quakeforge/libs/video/renderer/vulkan/shader/lighting.frag

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#version 450
#extension GL_GOOGLE_include_directive : enable
#include "lighting.h"
layout (input_attachment_index = 0, set = 2, binding = 0) uniform subpassInput depth;
layout (input_attachment_index = 1, set = 2, binding = 1) uniform subpassInput color;
layout (input_attachment_index = 2, set = 2, binding = 2) uniform subpassInput emission;
layout (input_attachment_index = 3, set = 2, binding = 3) uniform subpassInput normal;
layout (input_attachment_index = 4, set = 2, binding = 4) uniform subpassInput position;
layout (set = 3, binding = 0) uniform sampler2DArrayShadow shadowCascade[MaxLights];
layout (set = 3, binding = 0) uniform sampler2DShadow shadowPlane[MaxLights];
layout (set = 3, binding = 0) uniform samplerCubeShadow shadowCube[MaxLights];
layout (location = 0) out vec4 frag_color;
float
spot_cone (LightData light, vec3 incoming)
{
vec3 dir = light.direction.xyz;
float cone = light.direction.w;
float spotdot = dot (incoming, dir);
return 1 - smoothstep (cone, .995 * cone + 0.005, spotdot);
}
float
diffuse (vec3 incoming, vec3 normal)
{
float lightdot = dot (incoming, normal);
return clamp (lightdot, 0, 1);
}
float
shadow_cascade (sampler2DArrayShadow map)
{
return 1;
}
float
shadow_plane (sampler2DShadow map)
{
return 1;
}
float
shadow_cube (samplerCubeShadow map)
{
return 1;
}
void
main (void)
{
//float d = subpassLoad (depth).r;
vec3 c = subpassLoad (color).rgb;
vec3 e = subpassLoad (emission).rgb;
vec3 n = subpassLoad (normal).rgb;
vec3 p = subpassLoad (position).rgb;
vec3 light = vec3 (0);
//vec3 minLight = vec3 (0);
for (int i = 0; i < lightCount; i++) {
LightData l = lights[i];
vec3 dir = l.position.xyz - l.position.w * p;
float r2 = dot (dir, dir);
vec4 a = l.attenuation;
if (l.position.w * a.w * a.w * r2 >= 1) {
continue;
}
vec4 r = vec4 (r2, sqrt(r2), 1, 0);
vec3 incoming = dir / r.y;
float I = (1 - a.w * r.y) / dot (a, r);
/*int shadow = lights[i].data & ShadowMask;
if (shadow == ST_CASCADE) {
I *= shadow_cascade (shadowCascade[i]);
} else if (shadow == ST_PLANE) {
I *= shadow_plane (shadowPlane[i]);
} else if (shadow == ST_CUBE) {
I *= shadow_cube (shadowCube[i]);
}*/
float namb = dot(l.direction.xyz, l.direction.xyz);
I *= spot_cone (l, incoming) * diffuse (incoming, n);
I = mix (1, I, namb);
light += I * l.color.w * l.color.xyz;
}
//light = max (light, minLight);
frag_color = vec4 (light, 1);
}