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https://git.code.sf.net/p/quake/quakeforge
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4d8ce22c17
It's not used yet as work needs to be done to better support generic entities, but this is the next step to real-time lighting (though, to be honest, I expect it will be too slow to be usable).
55 lines
1.6 KiB
GLSL
55 lines
1.6 KiB
GLSL
#version 450
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layout (input_attachment_index = 0, set = 0, binding = 0) uniform subpassInput depth;
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layout (input_attachment_index = 1, set = 0, binding = 1) uniform subpassInput color;
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layout (input_attachment_index = 2, set = 0, binding = 2) uniform subpassInput normal;
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layout (input_attachment_index = 3, set = 0, binding = 3) uniform subpassInput position;
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struct LightData {
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vec3 color;
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float intensity;
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vec3 position;
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float radius;
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vec3 direction;
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float cone;
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};
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layout (constant_id = 0) const int MaxLights = 128;
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layout (set = 1, binding = 0) uniform Lights {
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int lightCount;
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LightData lights[MaxLights];
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};
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layout (location = 0) out vec4 frag_color;
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vec3
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calc_light (LightData light, vec3 position, vec3 normal)
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{
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vec3 dist = light.position - position;
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vec3 incoming = normalize (dist);
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float spotdot = -dot (incoming, light.direction);
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float lightdot = dot (incoming, normal);
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float d = sqrt (dot (dist, dist));
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float r = light.radius;
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float intensity = light.intensity * step (d, r);
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intensity *= step (spotdot, light.cone) * clamp (lightdot, 0, 1);
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return light.color * intensity * (r - d);
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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 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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if (MaxLights > 0) {
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for (int i = 0; i < lightCount; i++) {
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light += calc_light (lights[i], p, n);
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}
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}
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frag_color = vec4 (c * light, 1);
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}
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