quakeforge/libs/video/renderer/vulkan/shader/lighting_main.finc

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#include "lighting.h"
#include "light_attach.h"
layout (location = 0) out vec4 frag_color;
layout (push_constant) uniform PushConstants {
uint queue;
};
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);
}
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);
uint start = bitfieldExtract (queue, 0, 16);
uint end = start + bitfieldExtract (queue, 16, 16);
for (uint i = start; i < end; 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);
I *= shadow (map_id, layer, mat_id, p, l.position.xyz);
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);
}