#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); }