layout (offset = 68) uint numSamples;
-} consts;
-
-const float PI = 3.1415926536;
-
-// Based omn http://byteblacksmith.com/improvements-to-the-canonical-one-liner-glsl-rand-for-opengl-es-2-0/
-float random(vec2 co)
-{
- float a = 12.9898;
- float b = 78.233;
- float c = 43758.5453;
- float dt= dot(co.xy ,vec2(a,b));
- float sn= mod(dt,3.14);
- return fract(sin(sn) * c);
-}
-
-vec2 hammersley2d(uint i, uint N)
-{
- // Radical inverse based on http://holger.dammertz.org/stuff/notes_HammersleyOnHemisphere.html
- uint bits = (i << 16u) | (i >> 16u);
- bits = ((bits & 0x55555555u) << 1u) | ((bits & 0xAAAAAAAAu) >> 1u);
- bits = ((bits & 0x33333333u) << 2u) | ((bits & 0xCCCCCCCCu) >> 2u);
- bits = ((bits & 0x0F0F0F0Fu) << 4u) | ((bits & 0xF0F0F0F0u) >> 4u);
- bits = ((bits & 0x00FF00FFu) << 8u) | ((bits & 0xFF00FF00u) >> 8u);
- float rdi = float(bits) * 2.3283064365386963e-10;
- return vec2(float(i) /float(N), rdi);
-}
-
-// Based on http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_slides.pdf
-vec3 importanceSample_GGX(vec2 Xi, float roughness, vec3 normal)
-{
- // Maps a 2D point to a hemisphere with spread based on roughness
- float alpha = roughness * roughness;
- float phi = 2.0 * PI * Xi.x + random(normal.xz) * 0.1;
- float cosTheta = sqrt((1.0 - Xi.y) / (1.0 + (alpha*alpha - 1.0) * Xi.y));
- float sinTheta = sqrt(1.0 - cosTheta * cosTheta);
- vec3 H = vec3(sinTheta * cos(phi), sinTheta * sin(phi), cosTheta);
-
- // Tangent space
- vec3 up = abs(normal.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0);
- vec3 tangentX = normalize(cross(up, normal));
- vec3 tangentY = normalize(cross(normal, tangentX));
-
- // Convert to world Space
- return normalize(tangentX * H.x + tangentY * H.y + normal * H.z);
-}
-
-// Normal Distribution function
-float D_GGX(float dotNH, float roughness)
-{
- float alpha = roughness * roughness;
- float alpha2 = alpha * alpha;
- float denom = dotNH * dotNH * (alpha2 - 1.0) + 1.0;
- return (alpha2)/(PI * denom*denom);
-}
-
-vec3 prefilterEnvMap(vec3 R, float roughness)
-{
- vec3 N = R;
- vec3 V = R;
- vec3 color = vec3(0.0);
- float totalWeight = 0.0;
- float envMapDim = float(textureSize(samplerEnv, 0).s);
- for(uint i = 0u; i < consts.numSamples; i++) {
- vec2 Xi = hammersley2d(i, consts.numSamples);
- vec3 H = importanceSample_GGX(Xi, roughness, N);
- vec3 L = 2.0 * dot(V, H) * H - V;
- float dotNL = clamp(dot(N, L), 0.0, 1.0);
- if(dotNL > 0.0) {
- // Filtering based on https://placeholderart.wordpress.com/2015/07/28/implementation-notes-runtime-environment-map-filtering-for-image-based-lighting/
-
- float dotNH = clamp(dot(N, H), 0.0, 1.0);
- float dotVH = clamp(dot(V, H), 0.0, 1.0);
-
- // Probability Distribution Function
- float pdf = D_GGX(dotNH, roughness) * dotNH / (4.0 * dotVH) + 0.0001;
- // Slid angle of current smple
- float omegaS = 1.0 / (float(consts.numSamples) * pdf);
- // Solid angle of 1 pixel across all cube faces
- float omegaP = 4.0 * PI / (6.0 * envMapDim * envMapDim);
- // Biased (+1.0) mip level for better result
- float mipLevel = roughness == 0.0 ? 0.0 : max(0.5 * log2(omegaS / omegaP) + 1.0, 0.0f);
- color += textureLod(samplerEnv, L, mipLevel).rgb * dotNL;
- totalWeight += dotNL;
-
- }
- }
- return (color / totalWeight);
-}
-
-
-void main()
-{
- vec3 N = normalize(inPos);
- outColor = vec4(prefilterEnvMap(N, consts.roughness), 1.0);
-}
diff --git a/samples/Pbr/shaders/skybox.frag b/samples/Pbr/shaders/skybox.frag
deleted file mode 100644
index fa10f82..0000000
--- a/samples/Pbr/shaders/skybox.frag
+++ /dev/null
@@ -1,15 +0,0 @@
-#version 450
-
-#extension GL_ARB_separate_shader_objects : enable
-#extension GL_ARB_shading_language_420pack : enable
-
-layout (binding = 1) uniform samplerCube skybox;
-
-layout (location = 0) in vec3 TexCoords;
-
-layout (location = 0) out vec4 outFragColor;
-
-void main()
-{
- outFragColor = texture(skybox, TexCoords);
-}
diff --git a/samples/Pbr/shaders/skybox.vert b/samples/Pbr/shaders/skybox.vert
deleted file mode 100644
index 1925ec9..0000000
--- a/samples/Pbr/shaders/skybox.vert
+++ /dev/null
@@ -1,30 +0,0 @@
-#version 450
-
-#extension GL_ARB_separate_shader_objects : enable
-#extension GL_ARB_shading_language_420pack : enable
-
-layout (location = 0) in vec3 inPos;
-layout (location = 1) in vec2 inUV;
-
-layout (location = 0) out vec3 outUVW;
-
-layout (binding = 0) uniform UBO
-{
- mat4 projection;
- mat4 view;
- mat4 model;
- vec4 lightPos;
- float gamma;
- float exposure;
-} ubo;
-
-out gl_PerVertex
-{
- vec4 gl_Position;
-};
-
-void main()
-{
- outUVW = inPos;
- gl_Position = ubo.projection * ubo.view * vec4(inPos, 1.0);
-}
diff --git a/samples/Pbr/shaders/skybox_sw.frag b/samples/Pbr/shaders/skybox_sw.frag
deleted file mode 100644
index a861ec4..0000000
--- a/samples/Pbr/shaders/skybox_sw.frag
+++ /dev/null
@@ -1,55 +0,0 @@
-#version 450
-
-layout (binding = 2) uniform samplerCube samplerEnv;
-
-layout (location = 0) in vec3 inUVW;
-layout (location = 0) out vec4 outColor;
-
-layout (set = 0, binding = 1) uniform UBOParams {
- vec4 _pad0;
- float exposure;
- float gamma;
-} uboParams;
-
-// From http://filmicworlds.com/blog/filmic-tonemapping-operators/
-vec3 Uncharted2Tonemap(vec3 color)
-{
- float A = 0.15;
- float B = 0.50;
- float C = 0.10;
- float D = 0.20;
- float E = 0.02;
- float F = 0.30;
- float W = 11.2;
- return ((color*(A*color+C*B)+D*E)/(color*(A*color+B)+D*F))-E/F;
-}
-
-vec4 tonemap(vec4 color)
-{
- vec3 outcol = Uncharted2Tonemap(color.rgb * uboParams.exposure);
- outcol = outcol * (1.0f / Uncharted2Tonemap(vec3(11.2f)));
- return vec4(pow(outcol, vec3(1.0f / uboParams.gamma)), color.a);
-}
-
-#define MANUAL_SRGB 1
-
-vec4 SRGBtoLINEAR(vec4 srgbIn)
-{
- #ifdef MANUAL_SRGB
- #ifdef SRGB_FAST_APPROXIMATION
- vec3 linOut = pow(srgbIn.xyz,vec3(2.2));
- #else //SRGB_FAST_APPROXIMATION
- vec3 bLess = step(vec3(0.04045),srgbIn.xyz);
- vec3 linOut = mix( srgbIn.xyz/vec3(12.92), pow((srgbIn.xyz+vec3(0.055))/vec3(1.055),vec3(2.4)), bLess );
- #endif //SRGB_FAST_APPROXIMATION
- return vec4(linOut,srgbIn.w);;
- #else //MANUAL_SRGB
- return srgbIn;
- #endif //MANUAL_SRGB
-}
-
-void main()
-{
- vec3 color = SRGBtoLINEAR(tonemap(textureLod(samplerEnv, inUVW, 1.5))).rgb;
- outColor = vec4(color * 1.0, 1.0);
-} \ No newline at end of file
diff --git a/samples/Pbr/shaders/skybox_sw.vert b/samples/Pbr/shaders/skybox_sw.vert
deleted file mode 100644
index c51c4b5..0000000
--- a/samples/Pbr/shaders/skybox_sw.vert
+++ /dev/null
@@ -1,28 +0,0 @@
-#version 450
-
-#extension GL_ARB_separate_shader_objects : enable
-#extension GL_ARB_shading_language_420pack : enable
-
-layout (location = 0) in vec3 inPos;
-layout (location = 1) in vec3 inNormal;
-layout (location = 2) in vec2 inUV;
-
-layout (binding = 0) uniform UBO
-{
- mat4 projection;
- mat4 pad;
- mat4 model;
-} ubo;
-
-layout (location = 0) out vec3 outUVW;
-
-out gl_PerVertex
-{
- vec4 gl_Position;
-};
-
-void main()
-{
- outUVW = inPos;
- gl_Position = ubo.projection * ubo.model * vec4(inPos.xyz, 1.0);
-}
diff --git a/samples/Pbr/shaders/ui.frag b/samples/Pbr/shaders/ui.frag
deleted file mode 100644
index e0d7995..0000000
--- a/samples/Pbr/shaders/ui.frag
+++ /dev/null
@@ -1,13 +0,0 @@
-#version 450
-
-layout (binding = 0) uniform sampler2D fontSampler;
-
-layout (location = 0) in vec2 inUV;
-layout (location = 1) in vec4 inColor;
-
-layout (location = 0) out vec4 outColor;
-
-void main()
-{
- outColor = inColor * texture(fontSampler, inUV);
-} \ No newline at end of file
diff --git a/samples/Pbr/shaders/ui.vert b/samples/Pbr/shaders/ui.vert
deleted file mode 100644
index ddb63a4..0000000
--- a/samples/Pbr/shaders/ui.vert
+++ /dev/null
@@ -1,25 +0,0 @@
-#version 450
-
-layout (location = 0) in vec2 inPos;
-layout (location = 1) in vec2 inUV;
-layout (location = 2) in vec4 inColor;
-
-layout (push_constant) uniform PushConstants {
- vec2 scale;
- vec2 translate;
-} pushConstants;
-
-layout (location = 0) out vec2 outUV;
-layout (location = 1) out vec4 outColor;
-
-out gl_PerVertex
-{
- vec4 gl_Position;
-};
-
-void main()
-{
- outUV = inUV;
- outColor = inColor;
- gl_Position = vec4(inPos * pushConstants.scale + pushConstants.translate, 0.0, 1.0);
-} \ No newline at end of file