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

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2016-02-16 15:07:25 +01:00
#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
layout (binding = 1) uniform sampler2D samplerposition;
layout (binding = 2) uniform sampler2D samplerNormal;
layout (binding = 3) uniform sampler2D samplerAlbedo;
layout (location = 0) in vec2 inUV;
layout (location = 0) out vec4 outFragcolor;
struct Light {
vec4 position;
vec4 color;
float radius;
float quadraticFalloff;
float linearFalloff;
float _pad;
};
layout (binding = 4) uniform UBO
{
Light lights[6];
vec4 viewPos;
} ubo;
void main()
{
// Get G-Buffer values
vec3 fragPos = texture(samplerposition, inUV).rgb;
vec3 normal = texture(samplerNormal, inUV).rgb;
vec4 albedo = texture(samplerAlbedo, inUV);
#define lightCount 5
#define ambient 0.05
#define specularStrength 0.15
// Ambient part
vec3 fragcolor = albedo.rgb * ambient;
vec3 viewVec = normalize(ubo.viewPos.xyz - fragPos);
for(int i = 0; i < lightCount; ++i)
{
// Distance from light to fragment position
float dist = length(ubo.lights[i].position.xyz - fragPos);
if(dist < ubo.lights[i].radius)
{
// Get vector from current light source to fragment position
vec3 lightVec = normalize(ubo.lights[i].position.xyz - fragPos);
// Diffuse part
vec3 diffuse = max(dot(normal, lightVec), 0.0) * albedo.rgb * ubo.lights[i].color.rgb;
// Specular part (specular texture part stored in albedo alpha channel)
vec3 halfVec = normalize(lightVec + viewVec);
vec3 specular = ubo.lights[i].color.rgb * pow(max(dot(normal, halfVec), 0.0), 16.0) * albedo.a * specularStrength;
// Attenuation with linearFalloff and quadraticFalloff falloff
float attenuation = 1.0 / (1.0 + ubo.lights[i].linearFalloff * dist + ubo.lights[i].quadraticFalloff * dist * dist);
fragcolor += (diffuse + specular) * attenuation;
}
}
outFragcolor = vec4(fragcolor, 1.0);
}