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- // Copyright (C) 2009-2017, Panagiotis Christopoulos Charitos and contributors.
- // All rights reserved.
- // Code licensed under the BSD License.
- // http://www.anki3d.org/LICENSE
- #include "shaders/Pack.glsl"
- #include "shaders/LightFunctions.glsl"
- layout(location = 0) out vec3 out_color;
- // Point light
- struct PointLight
- {
- vec4 projectionParams;
- vec4 posRadius; // xyz: Light pos in eye space. w: The -1/radius
- vec4 diffuseColorPad1; // xyz: diff color
- vec4 specularColorPad1; // xyz: spec color
- };
- // Spot light
- struct SpotLight
- {
- vec4 projectionParams;
- vec4 posRadius; // xyz: Light pos in eye space. w: The -1/radius
- vec4 diffuseColorOuterCos; // xyz: diff color, w: outer cosine of spot
- vec4 specularColorInnerCos; // xyz: spec color, w: inner cosine of spot
- vec4 lightDirPad1;
- };
- layout(ANKI_TEX_BINDING(0, 0)) uniform sampler2D u_msRt0;
- layout(ANKI_TEX_BINDING(0, 1)) uniform sampler2D u_msRt1;
- layout(ANKI_TEX_BINDING(0, 2)) uniform sampler2D u_msRt2;
- layout(ANKI_TEX_BINDING(0, 3)) uniform sampler2D u_msDepthRt;
- layout(ANKI_UBO_BINDING(0, 1)) uniform u1_
- {
- #if defined(POINT_LIGHT)
- PointLight u_light;
- #elif defined(SPOT_LIGHT)
- SpotLight u_light;
- #else
- #error See file
- #endif
- };
- #if defined(POINT_LIGHT)
- #define u_ldiff u_light.diffuseColorPad1.xyz
- #define u_lspec u_light.specularColorPad1.xyz
- #else
- #define u_ldiff u_light.diffuseColorOuterCos.xyz
- #define u_lspec u_light.specularColorInnerCos.xyz
- #endif
- vec3 readPosition(in vec2 uv)
- {
- vec3 fragPosVspace;
- float depth = texture(u_msDepthRt, uv).r;
- fragPosVspace.z = u_light.projectionParams.z / (u_light.projectionParams.w + depth);
- fragPosVspace.xy = (2.0 * uv - 1.0) * u_light.projectionParams.xy * fragPosVspace.z;
- return fragPosVspace;
- }
- void main()
- {
- // Read G-buffer
- vec2 uv = vec2(gl_FragCoord.xy) / vec2(RENDERING_WIDTH, RENDERING_HEIGHT);
- GbufferInfo gbuffer;
- readGBuffer(u_msRt0, u_msRt1, u_msRt2, uv, 0.0, gbuffer);
- float a2 = pow(gbuffer.roughness, 2.0);
- // Calculate the light color
- vec3 fragPos = readPosition(uv);
- vec3 viewDir = normalize(-fragPos);
- vec3 frag2Light = u_light.posRadius.xyz - fragPos;
- vec3 l = normalize(frag2Light);
- float nol = max(0.0, dot(gbuffer.normal, l));
- vec3 specC = computeSpecularColorBrdf(viewDir, l, gbuffer.normal, gbuffer.specular, u_lspec, a2, nol);
- vec3 diffC = computeDiffuseColor(gbuffer.diffuse, u_ldiff);
- float att = computeAttenuationFactor(u_light.posRadius.w, frag2Light);
- float lambert = nol;
- #if defined(POINT_LIGHT)
- out_color = (specC + diffC) * (att * max(lambert, gbuffer.subsurface));
- #else
- float spot =
- computeSpotFactor(l, u_light.diffuseColorOuterCos.w, u_light.specularColorInnerCos.w, u_light.lightDirPad1.xyz);
- out_color = (diffC + specC) * (att * spot * lambert);
- #endif
- }
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