/* Copyright (c) 2025, Sascha Willems * * 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. */ [[vk::input_attachment_index(0)]] SubpassInput positionDepthAttachment; [[vk::input_attachment_index(1)]] SubpassInput normalAttachment; [[vk::input_attachment_index(2)]] SubpassInput albedoAttachment; struct VSOutput { float4 Pos : SV_POSITION; float2 UV; }; struct Light { float4 position; float3 color; float radius; }; // Binding 0 : Position storage buffer StructuredBuffer lights; [shader("fragment")] float4 main(VSOutput input) { // Read G-Buffer values from previous sub pass float3 fragPos = positionDepthAttachment.SubpassLoad().rgb; float3 normal = normalAttachment.SubpassLoad().rgb; float4 albedo = albedoAttachment.SubpassLoad(); #define ambient 0.005 // Ambient part float3 fragcolor = albedo.rgb * ambient; uint lightsLength; uint lightsStride; lights.GetDimensions(lightsLength, lightsStride); for(int i = 0; i < lightsLength; ++i) { float3 L = lights[i].position.xyz - fragPos; float dist = length(L); float attenuation = lights[i].radius / (pow(dist, 8.0) + 1.0); float NdotL = max(0.0, dot(normalize(normal), normalize(L))); float3 diffuse = lights[i].color * albedo.rgb * NdotL * attenuation; fragcolor += diffuse; } return float4(fragcolor, 1.0); }