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

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);
}