bgfx/examples/21-deferred/fs_deferred_light.sc

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$input v_texcoord0
/*
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* Copyright 2011-2019 Branimir Karadzic. All rights reserved.
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* License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
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*/
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#include "common.sh"
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SAMPLER2D(s_normal, 0);
SAMPLER2D(s_depth, 1);
uniform vec4 u_lightPosRadius[1];
uniform vec4 u_lightRgbInnerR[1];
uniform mat4 u_mtx;
void main()
{
vec3 normal = decodeNormalUint(texture2D(s_normal, v_texcoord0).xyz);
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float deviceDepth = texture2D(s_depth, v_texcoord0).x;
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float depth = toClipSpaceDepth(deviceDepth);
vec3 clip = vec3(v_texcoord0 * 2.0 - 1.0, depth);
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#if BGFX_SHADER_LANGUAGE_HLSL || BGFX_SHADER_LANGUAGE_PSSL || BGFX_SHADER_LANGUAGE_METAL
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clip.y = -clip.y;
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#endif // BGFX_SHADER_LANGUAGE_HLSL || BGFX_SHADER_LANGUAGE_PSSL || BGFX_SHADER_LANGUAGE_METAL
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vec3 wpos = clipToWorld(u_mtx, clip);
vec3 view = mul(u_view, vec4(wpos, 0.0) ).xyz;
view = -normalize(view);
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vec3 lightColor = calcLight(wpos, normal, view, u_lightPosRadius[0].xyz, u_lightPosRadius[0].w, u_lightRgbInnerR[0].xyz, u_lightRgbInnerR[0].w);
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gl_FragColor.xyz = toGamma(lightColor.xyz);
gl_FragColor.w = 1.0;
}