#version 450 /* Copyright (c) 2019-2025, Arm Limited and Contributors * * SPDX-License-Identifier: Apache-2.0 * * Licensed under the Apache License, Version 2.0 the "License"; * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ precision highp float; layout(input_attachment_index = 0, binding = 0) uniform subpassInput i_depth; layout(input_attachment_index = 1, binding = 1) uniform subpassInput i_albedo; layout(input_attachment_index = 2, binding = 2) uniform subpassInput i_normal; layout(location = 0) in vec2 in_uv; layout(location = 0) out vec4 o_color; layout(set = 0, binding = 3) uniform GlobalUniform { mat4 inv_view_proj; vec2 inv_resolution; } global_uniform; #include "lighting.h" layout(set = 0, binding = 4) uniform LightsInfo { Light directional_lights[48]; Light point_lights[48]; Light spot_lights[48]; } lights_info; layout(constant_id = 0) const uint DIRECTIONAL_LIGHT_COUNT = 0U; layout(constant_id = 1) const uint POINT_LIGHT_COUNT = 0U; layout(constant_id = 2) const uint SPOT_LIGHT_COUNT = 0U; void main() { // Retrieve position from depth vec4 clip = vec4(in_uv * 2.0 - 1.0, subpassLoad(i_depth).x, 1.0); highp vec4 world_w = global_uniform.inv_view_proj * clip; highp vec3 pos = world_w.xyz / world_w.w; vec4 albedo = subpassLoad(i_albedo); // Transform from [0,1] to [-1,1] vec3 normal = subpassLoad(i_normal).xyz; normal = normalize(2.0 * normal - 1.0); // Calculate lighting vec3 L = vec3(0.0); for (uint i = 0U; i < DIRECTIONAL_LIGHT_COUNT; ++i) { L += apply_directional_light(lights_info.directional_lights[i], normal); } for (uint i = 0U; i < POINT_LIGHT_COUNT; ++i) { L += apply_point_light(lights_info.point_lights[i], pos, normal); } for (uint i = 0U; i < SPOT_LIGHT_COUNT; ++i) { L += apply_spot_light(lights_info.spot_lights[i], pos, normal); } vec3 ambient_color = vec3(0.2) * albedo.xyz; o_color = vec4(ambient_color + L * albedo.xyz, 1.0); }