#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 intensity; vec3 position; float radius; vec3 direction; float cone; }; layout (constant_id = 0) const int MaxLights = 128; layout (set = 1, binding = 0) uniform Lights { 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; vec3 incoming = normalize (dist); float spotdot = -dot (incoming, light.direction); float lightdot = dot (incoming, normal); float d = sqrt (dot (dist, dist)); float r = light.radius; float intensity = light.intensity * step (d, r); intensity *= step (spotdot, light.cone) * clamp (lightdot, 0, 1); return light.color * intensity * (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); }