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Shader code that fails to link
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#version 450 | |
layout(binding = 1, std140) uniform MaterialUbo | |
{ | |
vec4 color; | |
} materialUbo; | |
layout(binding = 2) uniform sampler2D albedoTexture; | |
layout(binding = 3) uniform sampler2D normalTexture; | |
layout(binding = 4) uniform sampler2D metalnessTexture; | |
layout(binding = 5) uniform sampler2D roughnessTexture; | |
layout(location = 3) in vec2 fragmentTexCoord0; | |
layout(location = 1) in vec3 fragmentNormal; | |
layout(location = 2) in vec3 fragmentTangent; | |
layout(location = 0) out vec4 gbuffer0; | |
layout(location = 0) in vec3 fragmentPosition; | |
layout(location = 1) out vec4 gbuffer1; | |
layout(location = 2) out vec4 gbuffer2; | |
vec3 TransformNormalToWorldSpace(vec3 vertexNormalValue, vec3 normalTextureSample, vec3 vertexTangentValue) | |
{ | |
vec3 bumpMapNormal = normalTextureSample; | |
if (all(equal(normalTextureSample, vec3(0.0)))) | |
{ | |
return vertexNormalValue; | |
} | |
vec3 newNormal = normalize(vertexNormalValue); | |
vec3 newTangent = normalize(vertexTangentValue); | |
newTangent = normalize(newTangent - (newNormal * dot(newTangent, newNormal))); | |
vec3 bitangent = cross(newTangent, newNormal); | |
bumpMapNormal = (bumpMapNormal * 2.0) - vec3(1.0); | |
bumpMapNormal = vec3(-bumpMapNormal.xy, bumpMapNormal.z); | |
mat3 tangentBitangentNormalMatrix = mat3(vec3(newTangent), vec3(bitangent), vec3(newNormal)); | |
return normalize(tangentBitangentNormalMatrix * bumpMapNormal); | |
} | |
void main() | |
{ | |
vec4 albedo = materialUbo.color * texture(albedoTexture, fragmentTexCoord0); | |
vec3 textureSpaceNormal = texture(normalTexture, fragmentTexCoord0).xyz; | |
float metalness = texture(metalnessTexture, fragmentTexCoord0).x; | |
float roughness = texture(roughnessTexture, fragmentTexCoord0).x; | |
vec3 specular = mix(vec3(0.039999999105930328369140625), albedo.xyz, vec3(metalness)); | |
vec3 param = fragmentNormal; | |
vec3 param_1 = textureSpaceNormal; | |
vec3 param_2 = fragmentTangent; | |
vec3 worldSpaceNormal = TransformNormalToWorldSpace(param, param_1, param_2); | |
gbuffer0 = vec4(fragmentPosition, 1.0); | |
gbuffer1 = vec4(worldSpaceNormal, 1.0); | |
gbuffer2 = albedo; | |
} | |
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#version 450 | |
layout(binding = 0, std140) uniform EngineUbo | |
{ | |
mat4 proj; | |
mat4 view; | |
mat4 model; | |
} ubo; | |
layout(location = 0) in vec3 vertexPosition; | |
layout(location = 0) out vec3 fragmentPosition; | |
layout(location = 1) out vec3 fragmentNormal; | |
layout(location = 1) in vec3 vertexNormal; | |
layout(location = 2) out vec3 fragmentTangent; | |
layout(location = 2) in vec3 vertexTangent; | |
layout(location = 3) out vec2 fragmentTexCoord0; | |
layout(location = 3) in vec2 vertexTexCoord0; | |
void main() | |
{ | |
vec4 posVec4 = ubo.model * vec4(vertexPosition, 1.0); | |
gl_Position = (ubo.proj * ubo.view) * posVec4; | |
fragmentPosition = posVec4.xyz; | |
fragmentNormal = vertexNormal; | |
fragmentTangent = vertexTangent; | |
fragmentTexCoord0 = vertexTexCoord0; | |
} | |
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