75 lines
2.3 KiB
GLSL
75 lines
2.3 KiB
GLSL
#version 450
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/* Copyright (c) 2019-2025, Arm Limited and Contributors
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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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precision highp float;
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layout(input_attachment_index = 0, binding = 0) uniform subpassInput i_depth;
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layout(input_attachment_index = 1, binding = 1) uniform subpassInput i_albedo;
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layout(input_attachment_index = 2, binding = 2) uniform subpassInput i_normal;
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layout(location = 0) in vec2 in_uv;
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layout(location = 0) out vec4 o_color;
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layout(set = 0, binding = 3) uniform GlobalUniform
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{
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mat4 inv_view_proj;
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vec2 inv_resolution;
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}
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global_uniform;
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#include "lighting.h"
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layout(set = 0, binding = 4) uniform LightsInfo
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{
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Light directional_lights[48];
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Light point_lights[48];
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Light spot_lights[48];
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}
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lights_info;
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layout(constant_id = 0) const uint DIRECTIONAL_LIGHT_COUNT = 0U;
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layout(constant_id = 1) const uint POINT_LIGHT_COUNT = 0U;
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layout(constant_id = 2) const uint SPOT_LIGHT_COUNT = 0U;
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void main()
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{
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// Retrieve position from depth
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vec4 clip = vec4(in_uv * 2.0 - 1.0, subpassLoad(i_depth).x, 1.0);
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highp vec4 world_w = global_uniform.inv_view_proj * clip;
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highp vec3 pos = world_w.xyz / world_w.w;
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vec4 albedo = subpassLoad(i_albedo);
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// Transform from [0,1] to [-1,1]
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vec3 normal = subpassLoad(i_normal).xyz;
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normal = normalize(2.0 * normal - 1.0);
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// Calculate lighting
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vec3 L = vec3(0.0);
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for (uint i = 0U; i < DIRECTIONAL_LIGHT_COUNT; ++i)
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{
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L += apply_directional_light(lights_info.directional_lights[i], normal);
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}
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for (uint i = 0U; i < POINT_LIGHT_COUNT; ++i)
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{
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L += apply_point_light(lights_info.point_lights[i], pos, normal);
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}
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for (uint i = 0U; i < SPOT_LIGHT_COUNT; ++i)
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{
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L += apply_spot_light(lights_info.spot_lights[i], pos, normal);
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}
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vec3 ambient_color = vec3(0.2) * albedo.xyz;
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o_color = vec4(ambient_color + L * albedo.xyz, 1.0);
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} |