bgfx/examples/21-deferred/fs_deferred_light_uav.sc
2019-02-17 16:50:26 +01:00

41 lines
1.2 KiB
Python

$input v_texcoord0
/*
* Copyright 2011-2018 Branimir Karadzic. All rights reserved.
* License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
*/
#include "common.sh"
#include <bgfx_compute.sh>
SAMPLER2D(s_normal, 0);
SAMPLER2D(s_depth, 1);
IMAGE2D_RW(s_lights, rgba8, 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);
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);
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(s_lights, coord);
imageStore(s_lights, coord, color + vec4(toGamma(lightColor.xyz), 1.0));
}