40 lines
No EOL
982 B
Text
40 lines
No EOL
982 B
Text
include "pipelines/common.glsl"
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------------------
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vertex_shader [[
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layout (location = 0) out vec2 v_uv;
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void main()
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{
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gl_Position = fullscreenQuad(gl_VertexID, v_uv);
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}
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]]
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---------------------
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fragment_shader [[
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layout (location = 0) in vec2 v_uv;
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layout (location = 0) out vec4 o_color;
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layout (binding=0) uniform sampler2D u_gbuffer0;
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layout (binding=1) uniform sampler2D u_gbuffer1;
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layout (binding=2) uniform sampler2D u_gbuffer2;
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layout (binding=3) uniform sampler2D u_gbuffer_depth;
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layout (binding=4) uniform sampler2D u_shadowmap;
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layout (binding=5) uniform sampler2D u_shadow_atlas;
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void main()
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{
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float ndc_depth;
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Surface surface = unpackSurface(v_uv, u_gbuffer0, u_gbuffer1, u_gbuffer2, u_gbuffer_depth, ndc_depth);
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Cluster cluster = getCluster(ndc_depth);
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o_color.rgb = computeLighting(cluster
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, surface
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, u_light_direction.xyz
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, u_light_color.rgb * u_light_intensity
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, u_shadowmap
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, u_shadow_atlas);
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o_color.a = 1;
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}
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]] |