module Render.Lit.Colored.Code ( vert , frag ) where import RIO import Render.Code (Code, glsl) import Render.Code.Lit (litMain, shadowFuns, structLight, brdfSpecular) import Render.DescSets.Set0.Code (set0binding0, set0binding1, set0binding2, set0binding3, set0binding4, set0binding5) vert :: Code vert = fromString [glsl| #version 450 invariant gl_Position; ${set0binding0} layout(location = 0) in vec3 vPosition; layout(location = 1) in vec4 vBaseColor; layout(location = 2) in vec4 vEmissiveColor; layout(location = 3) in vec2 vMetallicRoughness; layout(location = 4) in vec3 vNormal; layout(location = 5) in mat4 iModel; layout(location = 0) out vec4 fPosition; layout(location = 1) out vec4 fColor; layout(location = 2) out vec4 fEmissiveColor; layout(location = 3) out vec2 fMetallicRoughness; layout(location = 4) out vec3 fNormal; void main() { fPosition = iModel * vec4(vPosition, 1.0); gl_Position = scene.projection * scene.view * fPosition; fNormal = transpose(mat3(inverse(iModel))) * vNormal; // TODO: use modelInv fColor = vBaseColor; fColor.rgb *= vBaseColor.a; fEmissiveColor = vEmissiveColor; fMetallicRoughness = vMetallicRoughness; } |] frag :: Code frag = fromString [glsl| #version 450 #extension GL_EXT_nonuniform_qualifier : enable layout(early_fragment_tests) in; // TODO: move to spec constant const uint MAX_LIGHTS = 255; const float PCF_STEP = 1.5 / 4096; // TODO: move to material const float reflectivity = 1.0/256.0; ${structLight} ${set0binding0} ${set0binding1} ${set0binding2} ${set0binding3} ${set0binding4} ${set0binding5} layout(location = 0) in vec4 fPosition; layout(location = 1) in vec4 fColor; layout(location = 2) in vec4 fEmissiveColor; layout(location = 3) in vec2 fMetallicRoughness; layout(location = 4) in vec3 fNormal; layout(location = 0) out vec4 oColor; ${shadowFuns} ${brdfSpecular} void main() { vec4 baseColor = fColor; // XXX: assuming premultiplied alpha float metallic = fMetallicRoughness[0]; float roughness = fMetallicRoughness[1]; float nonOcclusion = 1.0; vec3 normal = normalize(fNormal); ${litMain} oColor.rgb += pow(fEmissiveColor.rgb, vec3(2.2)); } |]