34 lines
1.3 KiB
GLSL
34 lines
1.3 KiB
GLSL
layout (input_attachment_index = 0, binding = 0) uniform subpassInput u_color;
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layout (input_attachment_index = 1, binding = 1) uniform subpassInput u_normal;
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layout (input_attachment_index = 2, binding = 2) uniform subpassInput u_depth;
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layout(location = 0) out vec4 o_color;
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layout(push_constant) uniform Constants
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{
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int m_fullscreen_light_count;
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} u_push_constants;
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#include "utils/unproject_position.glsl"
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#include "utils/handle_pbr.glsl"
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#include "../utils/decodeNormal.frag"
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void main()
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{
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float depth = subpassLoad(u_depth).x;
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if (!u_has_skybox && depth == 1.0)
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discard;
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vec3 diffuse_color = subpassLoad(u_color).xyz;
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vec3 pbr = vec3(subpassLoad(u_normal).zw, subpassLoad(u_color).w);
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vec3 world_normal = DecodeNormal(subpassLoad(u_normal).xy);
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vec3 xpos = getPosFromUVDepth(vec3(gl_FragCoord.xy, depth),
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u_camera.m_viewport, u_camera.m_inverse_projection_matrix);
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vec3 eyedir = -normalize(xpos);
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vec3 normal = (u_camera.m_view_matrix * vec4(world_normal, 0.0)).xyz;
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vec3 hdr = handlePBRDeferred(diffuse_color, pbr, world_normal, eyedir,
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normal, 1.0 - pbr.x);
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hdr += accumulateLights(u_push_constants.m_fullscreen_light_count,
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diffuse_color, normal, xpos, eyedir, 1.0 - pbr.x, pbr.y);
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o_color = vec4(hdr, 1.0);
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}
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