#version 450 #extension GL_EXT_nonuniform_qualifier : require struct DirectionalLight { vec3 direction; vec3 color; float intensity; vec3 ambient_color; float ambient_intensity; }; struct PointLight { vec3 position; vec3 color; float intensity; float range; }; struct SpotLight { vec3 position; vec3 direction; vec3 color; float intensity; float range; float angle; }; layout (set=0, binding=1) uniform sampler2D textures[]; layout (set=0, binding=2) uniform LightInfo { uint num_pls; uint num_sls; DirectionalLight dl; } light_info; layout (set=0, binding=3) buffer readonly PointLights { PointLight pls[]; } pls; layout (set=0, binding=4) buffer readonly SpotLights { SpotLight sls[]; } sls; layout (set=1, binding=0) uniform sampler2D tex; layout (location = 0) out vec4 color_out; layout (location = 0) in vec4 color_in; layout (location = 1) in vec3 normal; layout (location = 2) in vec2 uv; layout (location = 3) in vec4 world_pos; layout (location = 4) in vec3 cam_pos; layout (location = 5) in float metallic; layout (location = 6) in float roughness; layout (location = 7) flat in uint texture_id; const float PI = 3.14159265359; float geometry(vec3 light_direction, vec3 cam_direction, float roughness2) { float n_dot_l = abs(dot(normal, light_direction)); float n_dot_c = abs(dot(normal, cam_direction)); return 0.5 / max(0.01, mix(2 * n_dot_l * n_dot_c, n_dot_l + n_dot_c, roughness2)); } float distribution(vec3 half_vector, float roughness2) { float n_dot_h = dot(half_vector, normal); if(n_dot_h > 0) { float r = roughness2 * roughness2; return r / (PI * pow(1 + n_dot_h * n_dot_h * (r - 1), 2)); } else { return 0.0; } } vec3 compute_light(vec3 light_color, vec3 light_direction, vec3 color, vec3 cam_direction) { float n_dot_d = max(dot(normal, light_direction), 0); vec3 color_surface = light_color * n_dot_d; float roughness2 = roughness * roughness; vec3 f0 = mix(vec3(0.03), color, vec3(metallic)); vec3 reflected_color = (f0 + (1 - f0) * pow(1 - n_dot_d, 5)) * color_surface; vec3 refracted_color = color_surface - reflected_color; vec3 refracted_not_absorbed_color = refracted_color * (1 - metallic); vec3 half_vec = normalize(0.5 * (cam_direction + light_direction)); float n_dot_h = max(dot(normal, half_vec), 0); vec3 f = f0 + (1 - f0) * pow(1 - n_dot_h, 5); vec3 relevant_reflection = reflected_color * f * geometry(light_direction, cam_direction, roughness2) * distribution(half_vec, roughness2); return refracted_not_absorbed_color * color / PI + relevant_reflection; } void main() { vec4 color = texture(tex, uv) + color_in; vec3 direction_to_cam = normalize(cam_pos - world_pos.xyz); DirectionalLight dl = light_info.dl; vec3 ret = dl.ambient_color * dl.ambient_intensity * color.rgb; ret += compute_light(dl.color, -dl.direction, color.rgb, direction_to_cam) * dl.intensity; for(uint i = 0; i < light_info.num_pls; i++) { PointLight pl = pls.pls[i]; vec3 direction = normalize(pl.position - world_pos.xyz); float d = length(world_pos.xyz - pl.position); if(d > pl.range) { continue; } vec3 light_color = pl.color / (4 * PI * d * d); ret += compute_light(light_color, direction, color.rgb, direction_to_cam) * pl.intensity; } for(uint i = 0; i < light_info.num_sls; i++) { SpotLight sl = sls.sls[i]; vec3 direction = normalize(sl.position - world_pos.xyz); float d = length(world_pos.xyz - sl.position); if(d > sl.range) { continue; } float angle = acos(dot(-direction, sl.direction)); if(angle > sl.angle) { continue; } vec3 light_color = sl.color / (4 * PI * d * d); ret += compute_light(light_color, direction, color.rgb, direction_to_cam) * sl.intensity; } color_out = vec4(ret / (1 + ret), color.a); }