// Copyright 2020 Google LLC [[vk::input_attachment_index(0)]][[vk::binding(0)]] SubpassInput inputPosition; [[vk::input_attachment_index(1)]][[vk::binding(1)]] SubpassInput inputNormal; [[vk::input_attachment_index(2)]][[vk::binding(2)]] SubpassInput inputAlbedo; struct Light { float4 position; float3 color; float radius; }; RWStructuredBuffer lights: register(u3); float4 main([[vk::location(0)]] float2 inUV : TEXCOORD) : SV_TARGET { // 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); }