#version 450 /* Copyright (c) 2024-2025, 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. */ layout (input_attachment_index = 0, binding = 0) uniform subpassInput positionDepthAttachment; layout (input_attachment_index = 1, binding = 1) uniform subpassInput normalAttachment; layout (input_attachment_index = 2, binding = 2) uniform subpassInput albedoAttachment; layout (location = 0) in vec2 inUV; layout (location = 0) out vec4 outColor; struct Light { vec4 position; vec3 color; float radius; }; layout(std140, binding = 3) readonly buffer LightsBuffer { Light lights[ ]; }; void main() { // Read G-Buffer values from previous sub pass vec3 fragPos = subpassLoad(positionDepthAttachment).rgb; vec3 normal = subpassLoad(normalAttachment).rgb; vec4 albedo = subpassLoad(albedoAttachment); #define ambient 0.005 // Ambient part vec3 fragcolor = albedo.rgb * ambient; for(int i = 0; i < lights.length(); ++i) { vec3 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))); vec3 diffuse = lights[i].color * albedo.rgb * NdotL * attenuation; fragcolor += diffuse; } outColor = vec4(fragcolor, 1.0); }