Fixed framebuffer RW example.

This commit is contained in:
Branimir Karadžić
2019-02-18 13:40:41 -08:00
parent 1b9dd14683
commit 078ca46e6f
32 changed files with 48 additions and 45 deletions

View File

@@ -11,7 +11,7 @@ $input v_texcoord0
SAMPLER2D(s_normal, 0);
SAMPLER2D(s_depth, 1);
IMAGE2D_RW(s_lights, rgba8, 1);
FRAMEBUFFER_IMAGE2D_RW(s_light, rgba8, 0);
uniform vec4 u_lightPosRadius[1];
uniform vec4 u_lightRgbInnerR[1];
@@ -24,17 +24,17 @@ void main()
float depth = toClipSpaceDepth(deviceDepth);
vec3 clip = vec3(v_texcoord0 * 2.0 - 1.0, depth);
#if BGFX_SHADER_LANGUAGE_HLSL || BGFX_SHADER_LANGUAGE_PSSL || BGFX_SHADER_LANGUAGE_METAL
#if !BGFX_SHADER_LANGUAGE_GLSL
clip.y = -clip.y;
#endif // BGFX_SHADER_LANGUAGE_HLSL || BGFX_SHADER_LANGUAGE_PSSL || BGFX_SHADER_LANGUAGE_METAL
#endif // !BGFX_SHADER_LANGUAGE_GLSL
vec3 wpos = clipToWorld(u_mtx, clip);
vec3 view = mul(u_view, vec4(wpos, 0.0) ).xyz;
view = -normalize(view);
ivec2 coord = ivec2(gl_FragCoord.xy);
vec3 lightColor = calcLight(wpos, normal, view, u_lightPosRadius[0].xyz, u_lightPosRadius[0].w, u_lightRgbInnerR[0].xyz, u_lightRgbInnerR[0].w);
vec4 color = imageLoad(s_lights, coord);
imageStore(s_lights, coord, color + vec4(toGamma(lightColor.xyz), 1.0));
vec4 color = imageLoad(s_light, coord);
imageStore(s_light, coord, color + vec4(toGamma(lightColor.xyz), 1.0));
}