95 lines
No EOL
2.1 KiB
GLSL
95 lines
No EOL
2.1 KiB
GLSL
// Copyright 2020 Google LLC
|
|
|
|
Texture2D textureposition : register(t1);
|
|
SamplerState samplerposition : register(s1);
|
|
Texture2D textureNormal : register(t2);
|
|
SamplerState samplerNormal : register(s2);
|
|
Texture2D textureAlbedo : register(t3);
|
|
SamplerState samplerAlbedo : register(s3);
|
|
|
|
struct Light {
|
|
float4 position;
|
|
float3 color;
|
|
float radius;
|
|
};
|
|
|
|
struct UBO
|
|
{
|
|
Light lights[6];
|
|
float4 viewPos;
|
|
int displayDebugTarget;
|
|
};
|
|
|
|
cbuffer ubo : register(b4) { UBO ubo; }
|
|
|
|
|
|
float4 main([[vk::location(0)]] float2 inUV : TEXCOORD0) : SV_TARGET
|
|
{
|
|
// Get G-Buffer values
|
|
float3 fragPos = textureposition.Sample(samplerposition, inUV).rgb;
|
|
float3 normal = textureNormal.Sample(samplerNormal, inUV).rgb;
|
|
float4 albedo = textureAlbedo.Sample(samplerAlbedo, inUV);
|
|
|
|
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);
|
|
} |