2019-02-17 18:50:26 +03:00
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$input v_texcoord0
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/*
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2019-02-18 08:48:20 +03:00
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* Copyright 2011-2019 Branimir Karadzic. All rights reserved.
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2019-02-17 18:50:26 +03:00
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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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#include <bgfx_compute.sh>
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SAMPLER2D(s_normal, 0);
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SAMPLER2D(s_depth, 1);
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2019-02-19 00:40:41 +03:00
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FRAMEBUFFER_IMAGE2D_RW(s_light, rgba8, 0);
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2019-02-17 18:50:26 +03:00
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uniform vec4 u_lightPosRadius[1];
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uniform vec4 u_lightRgbInnerR[1];
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uniform mat4 u_mtx;
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void main()
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{
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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);
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vec3 clip = vec3(v_texcoord0 * 2.0 - 1.0, depth);
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2019-02-19 00:40:41 +03:00
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#if !BGFX_SHADER_LANGUAGE_GLSL
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2019-02-17 18:50:26 +03:00
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clip.y = -clip.y;
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2019-02-19 00:40:41 +03:00
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#endif // !BGFX_SHADER_LANGUAGE_GLSL
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2019-02-17 18:50:26 +03:00
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vec3 wpos = clipToWorld(u_mtx, clip);
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vec3 view = mul(u_view, vec4(wpos, 0.0) ).xyz;
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view = -normalize(view);
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ivec2 coord = ivec2(gl_FragCoord.xy);
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2019-02-19 00:40:41 +03:00
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2019-02-17 18:50:26 +03:00
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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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2019-02-19 00:40:41 +03:00
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vec4 color = imageLoad(s_light, coord);
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imageStore(s_light, coord, color + vec4(toGamma(lightColor.xyz), 1.0));
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2019-02-17 18:50:26 +03:00
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}
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