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

102 lines
2.9 KiB
GLSL
Raw Normal View History

#version 450
#extension GL_GOOGLE_include_directive : enable
#include "lighting.h"
layout (input_attachment_index = 0, set = 2, binding = 0) uniform subpassInput color;
layout (input_attachment_index = 1, set = 2, binding = 1) uniform subpassInput emission;
layout (input_attachment_index = 2, set = 2, binding = 2) uniform subpassInput normal;
layout (input_attachment_index = 3, set = 2, binding = 3) uniform subpassInput position;
layout (set = 3, binding = 0) uniform sampler2DArrayShadow shadowCascade[32];
layout (set = 3, binding = 0) uniform sampler2DArrayShadow shadowPlane[32];
layout (set = 3, binding = 0) uniform samplerCubeArrayShadow shadowCube[32];
layout (location = 0) out vec4 frag_color;
layout (constant_id = 0) const int ShadowType = ST_NONE;
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, uint layer, uint mat_id, vec3 pos)
{
return 1;
}
float
shadow_plane (sampler2DArrayShadow map, uint layer, uint mat_id, vec3 pos)
{
return 1;
}
float
shadow_cube (samplerCubeArrayShadow map, uint layer, uint mat_id, vec3 pos)
{
return 1;
}
void
main (void)
{
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++) {
uint id = lightIds[i];
LightData l = lights[id];
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);
uint id_data = renderer[id].id_data;
uint mat_id = bitfieldExtract (id_data, 0, 13);
uint map_id = bitfieldExtract (id_data, 13, 5);
uint layer = bitfieldExtract (id_data, 18, 11);
if (ShadowType == ST_CASCADE) {
I *= shadow_cascade (shadowCascade[map_id], layer, mat_id, p);
} else if (ShadowType == ST_PLANE) {
I *= shadow_plane (shadowPlane[map_id], layer, mat_id, p);
} else if (ShadowType == ST_CUBE) {
I *= shadow_cube (shadowCube[map_id], layer, mat_id, p);
}
float namb = dot(l.direction.xyz, l.direction.xyz);
I *= spot_cone (l, incoming) * diffuse (incoming, n);
I = mix (1, I, namb);
vec4 col = l.color;
if (bitfieldExtract(id_data, 31, 1) == 0) {
col *= style[renderer[id].style];
}
light += I * col.w * col.xyz;
}
//light = max (light, minLight);
frag_color = vec4 (light, 1);
}