These were written against the shaders at revision eddd724e7.
There have been changes made since then, which will need to be mirrored.
See `data/hlsl/README.md` for the current status of each sample.
37 lines
No EOL
939 B
GLSL
37 lines
No EOL
939 B
GLSL
// Copyright 2020 Google LLC
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#define lightCount 6
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struct VSOutput
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{
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[[vk::location(0)]] float3 Normal : NORMAL0;
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[[vk::location(2)]] float3 Color : COLOR0;
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[[vk::location(3)]] float4 LightVec[lightCount] : TEXCOORD1;
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};
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#define MAX_LIGHT_DIST 9.0 * 9.0
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float4 main(VSOutput input) : SV_TARGET
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{
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float3 lightColor[lightCount];
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lightColor[0] = float3(1.0, 0.0, 0.0);
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lightColor[1] = float3(0.0, 1.0, 0.0);
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lightColor[2] = float3(0.0, 0.0, 1.0);
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lightColor[3] = float3(1.0, 0.0, 1.0);
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lightColor[4] = float3(0.0, 1.0, 1.0);
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lightColor[5] = float3(1.0, 1.0, 0.0);
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float3 diffuse = float3(0.0, 0.0, 0.0);
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// Just some very basic attenuation
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for (int i = 0; i < lightCount; ++i)
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{
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float lRadius = MAX_LIGHT_DIST * input.LightVec[i].w;
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float dist = min(dot(input.LightVec[i], input.LightVec[i]), lRadius) / lRadius;
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float distFactor = 1.0 - dist;
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diffuse += lightColor[i] * distFactor;
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}
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return float4(diffuse, 1);
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} |