// Copyright 2020 Google LLC Texture2D textureposition : register(t1); SamplerState samplerposition : register(s1); Texture2D textureNormal : register(t2); SamplerState samplerNormal : register(s2); Texture2D textureAlbedo : register(t3); SamplerState samplerAlbedo : register(s3); struct Light { float4 position; float3 color; float radius; }; struct UBO { Light lights[6]; float4 viewPos; int displayDebugTarget; }; cbuffer ubo : register(b4) { UBO ubo; } float4 main([[vk::location(0)]] float2 inUV : TEXCOORD0) : SV_TARGET { // Get G-Buffer values float3 fragPos = textureposition.Sample(samplerposition, inUV).rgb; float3 normal = textureNormal.Sample(samplerNormal, inUV).rgb; float4 albedo = textureAlbedo.Sample(samplerAlbedo, inUV); float3 fragcolor; // Debug display if (ubo.displayDebugTarget > 0) { switch (ubo.displayDebugTarget) { case 1: fragcolor.rgb = fragPos; break; case 2: fragcolor.rgb = normal; break; case 3: fragcolor.rgb = albedo.rgb; break; case 4: fragcolor.rgb = albedo.aaa; break; } return float4(fragcolor, 1.0); } #define lightCount 6 #define ambient 0.0 // Ambient part fragcolor = albedo.rgb * ambient; for(int i = 0; i < lightCount; ++i) { // Vector to light float3 L = ubo.lights[i].position.xyz - fragPos; // Distance from light to fragment position float dist = length(L); // Viewer to fragment float3 V = ubo.viewPos.xyz - fragPos; V = normalize(V); //if(dist < ubo.lights[i].radius) { // Light to fragment L = normalize(L); // Attenuation float atten = ubo.lights[i].radius / (pow(dist, 2.0) + 1.0); // Diffuse part float3 N = normalize(normal); float NdotL = max(0.0, dot(N, L)); float3 diff = ubo.lights[i].color * albedo.rgb * NdotL * atten; // Specular part // Specular map values are stored in alpha of albedo mrt float3 R = reflect(-L, N); float NdotR = max(0.0, dot(R, V)); float3 spec = ubo.lights[i].color * albedo.a * pow(NdotR, 16.0) * atten; fragcolor += diff + spec; } } return float4(fragcolor, 1.0); }