$input v_texcoord0 /* * Copyright 2011-2021 Branimir Karadzic. All rights reserved. * License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause */ #include "common.sh" #include SAMPLER2D(s_normal, 0); SAMPLER2D(s_depth, 1); IMAGE2D_RW(i_light, rgba8, 3); 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); float deviceDepth = texture2D(s_depth, v_texcoord0).x; float depth = toClipSpaceDepth(deviceDepth); vec3 clip = vec3(v_texcoord0 * 2.0 - 1.0, depth); #if !BGFX_SHADER_LANGUAGE_GLSL clip.y = -clip.y; #endif // !BGFX_SHADER_LANGUAGE_GLSL vec3 wpos = clipToWorld(u_mtx, clip); vec3 view = mul(u_view, vec4(wpos, 0.0) ).xyz; view = -normalize(view); ivec2 coord = ivec2(gl_FragCoord.xy); vec3 lightColor = calcLight(wpos, normal, view, u_lightPosRadius[0].xyz, u_lightPosRadius[0].w, u_lightRgbInnerR[0].xyz, u_lightRgbInnerR[0].w); vec4 color = imageLoad(i_light, coord); imageStore(i_light, coord, color + vec4(toGamma(lightColor.xyz), 1.0)); }