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