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https://git.code.sf.net/p/quake/quakeforge
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It turns out what I thought was a cascade selection bug was just very bad choice of cascade steps: factors of 8 just don't work nicely. I'm not sure that simple factors work all that well, either. I need to make the cascade system configurable and probably support more cascades.
77 lines
2.2 KiB
Text
77 lines
2.2 KiB
Text
layout (input_attachment_index = 0, set = 2, binding = 0) uniform subpassInput color;
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layout (input_attachment_index = 1, set = 2, binding = 1) uniform subpassInput emission;
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layout (input_attachment_index = 2, set = 2, binding = 2) uniform subpassInput normal;
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layout (input_attachment_index = 3, set = 2, binding = 3) uniform subpassInput position;
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layout (location = 0) out vec4 frag_color;
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float
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spot_cone (LightData light, 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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#include "fog.finc"
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void
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main (void)
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{
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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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vec4 p = subpassLoad (position);
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vec3 light = vec3 (0);
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uint start = bitfieldExtract (queue, 0, 16);
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uint end = start + bitfieldExtract (queue, 16, 16);
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for (uint i = start; i < end; i++) {
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uint id = lightIds[i];
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LightData l = lights[id];
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vec3 dir = l.position.xyz - l.position.w * p.xyz;
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float r2 = dot (dir, dir);
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vec4 a = l.attenuation;
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if (l.position.w * a.w * a.w * r2 >= 1) {
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continue;
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}
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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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uint id_data = renderer[id].id_data;
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uint mat_id = bitfieldExtract (id_data, 0, 14);
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uint map_id = bitfieldExtract (id_data, 14, 5);
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uint layer = bitfieldExtract (id_data, 19, 11);
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I *= shadow (map_id, layer, mat_id, p, l.position.xyz);
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float namb = dot(l.direction.xyz, l.direction.xyz);
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I *= spot_cone (l, incoming) * diffuse (incoming, n);
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I = mix (1, I, namb);
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vec4 col = l.color;
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if (bitfieldExtract(id_data, 31, 1) == 0) {
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col *= style[renderer[id].style];
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}
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if (fog.w > 0) {
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col = FogTransmit (col, fog, r[1]);
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}
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#ifdef DEBUG_SHADOW
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col = DEBUG_SHADOW(p);
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#endif
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light += I * col.w * col.xyz;
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}
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//light = max (light, minLight);
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frag_color = vec4 (light, 1);
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}
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