#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 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; struct LightData { vec3 color; int data;// bits 0-6: intensity key (however, values 0-66) vec3 position; float light; // doubles as radius for linear vec3 direction; float cone; }; #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) 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]; layout (set = 1, binding = 0) uniform Lights { vec4 intensity[17]; // 68 floats float distFactor1; // for inverse float distFactor2; // for inverse2 and inverse2 int lightCount; LightData lights[MaxLights]; mat4 shadowMat[MaxLights]; vec4 shadowCascale[MaxLights]; }; layout (location = 0) out vec4 frag_color; float spot_cone (LightData light, vec3 incoming) { float spotdot = dot (incoming, light.direction); return smoothstep (spotdot, 1 - (1 - spotdot) * 0.995, light.cone); } float diffuse (vec3 incoming, vec3 normal) { float lightdot = dot (incoming, normal); 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; } float light_ambient (LightData light) { return light.light; } float light_inverse3 (LightData light, float d) { float l = light.light; return l / (distFactor2 * d + 1); } float shadow_cascade (sampler2DArrayShadow map) { return 1; } float shadow_plane (sampler2DShadow map) { return 1; } float shadow_cube (samplerCubeShadow map) { return 1; } void main (void) { //float d = subpassLoad (depth).r; vec3 c = subpassLoad (color).rgb; vec3 e = subpassLoad (emission).rgb; vec3 n = subpassLoad (normal).rgb; vec3 p = subpassLoad (position).rgb; vec3 light = vec3 (0); if (MaxLights > 0) { 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; } } light = max (light, minLight); } frag_color = vec4 (c * light + e, 1); }