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

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#version 450
layout (input_attachment_index = 0, set = 0, binding = 0) uniform subpassInput depth;
layout (input_attachment_index = 1, set = 0, binding = 1) uniform subpassInput color;
layout (input_attachment_index = 2, set = 0, binding = 2) uniform subpassInput normal;
layout (input_attachment_index = 3, set = 0, binding = 3) uniform subpassInput position;
struct LightData {
vec3 color;
int data;// bits 0-6: intensity key (however, values 0-66)
vec3 position;
float radius;
vec3 direction;
float cone;
};
layout (constant_id = 0) const int MaxLights = 128;
layout (set = 1, binding = 0) uniform Lights {
vec4 intensity[16]; // 64 floats
vec3 intensity2;
int lightCount;
LightData lights[MaxLights];
};
layout (location = 0) out vec4 frag_color;
vec3
calc_light (LightData light, vec3 position, vec3 normal)
{
vec3 dist = light.position - position;
float d = sqrt (dot (dist, dist));
vec3 incoming = dist / d;
float spotdot = dot (incoming, light.direction);
float lightdot = dot (incoming, normal);
float r = light.radius;
int style = light.data & 0x7f;
// deliberate array index error: access intensity2 as well
float i = intensity[style / 4][style % 4];
i *= step (d, r) * clamp (lightdot, 0, 1);
i *= smoothstep (spotdot, 1 - (1 - spotdot) * 0.995, light.cone);
return light.color * i * (r - d);
}
void
main (void)
{
//float d = subpassLoad (depth).r;
vec3 c = subpassLoad (color).rgb;
vec3 n = subpassLoad (normal).rgb;
vec3 p = subpassLoad (position).rgb;
vec3 light = vec3 (0);
if (MaxLights > 0) {
for (int i = 0; i < lightCount; i++) {
light += calc_light (lights[i], p, n);
}
}
frag_color = vec4 (c * light, 1);
}