Moved shaders to new directory
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#version 450
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layout (input_attachment_index = 0, binding = 0) uniform subpassInput samplerposition;
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layout (input_attachment_index = 1, binding = 1) uniform subpassInput samplerNormal;
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layout (input_attachment_index = 2, binding = 2) uniform subpassInput samplerAlbedo;
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layout (location = 0) in vec2 inUV;
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layout (location = 0) out vec4 outColor;
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layout (constant_id = 0) const int NUM_LIGHTS = 64;
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struct Light {
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vec4 position;
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vec3 color;
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float radius;
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};
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layout (binding = 3) uniform UBO
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{
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vec4 viewPos;
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Light lights[NUM_LIGHTS];
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} ubo;
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void main()
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{
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// Read G-Buffer values from previous sub pass
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vec3 fragPos = subpassLoad(samplerposition).rgb;
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vec3 normal = subpassLoad(samplerNormal).rgb;
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vec4 albedo = subpassLoad(samplerAlbedo);
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#define ambient 0.15
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// Ambient part
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vec3 fragcolor = albedo.rgb * ambient;
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for(int i = 0; i < NUM_LIGHTS; ++i)
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{
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// Vector to light
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vec3 L = ubo.lights[i].position.xyz - fragPos;
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// Distance from light to fragment position
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float dist = length(L);
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// Viewer to fragment
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vec3 V = ubo.viewPos.xyz - fragPos;
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V = normalize(V);
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// Light to fragment
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L = normalize(L);
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// Attenuation
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float atten = ubo.lights[i].radius / (pow(dist, 2.0) + 1.0);
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// Diffuse part
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vec3 N = normalize(normal);
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float NdotL = max(0.0, dot(N, L));
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vec3 diff = ubo.lights[i].color * albedo.rgb * NdotL * atten;
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// Specular part
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// Specular map values are stored in alpha of albedo mrt
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vec3 R = reflect(-L, N);
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float NdotR = max(0.0, dot(R, V));
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//vec3 spec = ubo.lights[i].color * albedo.a * pow(NdotR, 32.0) * atten;
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fragcolor += diff;// + spec;
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}
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outColor = vec4(fragcolor, 1.0);
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}
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