diff options
Diffstat (limited to '3rdparty/bgfx/examples/21-deferred/fs_deferred_light_uav.sc')
-rw-r--r-- | 3rdparty/bgfx/examples/21-deferred/fs_deferred_light_uav.sc | 40 |
1 files changed, 40 insertions, 0 deletions
diff --git a/3rdparty/bgfx/examples/21-deferred/fs_deferred_light_uav.sc b/3rdparty/bgfx/examples/21-deferred/fs_deferred_light_uav.sc new file mode 100644 index 00000000000..a12872a6a7e --- /dev/null +++ b/3rdparty/bgfx/examples/21-deferred/fs_deferred_light_uav.sc @@ -0,0 +1,40 @@ +$input v_texcoord0 + +/* + * Copyright 2011-2019 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); + +FRAMEBUFFER_IMAGE2D_RW(s_light, rgba8, 0); + +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_GLSL + clip.y = -clip.y; +#endif // !BGFX_SHADER_LANGUAGE_GLSL + 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_light, coord); + imageStore(s_light, coord, color + vec4(toGamma(lightColor.xyz), 1.0)); +} |