procedural-3d-engine/data/shaders/hlsl/deferredmultisampling/deferred.frag

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// Copyright 2020 Google LLC
Texture2DMS<float4> texturePosition : register(t1);
SamplerState samplerPosition : register(s1);
Texture2DMS<float4> textureNormal : register(t2);
SamplerState samplerNormal : register(s2);
Texture2DMS<float4> textureAlbedo : register(t3);
SamplerState samplerAlbedo : register(s3);
struct Light {
float4 position;
float3 color;
float radius;
};
struct UBO
{
Light lights[6];
float4 viewPos;
int2 windowSize;
};
cbuffer ubo : register(b4) { UBO ubo; }
[[vk::constant_id(0)]] const int NUM_SAMPLES = 8;
#define NUM_LIGHTS 6
// Manual resolve for MSAA samples
float4 resolve(Texture2DMS<float4> tex, int2 uv)
{
float4 result = float4(0.0, 0.0, 0.0, 0.0);
for (int i = 0; i < NUM_SAMPLES; i++)
{
uint status = 0;
float4 val = tex.Load(uv, i, int2(0, 0), status);
result += val;
}
// Average resolved samples
return result / float(NUM_SAMPLES);
}
float3 calculateLighting(float3 pos, float3 normal, float4 albedo)
{
float3 result = float3(0.0, 0.0, 0.0);
for(int i = 0; i < NUM_LIGHTS; ++i)
{
// Vector to light
float3 L = ubo.lights[i].position.xyz - pos;
// Distance from light to fragment position
float dist = length(L);
// Viewer to fragment
float3 V = ubo.viewPos.xyz - pos;
V = normalize(V);
// Light to fragment
L = normalize(L);
// Attenuation
float atten = ubo.lights[i].radius / (pow(dist, 2.0) + 1.0);
// Diffuse part
float3 N = normalize(normal);
float NdotL = max(0.0, dot(N, L));
float3 diff = ubo.lights[i].color * albedo.rgb * NdotL * atten;
// Specular part
float3 R = reflect(-L, N);
float NdotR = max(0.0, dot(R, V));
float3 spec = ubo.lights[i].color * albedo.a * pow(NdotR, 8.0) * atten;
result += diff + spec;
}
return result;
}
float4 main([[vk::location(0)]] float2 inUV : TEXCOORD0) : SV_TARGET
{
int2 attDim; int sampleCount;
texturePosition.GetDimensions(attDim.x, attDim.y, sampleCount);
int2 UV = int2(inUV * attDim);
#define ambient 0.15
// Ambient part
float4 alb = resolve(textureAlbedo, UV);
float3 fragColor = float3(0.0, 0.0, 0.0);
// Calualte lighting for every MSAA sample
for (int i = 0; i < NUM_SAMPLES; i++)
{
uint status = 0;
float3 pos = texturePosition.Load(UV, i, int2(0, 0), status).rgb;
float3 normal = textureNormal.Load(UV, i, int2(0, 0), status).rgb;
float4 albedo = textureAlbedo.Load(UV, i, int2(0, 0), status);
fragColor += calculateLighting(pos, normal, albedo);
}
fragColor = (alb.rgb * ambient) + fragColor / float(NUM_SAMPLES);
return float4(fragColor, 1.0);
}