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#version 450
const int MAX_LIGHTS = 10;
layout(location = 0) in vec3 v_Normal;
layout(location = 1) in vec4 v_Position;
layout(location = 0) out vec4 o_Target;
struct Light {
mat4 proj;
vec4 pos;
vec4 color;
};
layout(set = 0, binding = 0) uniform Globals {
mat4 u_ViewProj;
uvec4 u_NumLights;
};
layout(set = 0, binding = 1) uniform Lights {
Light u_Lights[MAX_LIGHTS];
};
layout(set = 0, binding = 2) uniform texture2DArray t_Shadow;
layout(set = 0, binding = 3) uniform samplerShadow s_Shadow;
layout(set = 1, binding = 0) uniform Entity {
mat4 u_World;
vec4 u_Color;
};
float fetch_shadow(int light_id, vec4 homogeneous_coords) {
if (homogeneous_coords.w <= 0.0) {
return 1.0;
}
// compensate for the Y-flip difference between the NDC and texture coordinates
const vec2 flip_correction = vec2(0.5, -0.5);
// compute texture coordinates for shadow lookup
vec4 light_local = vec4(
homogeneous_coords.xy * flip_correction/homogeneous_coords.w + 0.5,
light_id,
homogeneous_coords.z / homogeneous_coords.w
);
// do the lookup, using HW PCF and comparison
return texture(sampler2DArrayShadow(t_Shadow, s_Shadow), light_local);
}
void main() {
vec3 normal = normalize(v_Normal);
vec3 ambient = vec3(0.05, 0.05, 0.05);
// accumulate color
vec3 color = ambient;
for (int i=0; i<int(u_NumLights.x) && i<MAX_LIGHTS; ++i) {
Light light = u_Lights[i];
// project into the light space
float shadow = fetch_shadow(i, light.proj * v_Position);
// compute Lambertian diffuse term
vec3 light_dir = normalize(light.pos.xyz - v_Position.xyz);
float diffuse = max(0.0, dot(normal, light_dir));
// add light contribution
color += shadow * diffuse * light.color.xyz;
}
// multiply the light by material color
o_Target = vec4(color, 1.0) * u_Color;
}