#version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable layout (binding = 1) uniform samplerCube samplerEnvMap; layout (location = 0) in vec3 inUVW; layout (location = 1) in vec3 inPos; layout (location = 2) in vec3 inNormal; layout (location = 3) in vec3 inViewVec; layout (location = 4) in vec3 inLightVec; layout (location = 5) in mat4 inInvModelView; layout (location = 0) out vec4 outColor0; layout (location = 1) out vec4 outColor1; layout (constant_id = 0) const int type = 0; #define PI 3.1415926 #define TwoPI (2.0 * PI) layout (binding = 2) uniform UBO { float exposure; } ubo; void main() { vec4 color; vec3 wcNormal; switch (type) { case 0: // Skybox { vec3 normal = normalize(inUVW); color = texture(samplerEnvMap, normal); } break; case 1: // Reflect { vec3 wViewVec = mat3(inInvModelView) * normalize(inViewVec); vec3 normal = normalize(inNormal); vec3 wNormal = mat3(inInvModelView) * normal; float NdotL = max(dot(normal, inLightVec), 0.0); vec3 eyeDir = normalize(inViewVec); vec3 halfVec = normalize(inLightVec + eyeDir); float NdotH = max(dot(normal, halfVec), 0.0); float NdotV = max(dot(normal, eyeDir), 0.0); float VdotH = max(dot(eyeDir, halfVec), 0.0); // Geometric attenuation float NH2 = 2.0 * NdotH; float g1 = (NH2 * NdotV) / VdotH; float g2 = (NH2 * NdotL) / VdotH; float geoAtt = min(1.0, min(g1, g2)); const float F0 = 0.6; const float k = 0.2; // Fresnel (schlick approximation) float fresnel = pow(1.0 - VdotH, 5.0); fresnel *= (1.0 - F0); fresnel += F0; float spec = (fresnel * geoAtt) / (NdotV * NdotL * 3.14); color = texture(samplerEnvMap, reflect(-wViewVec, wNormal)); color = vec4(color.rgb * NdotL * (k + spec * (1.0 - k)), 1.0); } break; case 2: // Refract { vec3 wViewVec = mat3(inInvModelView) * normalize(inViewVec); vec3 wNormal = mat3(inInvModelView) * inNormal; color = texture(samplerEnvMap, refract(-wViewVec, wNormal, 1.0/1.6)); } break; } // Color with manual exposure into attachment 0 outColor0.rgb = vec3(1.0) - exp(-color.rgb * ubo.exposure); // Bright parts for bloom into attachment 1 float l = dot(outColor0.rgb, vec3(0.2126, 0.7152, 0.0722)); float threshold = 0.75; outColor1.rgb = (l > threshold) ? outColor0.rgb : vec3(0.0); outColor1.a = 1.0; }