procedural-3d-engine/shaders/glsl/deferredmultisampling/deferred.frag
2023-05-09 21:03:02 +02:00

120 lines
No EOL
2.6 KiB
GLSL

#version 450
layout (binding = 1) uniform sampler2DMS samplerPosition;
layout (binding = 2) uniform sampler2DMS samplerNormal;
layout (binding = 3) uniform sampler2DMS samplerAlbedo;
layout (location = 0) in vec2 inUV;
layout (location = 0) out vec4 outFragcolor;
struct Light {
vec4 position;
vec3 color;
float radius;
};
layout (binding = 4) uniform UBO
{
Light lights[6];
vec4 viewPos;
int debugDisplayTarget;
} ubo;
layout (constant_id = 0) const int NUM_SAMPLES = 8;
#define NUM_LIGHTS 6
// Manual resolve for MSAA samples
vec4 resolve(sampler2DMS tex, ivec2 uv)
{
vec4 result = vec4(0.0);
for (int i = 0; i < NUM_SAMPLES; i++)
{
vec4 val = texelFetch(tex, uv, i);
result += val;
}
// Average resolved samples
return result / float(NUM_SAMPLES);
}
vec3 calculateLighting(vec3 pos, vec3 normal, vec4 albedo)
{
vec3 result = vec3(0.0);
for(int i = 0; i < NUM_LIGHTS; ++i)
{
// Vector to light
vec3 L = ubo.lights[i].position.xyz - pos;
// Distance from light to fragment position
float dist = length(L);
// Viewer to fragment
vec3 V = ubo.viewPos.xyz - pos;
V = normalize(V);
// Light to fragment
L = normalize(L);
// Attenuation
float atten = ubo.lights[i].radius / (pow(dist, 2.0) + 1.0);
// Diffuse part
vec3 N = normalize(normal);
float NdotL = max(0.0, dot(N, L));
vec3 diff = ubo.lights[i].color * albedo.rgb * NdotL * atten;
// Specular part
vec3 R = reflect(-L, N);
float NdotR = max(0.0, dot(R, V));
vec3 spec = ubo.lights[i].color * albedo.a * pow(NdotR, 8.0) * atten;
result += diff + spec;
}
return result;
}
void main()
{
ivec2 attDim = textureSize(samplerPosition);
ivec2 UV = ivec2(inUV * attDim);
// Debug display
if (ubo.debugDisplayTarget > 0) {
switch (ubo.debugDisplayTarget) {
case 1:
outFragcolor.rgb = texelFetch(samplerPosition, UV, 0).rgb;
break;
case 2:
outFragcolor.rgb = texelFetch(samplerNormal, UV, 0).rgb;
break;
case 3:
outFragcolor.rgb = texelFetch(samplerAlbedo, UV, 0).rgb;
break;
case 4:
outFragcolor.rgb = texelFetch(samplerAlbedo, UV, 0).aaa;
break;
}
outFragcolor.a = 1.0;
return;
}
#define ambient 0.15
// Ambient part
vec4 alb = resolve(samplerAlbedo, UV);
vec3 fragColor = vec3(0.0);
// Calualte lighting for every MSAA sample
for (int i = 0; i < NUM_SAMPLES; i++)
{
vec3 pos = texelFetch(samplerPosition, UV, i).rgb;
vec3 normal = texelFetch(samplerNormal, UV, i).rgb;
vec4 albedo = texelFetch(samplerAlbedo, UV, i);
fragColor += calculateLighting(pos, normal, albedo);
}
fragColor = (alb.rgb * ambient) + fragColor / float(NUM_SAMPLES);
outFragcolor = vec4(fragColor, 1.0);
}