mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2025-01-23 09:20:40 +00:00
6fe127dd0b
Starting at start and ending at count doesn't end as well as one might like.
71 lines
1.9 KiB
Text
71 lines
1.9 KiB
Text
#include "lighting.h"
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#include "light_attach.h"
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layout (location = 0) out vec4 frag_color;
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layout (push_constant) uniform PushConstants {
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uint queue;
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};
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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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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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vec3 p = subpassLoad (position).rgb;
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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;
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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, 13);
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uint map_id = bitfieldExtract (id_data, 13, 5);
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uint layer = bitfieldExtract (id_data, 18, 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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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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