overte/libraries/render-utils/src/local_lights_shading.slf
2018-04-20 18:25:30 -07:00

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<@include gpu/Config.slh@>
<$VERSION_HEADER$>
// Generated on <$_SCRIBE_DATE$>
//
// local_lights_shading.frag
// fragment shader
//
// Created by Sam Gateau on 9/6/2016.
// Copyright 2014 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
// Everything about deferred buffer
<@include DeferredBufferRead.slh@>
<$declareDeferredCurvature()$>
<@include LightLocal.slh@>
in vec2 _texCoord0;
out vec4 _fragColor;
void main(void) {
_fragColor = vec4(0.0);
// Grab the fragment data from the uv
vec2 texCoord = _texCoord0.st;
DeferredFrameTransform deferredTransform = getDeferredFrameTransform();
DeferredFragment frag = unpackDeferredFragment(deferredTransform, texCoord);
vec4 fragPosition = frag.position;
if (frag.mode == FRAG_MODE_UNLIT) {
discard;
}
// Frag pos in world
mat4 invViewMat = getViewInverse();
vec4 fragWorldPos = invViewMat * fragPosition;
<$fetchClusterInfo(fragWorldPos)$>;
if (!hasLocalLights(numLights, clusterPos, dims)) {
discard;
}
vec4 midNormalCurvature = vec4(0);
vec4 lowNormalCurvature = vec4(0);
if (frag.mode == FRAG_MODE_SCATTERING) {
unpackMidLowNormalCurvature(texCoord, midNormalCurvature, lowNormalCurvature);
}
// Frag to eye vec
vec4 fragEyeVector = invViewMat * vec4(-frag.position.xyz, 0.0);
vec3 fragEyeDir = normalize(fragEyeVector.xyz);
SurfaceData surface = initSurfaceData(frag.roughness, frag.normal, fragEyeDir);
_fragColor = evalLocalLighting(cluster, numLights, fragWorldPos.xyz, surface,
frag.metallic, frag.fresnel, frag.albedo, frag.scattering,
midNormalCurvature, lowNormalCurvature, 1.0);
}