50 lines
No EOL
1.1 KiB
GLSL
50 lines
No EOL
1.1 KiB
GLSL
#version 450
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layout (input_attachment_index = 0, binding = 0) uniform subpassInput inputPosition;
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layout (input_attachment_index = 1, binding = 1) uniform subpassInput inputNormal;
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layout (input_attachment_index = 2, binding = 2) uniform subpassInput inputAlbedo;
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layout (location = 0) in vec2 inUV;
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layout (location = 0) out vec4 outColor;
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struct Light {
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vec4 position;
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vec3 color;
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float radius;
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};
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layout (std140, binding = 3) buffer LightsBuffer
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{
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Light lights[];
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};
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void main()
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{
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// Read G-Buffer values from previous sub pass
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vec3 fragPos = subpassLoad(inputPosition).rgb;
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vec3 normal = subpassLoad(inputNormal).rgb;
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vec4 albedo = subpassLoad(inputAlbedo);
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#define ambient 0.05
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// Ambient part
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vec3 fragcolor = albedo.rgb * ambient;
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for(int i = 0; i < lights.length(); ++i)
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{
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vec3 L = lights[i].position.xyz - fragPos;
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float dist = length(L);
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L = normalize(L);
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float atten = lights[i].radius / (pow(dist, 3.0) + 1.0);
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vec3 N = normalize(normal);
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float NdotL = max(0.0, dot(N, L));
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vec3 diff = lights[i].color * albedo.rgb * NdotL * atten;
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fragcolor += diff;
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}
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outColor = vec4(fragcolor, 1.0);
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} |