#version 450
#include "microfacet-module.frag"
layout(location = 0) in vec3 position;
layout(location = 1) in vec2 uv;
layout(location = 2) in vec3 vertex_normal;
layout(location = 3) in flat uvec2 boundary_range;
layout(set = 0, binding = 0) uniform Camera {
mat4 camera_matrix;
mat4 camera_projection;
};
layout(set = 0, binding = 1) buffer Lights {
Light lights[];
};
layout(set = 0, binding = 2) uniform Scene {
float _time;
uint nlights;
};
layout(set = 1, binding = 1) uniform ModelMaterial {
Material material;
};
layout(set = 1, binding = 2) buffer Boundary {
vec4 boundary[];
};
layout(location = 0) out vec4 color;
bool in_domain() {
int score = 0;
for (uint i = boundary_range[0]; i < boundary_range[1]; i++) {
vec2 start = boundary[i].xy - uv;
vec2 end = boundary[i].zw - uv;
if (start[1] * end[1] >= 0) continue;
float as = abs(start[1]);
float ae = abs(end[1]);
float x = (ae * start[0] + as * end[0]) / (as + ae);
if (x > 0) {
if (end[1] > 0) score += 1;
else score -= 1;
}
}
return score > 0;
}
void main() {
if (!in_domain()) discard;
Material mat = material;
vec3 camera_dir = normalize(camera_matrix[3].xyz - position);
vec3 normal = normalize(vertex_normal);
vec3 pre_color = vec3(0.0, 0.0, 0.0);
for (uint i = 0; i < nlights; i++) {
Light light = lights[i];
pre_color += microfacet_color(position, normal, light, camera_dir, mat);
}
pre_color = clamp(pre_color, 0.0, 1.0);
pre_color = ambient_correction(pre_color, mat);
color = vec4(pre_color, 1.0);
}