#pragma BLENDER_REQUIRE(common_math_lib.glsl) #pragma BLENDER_REQUIRE(common_utiltex_lib.glsl) #pragma BLENDER_REQUIRE(lights_lib.glsl) uniform depth2D depthBuffer; out vec4 fragColor; void main() { if (laNumLight == 0) { /* Early exit: No lights in scene */ fragColor.r = 1.0; return; } ivec2 texel = ivec2(gl_FragCoord.xy); float depth = texelFetch(depthBuffer, texel, 0).r; if (depth == 1.0f) { /* Early exit background does not receive shadows */ fragColor.r = 1.0; return; } vec2 texel_size = 1.0 / vec2(textureSize(depthBuffer, 0)).xy; vec2 uvs = saturate(gl_FragCoord.xy * texel_size); vec4 rand = texelfetch_noise_tex(texel); float accum_light = 0.0; vec3 vP = get_view_space_from_depth(uvs, depth); vec3 P = transform_point(ViewMatrixInverse, vP); vec3 vNg = safe_normalize(cross(dFdx(vP), dFdy(vP))); for (int i = 0; i < MAX_LIGHT && i < laNumLight; i++) { LightData ld = lights_data[i]; vec4 l_vector; /* Non-Normalized Light Vector with length in last component. */ l_vector.xyz = ld.l_position - P; l_vector.w = length(l_vector.xyz); float l_vis = light_shadowing(ld, P, 1.0); l_vis *= light_contact_shadows(ld, P, vP, vNg, rand.x, 1.0); accum_light += l_vis; } fragColor.r = accum_light / float(laNumLight); }