diff options
Diffstat (limited to 'adapters/fparkan-render-vulkan/shaders/triangle.vert')
| -rw-r--r-- | adapters/fparkan-render-vulkan/shaders/triangle.vert | 25 |
1 files changed, 17 insertions, 8 deletions
diff --git a/adapters/fparkan-render-vulkan/shaders/triangle.vert b/adapters/fparkan-render-vulkan/shaders/triangle.vert index d1e2e04..3accd2e 100644 --- a/adapters/fparkan-render-vulkan/shaders/triangle.vert +++ b/adapters/fparkan-render-vulkan/shaders/triangle.vert @@ -19,6 +19,7 @@ layout(location = 5) out vec3 out_base_diffuse; layout(location = 6) out vec3 out_base_specular; layout(location = 7) out vec3 out_overlay_diffuse; layout(location = 8) out vec3 out_overlay_specular; +layout(location = 9) out vec3 out_world_position; layout(std140, set = 0, binding = 4) uniform FrameConstants { mat4 clip_from_world; @@ -32,6 +33,8 @@ layout(std140, set = 0, binding = 4) uniform FrameConstants { vec4 fog_color; vec4 fog_distances; vec4 camera_position; + vec4 embm_bounds; + vec4 embm_wave; } frame; layout(std430, set = 0, binding = 5) readonly buffer MaterialSpecular { @@ -42,7 +45,8 @@ layout(std430, set = 0, binding = 5) readonly buffer MaterialSpecular { struct PointLightRecord { vec4 position_range; vec4 rgb_active; - vec4 coefficients_active; + vec3 coefficients; + uint owner_scope; }; layout(std430, set = 0, binding = 6) readonly buffer PointLightBuffer { @@ -130,12 +134,13 @@ float native_specular_power(float cosine, float power) { } float native_fog_factor(vec3 world_position) { - float fog_span = frame.fog_distances.y - frame.fog_distances.x; - float distance_to_camera = distance(world_position, frame.camera_position.xyz); - if (fog_span <= 0.000001 || distance_to_camera <= frame.fog_distances.x) { + float fog_span_squared = frame.fog_distances.w - frame.fog_distances.z; + vec3 to_camera = world_position - frame.camera_position.xyz; + float distance_squared = dot(to_camera, to_camera); + if (fog_span_squared <= 0.000001 || distance_squared <= frame.fog_distances.z) { return 0.0; } - return clamp((distance_to_camera - frame.fog_distances.x) / fog_span, 0.0, 1.0); + return clamp((distance_squared - frame.fog_distances.z) / fog_span_squared, 0.0, 1.0); } vec3 normalized_or(vec3 value, vec3 fallback) { @@ -193,6 +198,9 @@ LightingTerms native_material_lighting( } for (uint index = 0u; index < point_light_buffer.header.x; ++index) { PointLightRecord point_light = point_light_buffer.records[index]; + if (point_light.owner_scope != 0u && point_light.owner_scope != uint(gl_InstanceIndex)) { + continue; + } vec3 to_light = point_light.position_range.xyz - world_position; float distance_squared = dot(to_light, to_light); float range = point_light.position_range.w; @@ -205,9 +213,9 @@ LightingTerms native_material_lighting( float ndotl = dot(normal, light_direction); if (ndotl > 0.0) { float t = (range - distance_to_light) / range; - float attenuation = point_light.coefficients_active.x - + point_light.coefficients_active.y * t - + point_light.coefficients_active.z * t * t; + float attenuation = point_light.coefficients.x + + point_light.coefficients.y * t + + point_light.coefficients.z * t * t; attenuation = max(attenuation, 0.0); accumulated += ndotl * directional_rgb * point_light.rgb_active.rgb * attenuation; specular += specular_from_light( @@ -240,6 +248,7 @@ LightingTerms native_material_lighting( } void main() { + out_world_position = in_position; out_color = in_color; out_uv = in_uv; out_detail_uv = in_detail_uv; |
