2021-02-24 10:58:31 +00:00
|
|
|
#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;
|
2021-03-22 10:08:16 +00:00
|
|
|
layout (input_attachment_index = 2, set = 0, binding = 2) uniform subpassInput emission;
|
|
|
|
layout (input_attachment_index = 3, set = 0, binding = 3) uniform subpassInput normal;
|
|
|
|
layout (input_attachment_index = 4, set = 0, binding = 4) uniform subpassInput position;
|
2021-02-24 10:58:31 +00:00
|
|
|
|
|
|
|
struct LightData {
|
|
|
|
vec3 color;
|
2021-03-22 04:13:26 +00:00
|
|
|
int data;// bits 0-6: intensity key (however, values 0-66)
|
2021-02-24 10:58:31 +00:00
|
|
|
vec3 position;
|
2021-04-25 01:01:57 +00:00
|
|
|
float light; // doubles as radius for linear
|
2021-02-24 10:58:31 +00:00
|
|
|
vec3 direction;
|
|
|
|
float cone;
|
|
|
|
};
|
|
|
|
|
2021-04-25 01:01:57 +00:00
|
|
|
#define MaxLights 256
|
|
|
|
|
|
|
|
#define StyleMask 0x07f
|
|
|
|
#define ModelMask 0x380
|
|
|
|
#define ShadowMask 0xc00
|
|
|
|
|
|
|
|
#define LM_LINEAR (0 << 7) // light - dist (or radius + dist if -ve)
|
|
|
|
#define LM_INVERSE (1 << 7) // distFactor1 * light / dist
|
|
|
|
#define LM_INVERSE2 (2 << 7) // distFactor2 * light / (dist * dist)
|
|
|
|
#define LM_INFINITE (3 << 7) // light
|
|
|
|
#define LM_AMBIENT (4 << 7) // light
|
|
|
|
#define LM_INVERSE3 (5 << 7) // distFactor2 * light / (dist + distFactor2)**2
|
|
|
|
|
|
|
|
#define ST_NONE (0 << 10) // no shadows
|
|
|
|
#define ST_CASCADE (1 << 10) // cascaded shadow maps
|
|
|
|
#define ST_PLANE (2 << 10) // single plane shadow map (small spotlight)
|
|
|
|
#define ST_CUBE (3 << 10) // cubemap (omni, large spotlight)
|
2021-04-24 01:40:39 +00:00
|
|
|
|
|
|
|
layout (set = 2, binding = 0) uniform sampler2DArrayShadow shadowCascade[MaxLights];
|
|
|
|
layout (set = 2, binding = 0) uniform sampler2DShadow shadowPlane[MaxLights];
|
|
|
|
layout (set = 2, binding = 0) uniform samplerCubeShadow shadowCube[MaxLights];
|
|
|
|
|
2021-02-25 06:51:54 +00:00
|
|
|
layout (set = 1, binding = 0) uniform Lights {
|
2021-04-24 01:40:39 +00:00
|
|
|
vec4 intensity[17]; // 68 floats
|
2021-04-25 01:01:57 +00:00
|
|
|
float distFactor1; // for inverse
|
|
|
|
float distFactor2; // for inverse2 and inverse2
|
|
|
|
int lightCount;
|
2021-02-24 10:58:31 +00:00
|
|
|
LightData lights[MaxLights];
|
2021-04-24 01:40:39 +00:00
|
|
|
mat4 shadowMat[MaxLights];
|
|
|
|
vec4 shadowCascale[MaxLights];
|
2021-02-25 06:51:54 +00:00
|
|
|
};
|
2021-02-24 10:58:31 +00:00
|
|
|
|
|
|
|
layout (location = 0) out vec4 frag_color;
|
|
|
|
|
2021-04-25 01:01:57 +00:00
|
|
|
float
|
|
|
|
spot_cone (LightData light, vec3 incoming)
|
2021-02-25 06:51:54 +00:00
|
|
|
{
|
2021-03-20 07:08:44 +00:00
|
|
|
float spotdot = dot (incoming, light.direction);
|
2021-04-25 01:01:57 +00:00
|
|
|
return smoothstep (spotdot, 1 - (1 - spotdot) * 0.995, light.cone);
|
|
|
|
}
|
|
|
|
|
|
|
|
float
|
|
|
|
diffuse (vec3 incoming, vec3 normal)
|
|
|
|
{
|
2021-03-20 07:08:44 +00:00
|
|
|
float lightdot = dot (incoming, normal);
|
2021-04-25 01:01:57 +00:00
|
|
|
return clamp (lightdot, 0, 1);
|
|
|
|
}
|
|
|
|
|
|
|
|
float
|
|
|
|
light_linear (LightData light, float d)
|
|
|
|
{
|
|
|
|
float l = light.light;
|
|
|
|
if (l < 0) {
|
|
|
|
return min (l + d, 0);
|
|
|
|
} else {
|
|
|
|
return max (l - d, 0);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
float
|
|
|
|
light_inverse (LightData light, float d)
|
|
|
|
{
|
|
|
|
float l = light.light;
|
|
|
|
return l / (distFactor1 * d);
|
|
|
|
}
|
|
|
|
|
|
|
|
float
|
|
|
|
light_inverse2 (LightData light, float d)
|
|
|
|
{
|
|
|
|
float l = light.light;
|
|
|
|
return l / (distFactor2 * d);
|
|
|
|
}
|
|
|
|
|
|
|
|
float
|
|
|
|
light_infinite (LightData light)
|
|
|
|
{
|
|
|
|
return light.light;
|
|
|
|
}
|
2021-02-25 06:51:54 +00:00
|
|
|
|
2021-04-25 01:01:57 +00:00
|
|
|
float
|
|
|
|
light_ambient (LightData light)
|
|
|
|
{
|
|
|
|
return light.light;
|
|
|
|
}
|
|
|
|
|
|
|
|
float
|
|
|
|
light_inverse3 (LightData light, float d)
|
|
|
|
{
|
|
|
|
float l = light.light;
|
|
|
|
return l / (distFactor2 * d + 1);
|
2021-02-25 06:51:54 +00:00
|
|
|
}
|
|
|
|
|
2021-04-25 01:01:57 +00:00
|
|
|
float
|
2021-04-24 01:40:39 +00:00
|
|
|
shadow_cascade (sampler2DArrayShadow map)
|
|
|
|
{
|
2021-04-25 01:01:57 +00:00
|
|
|
return 1;
|
2021-04-24 01:40:39 +00:00
|
|
|
}
|
|
|
|
|
2021-04-25 01:01:57 +00:00
|
|
|
float
|
2021-04-24 01:40:39 +00:00
|
|
|
shadow_plane (sampler2DShadow map)
|
|
|
|
{
|
2021-04-25 01:01:57 +00:00
|
|
|
return 1;
|
2021-04-24 01:40:39 +00:00
|
|
|
}
|
|
|
|
|
2021-04-25 01:01:57 +00:00
|
|
|
float
|
2021-04-24 01:40:39 +00:00
|
|
|
shadow_cube (samplerCubeShadow map)
|
|
|
|
{
|
2021-04-25 01:01:57 +00:00
|
|
|
return 1;
|
2021-04-24 01:40:39 +00:00
|
|
|
}
|
|
|
|
|
2021-02-24 10:58:31 +00:00
|
|
|
void
|
|
|
|
main (void)
|
|
|
|
{
|
2021-02-25 06:51:54 +00:00
|
|
|
//float d = subpassLoad (depth).r;
|
2021-02-25 04:46:33 +00:00
|
|
|
vec3 c = subpassLoad (color).rgb;
|
2021-03-22 10:08:16 +00:00
|
|
|
vec3 e = subpassLoad (emission).rgb;
|
2021-02-25 04:46:33 +00:00
|
|
|
vec3 n = subpassLoad (normal).rgb;
|
|
|
|
vec3 p = subpassLoad (position).rgb;
|
2021-03-20 07:08:44 +00:00
|
|
|
vec3 light = vec3 (0);
|
2021-02-24 10:58:31 +00:00
|
|
|
|
2021-02-25 06:51:54 +00:00
|
|
|
if (MaxLights > 0) {
|
2021-04-25 01:01:57 +00:00
|
|
|
vec3 minLight = vec3 (0);
|
|
|
|
for (int i = 0; i < lightCount; i++) {
|
|
|
|
vec3 dist = lights[i].position - p;
|
|
|
|
float d = dot (dist, dist);
|
|
|
|
int model = lights[i].data & ModelMask;
|
|
|
|
|
|
|
|
if (model != LM_INFINITE
|
|
|
|
&& d > lights[i].light * lights[i].light) {
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
float l = 0;
|
|
|
|
if (model == LM_LINEAR) {
|
|
|
|
d = sqrt (d);
|
|
|
|
l = light_linear (lights[i], d);
|
|
|
|
} else if (model == LM_INVERSE) {
|
|
|
|
d = sqrt (d);
|
|
|
|
l = light_inverse (lights[i], d);
|
|
|
|
} else if (model == LM_INVERSE2) {
|
|
|
|
l = light_inverse2 (lights[i], d);
|
|
|
|
d = sqrt (d);
|
|
|
|
} else if (model == LM_INFINITE) {
|
|
|
|
l = light_infinite (lights[i]);
|
|
|
|
dist = lights[i].direction;
|
|
|
|
d = -1;
|
|
|
|
} else if (model == LM_AMBIENT) {
|
|
|
|
l = light_ambient (lights[i]);
|
|
|
|
} else if (model == LM_INVERSE3) {
|
|
|
|
l = light_inverse3 (lights[i], d);
|
|
|
|
d = sqrt (d);
|
|
|
|
}
|
|
|
|
|
|
|
|
int style = lights[i].data & StyleMask;
|
|
|
|
l *= intensity[style / 4][style % 4];
|
|
|
|
|
|
|
|
int shadow = lights[i].data & ShadowMask;
|
|
|
|
if (shadow == ST_CASCADE) {
|
|
|
|
l *= shadow_cascade (shadowCascade[i]);
|
|
|
|
} else if (shadow == ST_PLANE) {
|
|
|
|
l *= shadow_plane (shadowPlane[i]);
|
|
|
|
} else if (shadow == ST_CUBE) {
|
|
|
|
l *= shadow_cube (shadowCube[i]);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (model == LM_AMBIENT) {
|
|
|
|
minLight = max (l * lights[i].color, minLight);
|
|
|
|
} else {
|
|
|
|
vec3 incoming = dist / d;
|
|
|
|
l *= spot_cone (lights[i], incoming) * diffuse (incoming, n);
|
|
|
|
light += l * lights[i].color;
|
|
|
|
}
|
2021-02-25 06:51:54 +00:00
|
|
|
}
|
2021-04-25 01:01:57 +00:00
|
|
|
light = max (light, minLight);
|
2021-02-25 06:51:54 +00:00
|
|
|
}
|
2021-03-22 10:08:16 +00:00
|
|
|
frag_color = vec4 (c * light + e, 1);
|
2021-02-24 10:58:31 +00:00
|
|
|
}
|