$input v_texcoord0 /* * Copyright 2011-2018 Branimir Karadzic. All rights reserved. * License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause */ #include "../common/common.sh" SAMPLER2D(s_normal, 0); SAMPLER2D(s_depth, 1); uniform vec4 u_lightPosRadius[1]; uniform vec4 u_lightRgbInnerR[1]; uniform mat4 u_mtx; vec2 blinn(vec3 _lightDir, vec3 _normal, vec3 _viewDir) { float ndotl = dot(_normal, _lightDir); vec3 reflected = _lightDir - 2.0*ndotl*_normal; // reflect(_lightDir, _normal); float rdotv = dot(reflected, _viewDir); return vec2(ndotl, rdotv); } float fresnel(float _ndotl, float _bias, float _pow) { float facing = (1.0 - _ndotl); return max(_bias + (1.0 - _bias) * pow(facing, _pow), 0.0); } vec4 lit(float _ndotl, float _rdotv, float _m) { float diff = max(0.0, _ndotl); float spec = step(0.0, _ndotl) * max(0.0, _rdotv * _m); return vec4(1.0, diff, spec, 1.0); } vec4 powRgba(vec4 _rgba, float _pow) { vec4 result; result.xyz = pow(_rgba.xyz, vec3_splat(_pow) ); result.w = _rgba.w; return result; } vec3 calcLight(int _idx, vec3 _wpos, vec3 _normal, vec3 _view) { vec3 lp = u_lightPosRadius[_idx].xyz - _wpos; float attn = 1.0 - smoothstep(u_lightRgbInnerR[_idx].w, 1.0, length(lp) / u_lightPosRadius[_idx].w); vec3 lightDir = normalize(lp); vec2 bln = blinn(lightDir, _normal, _view); vec4 lc = lit(bln.x, bln.y, 1.0); vec3 rgb = u_lightRgbInnerR[_idx].xyz * saturate(lc.y) * attn; return rgb; } float toClipSpaceDepth(float _depthTextureZ) { #if BGFX_SHADER_LANGUAGE_HLSL || BGFX_SHADER_LANGUAGE_PSSL || BGFX_SHADER_LANGUAGE_METAL return _depthTextureZ; #else return _depthTextureZ * 2.0 - 1.0; #endif // BGFX_SHADER_LANGUAGE_HLSL || BGFX_SHADER_LANGUAGE_PSSL || BGFX_SHADER_LANGUAGE_METAL } vec3 clipToWorld(mat4 _invViewProj, vec3 _clipPos) { vec4 wpos = mul(_invViewProj, vec4(_clipPos, 1.0) ); return wpos.xyz / wpos.w; } 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_HLSL || BGFX_SHADER_LANGUAGE_PSSL || BGFX_SHADER_LANGUAGE_METAL clip.y = -clip.y; #endif // BGFX_SHADER_LANGUAGE_HLSL || BGFX_SHADER_LANGUAGE_PSSL || BGFX_SHADER_LANGUAGE_METAL vec3 wpos = clipToWorld(u_mtx, clip); vec3 view = mul(u_view, vec4(wpos, 0.0) ).xyz; view = -normalize(view); vec3 lightColor; lightColor = calcLight(0, wpos, normal, view); gl_FragColor.xyz = toGamma(lightColor.xyz); gl_FragColor.w = 1.0; }