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Vulkan-Samples/shaders/dynamic_rendering_local_read/glsl/composition.frag
T
2025-09-04 10:54:47 +08:00

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1.8 KiB
GLSL

#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);
}