Use shader storage buffer to pass lights to shader

This commit is contained in:
Sascha Willems 2023-12-13 18:31:49 +01:00
parent a467d94159
commit 1a635f16ab
5 changed files with 53 additions and 95 deletions

View file

@ -1,50 +1,47 @@
#version 450
layout (input_attachment_index = 0, binding = 0) uniform subpassInput samplerposition;
layout (input_attachment_index = 1, binding = 1) uniform subpassInput samplerNormal;
layout (input_attachment_index = 2, binding = 2) uniform subpassInput samplerAlbedo;
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;
layout (constant_id = 0) const int NUM_LIGHTS = 64;
struct Light {
vec4 position;
vec3 color;
float radius;
};
layout (binding = 3) uniform UBO
layout (std140, binding = 3) buffer LightsBuffer
{
Light lights[NUM_LIGHTS];
} ubo;
Light lights[];
};
void main()
{
// Read G-Buffer values from previous sub pass
vec3 fragPos = subpassLoad(samplerposition).rgb;
vec3 normal = subpassLoad(samplerNormal).rgb;
vec4 albedo = subpassLoad(samplerAlbedo);
vec3 fragPos = subpassLoad(inputPosition).rgb;
vec3 normal = subpassLoad(inputNormal).rgb;
vec4 albedo = subpassLoad(inputAlbedo);
#define ambient 0.05
// Ambient part
vec3 fragcolor = albedo.rgb * ambient;
for(int i = 0; i < NUM_LIGHTS; ++i)
for(int i = 0; i < lights.length(); ++i)
{
vec3 L = ubo.lights[i].position.xyz - fragPos;
vec3 L = lights[i].position.xyz - fragPos;
float dist = length(L);
L = normalize(L);
float atten = ubo.lights[i].radius / (pow(dist, 3.0) + 1.0);
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 = ubo.lights[i].color * albedo.rgb * NdotL * atten;
vec3 diff = lights[i].color * albedo.rgb * NdotL * atten;
fragcolor += diff;
}