vkdoom_m/wadsrc/static/shaders/lightmap/frag_raytrace.glsl
2024-02-28 00:59:41 +01:00

46 lines
1.3 KiB
GLSL

#include <shaders/lightmap/binding_lightmapper.glsl>
#include <shaders/lightmap/binding_raytrace.glsl>
#include <shaders/lightmap/binding_textures.glsl>
#include <shaders/lightmap/polyfill_rayquery.glsl>
#include <shaders/lightmap/trace_levelmesh.glsl>
#include <shaders/lightmap/trace_sunlight.glsl>
#include <shaders/lightmap/trace_light.glsl>
#include <shaders/lightmap/trace_ambient_occlusion.glsl>
#include <shaders/lightmap/trace_bounce.glsl>
layout(location = 0) centroid in vec3 worldpos;
layout(location = 1) in flat int InstanceIndex;
layout(location = 0) out vec4 fragcolor;
void main()
{
int SurfaceIndex = constants[InstanceIndex].SurfaceIndex;
uint LightStart = surfaces[SurfaceIndex].LightStart;
uint LightEnd = surfaces[SurfaceIndex].LightEnd;
vec3 normal = surfaces[SurfaceIndex].Normal;
vec3 origin = worldpos;
#if defined(USE_SUNLIGHT)
vec3 incoming = TraceSunLight(origin, normal);
#else
vec3 incoming = vec3(0.0);
#endif
for (uint j = LightStart; j < LightEnd; j++)
{
incoming += TraceLight(origin, normal, lights[lightIndexes[j]], 0.0);
}
#if defined(USE_BOUNCE)
incoming += TraceBounceLight(origin, normal);
#endif
#if defined(USE_AO)
incoming.rgb *= TraceAmbientOcclusion(origin, normal);
#endif
fragcolor = vec4(incoming, 1.0);
}