#version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable layout (binding = 1) uniform sampler2D samplerposition; layout (binding = 2) uniform sampler2D samplerNormal; layout (binding = 3) uniform sampler2D samplerAlbedo; layout (location = 0) in vec2 inUV; layout (location = 0) out vec4 outFragcolor; struct Light { vec4 position; vec4 color; float radius; float quadraticFalloff; float linearFalloff; float _pad; }; layout (binding = 4) uniform UBO { Light lights[6]; vec4 viewPos; } ubo; void main() { // Get G-Buffer values vec3 fragPos = texture(samplerposition, inUV).rgb; vec3 normal = texture(samplerNormal, inUV).rgb; vec4 albedo = texture(samplerAlbedo, inUV); #define lightCount 5 #define ambient 0.05 #define specularStrength 0.15 // Ambient part vec3 fragcolor = albedo.rgb * ambient; vec3 viewVec = normalize(ubo.viewPos.xyz - fragPos); for(int i = 0; i < lightCount; ++i) { // Distance from light to fragment position float dist = length(ubo.lights[i].position.xyz - fragPos); if(dist < ubo.lights[i].radius) { // Get vector from current light source to fragment position vec3 lightVec = normalize(ubo.lights[i].position.xyz - fragPos); // Diffuse part vec3 diffuse = max(dot(normal, lightVec), 0.0) * albedo.rgb * ubo.lights[i].color.rgb; // Specular part (specular texture part stored in albedo alpha channel) vec3 halfVec = normalize(lightVec + viewVec); vec3 specular = ubo.lights[i].color.rgb * pow(max(dot(normal, halfVec), 0.0), 16.0) * albedo.a * specularStrength; // Attenuation with linearFalloff and quadraticFalloff falloff float attenuation = 1.0 / (1.0 + ubo.lights[i].linearFalloff * dist + ubo.lights[i].quadraticFalloff * dist * dist); fragcolor += (diffuse + specular) * attenuation; } } outFragcolor = vec4(fragcolor, 1.0); }