#version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable layout (binding = 1) uniform sampler2DMS samplerPosition; layout (binding = 2) uniform sampler2DMS samplerNormal; layout (binding = 3) uniform sampler2DMS samplerAlbedo; layout (location = 0) in vec2 inUV; layout (location = 0) out vec4 outFragcolor; struct Light { vec4 position; vec3 color; float radius; }; layout (binding = 4) uniform UBO { Light lights[6]; vec4 viewPos; ivec2 windowSize; } ubo; layout (constant_id = 0) const int NUM_SAMPLES = 8; #define NUM_LIGHTS 6 // Manual resolve for MSAA samples vec4 resolve(sampler2DMS tex, ivec2 uv) { vec4 result = vec4(0.0); for (int i = 0; i < NUM_SAMPLES; i++) { vec4 val = texelFetch(tex, uv, i); result += val; } // Average resolved samples return result / float(NUM_SAMPLES); } vec3 calculateLighting(vec3 pos, vec3 normal, vec4 albedo) { vec3 result = vec3(0.0); for(int i = 0; i < NUM_LIGHTS; ++i) { // Vector to light vec3 L = ubo.lights[i].position.xyz - pos; // Distance from light to fragment position float dist = length(L); // Viewer to fragment vec3 V = ubo.viewPos.xyz - pos; V = normalize(V); // Light to fragment L = normalize(L); // Attenuation float atten = ubo.lights[i].radius / (pow(dist, 2.0) + 1.0); // Diffuse part vec3 N = normalize(normal); float NdotL = max(0.0, dot(N, L)); vec3 diff = ubo.lights[i].color * albedo.rgb * NdotL * atten; // Specular part vec3 R = reflect(-L, N); float NdotR = max(0.0, dot(R, V)); vec3 spec = ubo.lights[i].color * albedo.a * pow(NdotR, 8.0) * atten; result += diff + spec; } return result; } void main() { ivec2 attDim = textureSize(samplerPosition); ivec2 UV = ivec2(inUV * attDim); #define ambient 0.15 // Ambient part vec4 alb = resolve(samplerAlbedo, UV); vec3 fragColor = vec3(0.0); // Calualte lighting for every MSAA sample for (int i = 0; i < NUM_SAMPLES; i++) { vec3 pos = texelFetch(samplerPosition, UV, i).rgb; vec3 normal = texelFetch(samplerNormal, UV, i).rgb; vec4 albedo = texelFetch(samplerAlbedo, UV, i); fragColor += calculateLighting(pos, normal, albedo); } fragColor = (alb.rgb * ambient) + fragColor / float(NUM_SAMPLES); outFragcolor = vec4(fragColor, 1.0); }