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

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// Copyright 2020 Google LLC
[[vk::input_attachment_index(0)]][[vk::binding(0)]] SubpassInput inputPosition;
[[vk::input_attachment_index(1)]][[vk::binding(1)]] SubpassInput inputNormal;
[[vk::input_attachment_index(2)]][[vk::binding(2)]] SubpassInput inputAlbedo;
struct Light {
float4 position;
float3 color;
float radius;
};
RWStructuredBuffer<Light> lights: register(u3);
float4 main([[vk::location(0)]] float2 inUV : TEXCOORD) : SV_TARGET
{
// Read G-Buffer values from previous sub pass
float3 fragPos = inputPosition.SubpassLoad().rgb;
float3 normal = inputNormal.SubpassLoad().rgb;
float4 albedo = inputAlbedo.SubpassLoad();
#define ambient 0.05
// Ambient part
float3 fragcolor = albedo.rgb * ambient;
uint lightsLength;
uint lightsStride;
lights.GetDimensions(lightsLength, lightsStride);
for(int i = 0; i < lightsLength; ++i)
{
float3 L = lights[i].position.xyz - fragPos;
float dist = length(L);
L = normalize(L);
float atten = lights[i].radius / (pow(dist, 3.0) + 1.0);
float3 N = normalize(normal);
float NdotL = max(0.0, dot(N, L));
float3 diff = lights[i].color * albedo.rgb * NdotL * atten;
fragcolor += diff;
}
return float4(fragcolor, 1.0);
}