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

70 lines
No EOL
1.6 KiB
GLSL

#version 450
layout (input_attachment_index = 0, binding = 0) uniform subpassInput samplerposition;
layout (input_attachment_index = 1, binding = 1) uniform subpassInput samplerNormal;
layout (input_attachment_index = 2, binding = 2) uniform subpassInput samplerAlbedo;
layout (location = 0) in vec2 inUV;
layout (location = 0) out vec4 outColor;
layout (constant_id = 0) const int NUM_LIGHTS = 64;
struct Light {
vec4 position;
vec3 color;
float radius;
};
layout (binding = 3) uniform UBO
{
vec4 viewPos;
Light lights[NUM_LIGHTS];
} ubo;
void main()
{
// Read G-Buffer values from previous sub pass
vec3 fragPos = subpassLoad(samplerposition).rgb;
vec3 normal = subpassLoad(samplerNormal).rgb;
vec4 albedo = subpassLoad(samplerAlbedo);
#define ambient 0.15
// Ambient part
vec3 fragcolor = albedo.rgb * ambient;
for(int i = 0; i < NUM_LIGHTS; ++i)
{
// Vector to light
vec3 L = ubo.lights[i].position.xyz - fragPos;
// Distance from light to fragment position
float dist = length(L);
// Viewer to fragment
vec3 V = ubo.viewPos.xyz - fragPos;
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
// Specular map values are stored in alpha of albedo mrt
vec3 R = reflect(-L, N);
float NdotR = max(0.0, dot(R, V));
//vec3 spec = ubo.lights[i].color * albedo.a * pow(NdotR, 32.0) * atten;
fragcolor += diff;// + spec;
}
outColor = vec4(fragcolor, 1.0);
}