/* Copyright (c) 2025, Sascha Willems * * SPDX-License-Identifier: MIT * */ [[vk::binding(1, 0)]] Sampler2D samplerposition; [[vk::binding(2, 0)]] Sampler2D samplerNormal; [[vk::binding(3, 0)]] Sampler2D samplerAlbedo; struct Light { float4 position; float3 color; float radius; }; struct UBO { Light lights[6]; float4 viewPos; int displayDebugTarget; }; [[vk::binding(4, 0)]] ConstantBuffer ubo; struct VSOutput { float4 Pos : SV_POSITION; float2 UV; }; [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(VSOutput input) { // Get G-Buffer values float3 fragPos = samplerposition.Sample(input.UV).rgb; float3 normal = samplerNormal.Sample(input.UV).rgb; float4 albedo = samplerAlbedo.Sample(input.UV); 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); }