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https://git.code.sf.net/p/quake/quakeforge
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49dab2af85
Move things around a bit so I can restore the previous behavior of doing all lights in a single full screen pass but keep the code improvements from trying to do splatted lighting.
78 lines
2.1 KiB
GLSL
78 lines
2.1 KiB
GLSL
#version 450
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#extension GL_GOOGLE_include_directive : enable
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#include "lighting.h"
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layout (input_attachment_index = 0, set = 2, binding = 0) uniform subpassInput depth;
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layout (input_attachment_index = 1, set = 2, binding = 1) uniform subpassInput color;
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layout (input_attachment_index = 2, set = 2, binding = 2) uniform subpassInput emission;
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layout (input_attachment_index = 3, set = 2, binding = 3) uniform subpassInput normal;
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layout (input_attachment_index = 4, set = 2, binding = 4) uniform subpassInput position;
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layout (set = 3, binding = 0) uniform sampler2DArrayShadow shadowCascade[MaxLights];
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layout (set = 3, binding = 0) uniform sampler2DShadow shadowPlane[MaxLights];
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layout (set = 3, binding = 0) uniform samplerCubeShadow shadowCube[MaxLights];
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layout (location = 0) flat in uint light_index;
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layout (location = 0) out vec4 frag_color;
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float
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spot_cone (vec4 light_direction, vec3 incoming)
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{
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vec3 dir = light_direction.xyz;
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float cone = light_direction.w;
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float spotdot = dot (incoming, dir);
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return 1 - smoothstep (cone, .995 * cone + 0.005, spotdot);
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}
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float
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diffuse (vec3 incoming, vec3 normal)
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{
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float lightdot = dot (incoming, normal);
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return clamp (lightdot, 0, 1);
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}
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float
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shadow_cascade (sampler2DArrayShadow map)
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{
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return 1;
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}
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float
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shadow_plane (sampler2DShadow map)
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{
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return 1;
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}
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float
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shadow_cube (samplerCubeShadow map)
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{
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return 1;
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}
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void
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main (void)
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{
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//float d = subpassLoad (depth).r;
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//vec3 c = subpassLoad (color).rgb;
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//vec3 e = subpassLoad (emission).rgb;
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vec3 n = subpassLoad (normal).rgb;
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vec3 p = subpassLoad (position).rgb;
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vec3 light = vec3 (0);
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LightData l = lights[light_index];
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vec3 dir = l.position.xyz - l.position.w * p;
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float r2 = dot (dir, dir);
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vec4 a = l.attenuation;
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vec4 r = vec4 (r2, sqrt(r2), 1, 0);
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vec3 incoming = dir / r.y;
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float I = (1 - a.w * r.y) / dot (a, r);
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float namb = dot(l.direction.xyz, l.direction.xyz);
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I *= spot_cone (l.direction, incoming) * diffuse (incoming, n);
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I = clamp (mix (1, I, namb), 0, 1);
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light += I * l.color.w * l.color.xyz;
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frag_color = vec4 (light, 1);
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}
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