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;
float dist;
vec3 position;
int type;
vec3 direction;
float cone;
};
layout (constant_id = 0) const int MaxLights = 8;
/*layout (set = 1, binding = 0) uniform Lights {
int lightCount;
LightData lights[MaxLights];
};*/
layout (location = 0) out vec4 frag_color;
void
main (void)
{
float d = subpassLoad (depth).r;
vec3 c = subpassLoad (color).rgb;
vec3 n = subpassLoad (normal).rgb;
vec3 p = subpassLoad (position).rgb;
c = vec3 (d, d, d);
c = (n + 1)/2;
c = (p / 1024 + 1) / 2;
frag_color = vec4 (c, 1);
}