#version 450 core layout(local_size_x= 20, local_size_y=1) in; layout(rgba8, binding = 5) uniform restrict writeonly image2D img_output; layout (std140, binding = 1) uniform LightsBlock { vec4 posBool[20]; vec4 colRad[20]; } ; layout (binding = 0) uniform sampler2D posTexture; layout (binding = 1) uniform sampler2D normals; void main () { shared vec3[20] larray; uint i = gl_LocalInvocationID.x; vec3 lightamount = vec3(0,0,0); ivec2 pixel_coords = ivec2(gl_WorkGroupID.xy); vec2 tex_coords = vec2((4*pixel_coords.x+4)/800.0, (4*pixel_coords.y+4)/835.0); vec3 pos = texture(posTexture,tex_coords).xyz; vec3 lightPos = posBool[i].xyz; vec4 lumRad = colRad[i]; vec3 distVec = lightPos - pos; float dist = dot (distVec,distVec); if (dist > lumRad.a) { } else { float x = 1 - dist / lumRad.a; vec3 norm = texture(normals,tex_coords).xyz; float y1 = dot(normalize(norm), normalize(distVec)); float y = float(y1 > 0 ? 0 : 1); lightamount = y*x*lumRad.rgb; } larray[i] = lightamount; if (i == 0) { vec3 inverselight = 1 - lightamount; //{ vec3 inverselight = vec3(0,0,0); for (uint j=1 ; j < 20; ++j) {inverselight = inverselight * (1 - larray[j]);} imageStore(img_output, pixel_coords, vec4(inverselight,1)); } }