procedural-3d-engine/shaders/glsl/subpasses/composition.frag

50 lines
1.1 KiB
GLSL
Raw Normal View History

#version 450
layout (input_attachment_index = 0, binding = 0) uniform subpassInput inputPosition;
layout (input_attachment_index = 1, binding = 1) uniform subpassInput inputNormal;
layout (input_attachment_index = 2, binding = 2) uniform subpassInput inputAlbedo;
layout (location = 0) in vec2 inUV;
layout (location = 0) out vec4 outColor;
struct Light {
vec4 position;
vec3 color;
float radius;
};
layout (std140, binding = 3) buffer LightsBuffer
{
Light lights[];
};
void main()
{
// Read G-Buffer values from previous sub pass
vec3 fragPos = subpassLoad(inputPosition).rgb;
vec3 normal = subpassLoad(inputNormal).rgb;
vec4 albedo = subpassLoad(inputAlbedo);
2023-11-25 15:35:54 +01:00
#define ambient 0.05
// Ambient part
vec3 fragcolor = albedo.rgb * ambient;
for(int i = 0; i < lights.length(); ++i)
{
vec3 L = lights[i].position.xyz - fragPos;
float dist = length(L);
L = normalize(L);
float atten = lights[i].radius / (pow(dist, 3.0) + 1.0);
vec3 N = normalize(normal);
float NdotL = max(0.0, dot(N, L));
vec3 diff = lights[i].color * albedo.rgb * NdotL * atten;
2023-11-25 15:35:54 +01:00
fragcolor += diff;
}
outColor = vec4(fragcolor, 1.0);
}