/* Copyright (c) 2025, Sascha Willems * * SPDX-License-Identifier: MIT * */ struct VSOutput { float4 Pos : SV_POSITION; float2 UV; }; [[vk::input_attachment_index(0)]] SubpassInput inputPosition; [[vk::input_attachment_index(1)]] SubpassInput inputNormal; [[vk::input_attachment_index(2)]] SubpassInput inputAlbedo; struct Light { float4 position; float3 color; float radius; }; RWStructuredBuffer lights; [shader("vertex")] VSOutput vertexMain(uint VertexIndex: SV_VertexID) { VSOutput output; output.UV = float2((VertexIndex << 1) & 2, VertexIndex & 2); output.Pos = float4(output.UV * 2.0f - 1.0f, 0.0f, 1.0f); return output; } [shader("fragment")] float4 fragmentMain() { // Read G-Buffer values from previous sub pass float3 fragPos = inputPosition.SubpassLoad().rgb; float3 normal = inputNormal.SubpassLoad().rgb; float4 albedo = inputAlbedo.SubpassLoad(); #define ambient 0.05 // Ambient part float3 fragcolor = albedo.rgb * ambient; uint lightsLength; uint lightsStride; lights.GetDimensions(lightsLength, lightsStride); for(int i = 0; i < lightsLength; ++i) { float3 L = lights[i].position.xyz - fragPos; float dist = length(L); L = normalize(L); float atten = lights[i].radius / (pow(dist, 3.0) + 1.0); float3 N = normalize(normal); float NdotL = max(0.0, dot(N, L)); float3 diff = lights[i].color * albedo.rgb * NdotL * atten; fragcolor += diff; } return float4(fragcolor, 1.0); }