init
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/* Copyright (c) 2025, Sascha Willems
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*
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* SPDX-License-Identifier: Apache-2.0
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*
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* Licensed under the Apache License, Version 2.0 the "License";
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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[[vk::input_attachment_index(0)]] SubpassInput positionDepthAttachment;
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[[vk::input_attachment_index(1)]] SubpassInput normalAttachment;
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[[vk::input_attachment_index(2)]] SubpassInput albedoAttachment;
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struct VSOutput
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{
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float4 Pos : SV_POSITION;
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float2 UV;
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};
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struct Light
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{
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float4 position;
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float3 color;
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float radius;
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};
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// Binding 0 : Position storage buffer
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StructuredBuffer<Light> lights;
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[shader("fragment")]
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float4 main(VSOutput input)
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{
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// Read G-Buffer values from previous sub pass
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float3 fragPos = positionDepthAttachment.SubpassLoad().rgb;
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float3 normal = normalAttachment.SubpassLoad().rgb;
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float4 albedo = albedoAttachment.SubpassLoad();
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#define ambient 0.005
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// Ambient part
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float3 fragcolor = albedo.rgb * ambient;
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uint lightsLength;
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uint lightsStride;
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lights.GetDimensions(lightsLength, lightsStride);
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for(int i = 0; i < lightsLength; ++i)
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{
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float3 L = lights[i].position.xyz - fragPos;
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float dist = length(L);
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float attenuation = lights[i].radius / (pow(dist, 8.0) + 1.0);
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float NdotL = max(0.0, dot(normalize(normal), normalize(L)));
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float3 diffuse = lights[i].color * albedo.rgb * NdotL * attenuation;
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fragcolor += diffuse;
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}
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return float4(fragcolor, 1.0);
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}
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