68 lines
2 KiB
GLSL
68 lines
2 KiB
GLSL
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#version 450
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_420pack : enable
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layout (binding = 1) uniform sampler2D samplerposition;
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layout (binding = 2) uniform sampler2D samplerNormal;
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layout (binding = 3) uniform sampler2D samplerAlbedo;
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layout (location = 0) in vec2 inUV;
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layout (location = 0) out vec4 outFragcolor;
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struct Light {
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vec4 position;
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vec4 color;
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float radius;
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float quadraticFalloff;
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float linearFalloff;
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float _pad;
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};
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layout (binding = 4) uniform UBO
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{
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Light lights[6];
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vec4 viewPos;
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} ubo;
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void main()
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{
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// Get G-Buffer values
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vec3 fragPos = texture(samplerposition, inUV).rgb;
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vec3 normal = texture(samplerNormal, inUV).rgb;
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vec4 albedo = texture(samplerAlbedo, inUV);
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#define lightCount 5
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#define ambient 0.05
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#define specularStrength 0.15
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// Ambient part
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vec3 fragcolor = albedo.rgb * ambient;
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vec3 viewVec = normalize(ubo.viewPos.xyz - fragPos);
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for(int i = 0; i < lightCount; ++i)
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{
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// Distance from light to fragment position
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float dist = length(ubo.lights[i].position.xyz - fragPos);
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if(dist < ubo.lights[i].radius)
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{
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// Get vector from current light source to fragment position
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vec3 lightVec = normalize(ubo.lights[i].position.xyz - fragPos);
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// Diffuse part
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vec3 diffuse = max(dot(normal, lightVec), 0.0) * albedo.rgb * ubo.lights[i].color.rgb;
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// Specular part (specular texture part stored in albedo alpha channel)
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vec3 halfVec = normalize(lightVec + viewVec);
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vec3 specular = ubo.lights[i].color.rgb * pow(max(dot(normal, halfVec), 0.0), 16.0) * albedo.a * specularStrength;
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// Attenuation with linearFalloff and quadraticFalloff falloff
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float attenuation = 1.0 / (1.0 + ubo.lights[i].linearFalloff * dist + ubo.lights[i].quadraticFalloff * dist * dist);
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fragcolor += (diffuse + specular) * attenuation;
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}
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}
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outFragcolor = vec4(fragcolor, 1.0);
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}
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