Ajout de Jolt Physics + 1ere version des factory entitecomposants - camera, transform, rigidbody, collider, renderer
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107
lib/All/JoltPhysics/Assets/Shaders/VK/TrianglePixelShader.frag
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107
lib/All/JoltPhysics/Assets/Shaders/VK/TrianglePixelShader.frag
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#version 450
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layout(binding = 1) uniform PixelShaderConstantBuffer
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{
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vec3 CameraPos;
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vec3 LightPos;
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} c;
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layout(location = 0) in vec3 iNormal;
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layout(location = 1) in vec3 iWorldPos;
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layout(location = 2) in vec2 iTex;
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layout(location = 3) in vec4 iPositionL;
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layout(location = 4) in vec4 iColor;
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layout(location = 0) out vec4 oColor;
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layout(set = 1, binding = 0) uniform sampler2D LightDepthSampler;
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void main()
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{
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// Constants
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float AmbientFactor = 0.3;
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vec3 DiffuseColor = vec3(iColor.r, iColor.g, iColor.b);
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vec3 SpecularColor = vec3(1, 1, 1);
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float SpecularPower = 100.0;
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float bias = 1.0e-7;
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// Homogenize position in light space
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vec3 position_l = iPositionL.xyz / iPositionL.w;
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// Calculate dot product between direction to light and surface normal and clamp between [0, 1]
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vec3 view_dir = normalize(c.CameraPos - iWorldPos);
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vec3 world_to_light = c.LightPos - iWorldPos;
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vec3 light_dir = normalize(world_to_light);
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vec3 normal = normalize(iNormal);
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if (dot(view_dir, normal) < 0) // If we're viewing the triangle from the back side, flip the normal to get the correct lighting
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normal = -normal;
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float normal_dot_light_dir = clamp(dot(normal, light_dir), 0, 1);
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// Calculate texture coordinates in light depth texture
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vec2 tex_coord;
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tex_coord.x = position_l.x / 2.0 + 0.5;
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tex_coord.y = position_l.y / 2.0 + 0.5;
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// Check that the texture coordinate is inside the depth texture, if not we don't know if it is lit or not so we assume lit
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float shadow_factor = 1.0;
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if (iColor.a > 0 // Alpha = 0 means don't receive shadows
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&& tex_coord.x == clamp(tex_coord.x, 0, 1) && tex_coord.y == clamp(tex_coord.y, 0, 1))
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{
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// Modify shadow bias according to the angle between the normal and the light dir
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float modified_bias = bias * tan(acos(normal_dot_light_dir));
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modified_bias = min(modified_bias, 10.0 * bias);
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// Get texture size
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float width = 1.0 / 4096;
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float height = 1.0 / 4096;
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// Samples to take
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uint num_samples = 16;
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vec2 offsets[] = {
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vec2(-1.5 * width, -1.5 * height),
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vec2(-0.5 * width, -1.5 * height),
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vec2(0.5 * width, -1.5 * height),
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vec2(1.5 * width, -1.5 * height),
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vec2(-1.5 * width, -0.5 * height),
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vec2(-0.5 * width, -0.5 * height),
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vec2(0.5 * width, -0.5 * height),
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vec2(1.5 * width, -0.5 * height),
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vec2(-1.5 * width, 0.5 * height),
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vec2(-0.5 * width, 0.5 * height),
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vec2(0.5 * width, 0.5 * height),
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vec2(1.5 * width, 0.5 * height),
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vec2(-1.5 * width, 1.5 * height),
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vec2(-0.5 * width, 1.5 * height),
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vec2(0.5 * width, 1.5 * height),
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vec2(1.5 * width, 1.5 * height),
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};
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// Calculate depth of this pixel relative to the light
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float light_depth = position_l.z + modified_bias;
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// Sample shadow factor
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shadow_factor = 0.0;
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for (uint i = 0; i < num_samples; ++i)
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shadow_factor += texture(LightDepthSampler, tex_coord + offsets[i]).x <= light_depth? 1.0 : 0.0;
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shadow_factor /= num_samples;
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}
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// Calculate diffuse and specular
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float diffuse = normal_dot_light_dir;
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float specular = diffuse > 0.0? pow(clamp(-dot(reflect(light_dir, normal), view_dir), 0, 1), SpecularPower) : 0.0;
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// Apply procedural pattern based on the uv coordinates
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bvec2 less_half = lessThan(iTex - floor(iTex), vec2(0.5, 0.5));
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float darken_factor = less_half.r ^^ less_half.g? 0.5 : 1.0;
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// Fade out checkerboard pattern when it tiles too often
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vec2 dx = dFdx(iTex), dy = dFdy(iTex);
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float texel_distance = sqrt(dot(dx, dx) + dot(dy, dy));
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darken_factor = mix(darken_factor, 0.75, clamp(5.0 * texel_distance - 1.5, 0.0, 1.0));
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// Calculate color
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oColor = vec4(clamp((AmbientFactor + diffuse * shadow_factor) * darken_factor * DiffuseColor + SpecularColor * specular * shadow_factor, 0, 1), 1);
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}
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