[layout(std140)] struct ViewerData { projectionMatrix: mat4, invProjectionMatrix: mat4, viewMatrix: mat4, invViewMatrix: mat4, viewProjMatrix: mat4, invViewProjMatrix: mat4, renderTargetSize: vec2, invRenderTargetSize: vec2, eyePosition: vec3 } [layout(std140)] struct Settings { exposure: f32, decay: f32, density: f32, weight: f32, lightPosition: vec2, //< TODO: Switch to world position } const SampleCount: i32 = 200; external { [set(0), binding(0)] viewerData: uniform, [set(0), binding(1)] settings: uniform, [set(0), binding(2)] occluderTexture: sampler2D } struct FragIn { [builtin(fragcoord)] fragcoord: vec4, [location(0)] uv: vec2 } struct FragOut { [location(0)] color: vec4 } struct VertIn { [location(0)] pos: vec2, [location(1)] uv: vec2 } struct VertOut { [builtin(position)] position: vec4, [location(0)] uv: vec2 } [entry(frag)] fn main(input: FragIn) -> FragOut { let deltaUV = input.uv - settings.lightPosition; deltaUV *= 1.0 / f32(SampleCount) * settings.density; let illuminationDecay = 1.0; let uv = input.uv; let outputColor = vec4(0.0, 0.0, 0.0, 1.0); let i = 0; while (i < SampleCount) { uv -= deltaUV; let sample = occluderTexture.Sample(uv); sample *= illuminationDecay * settings.weight; outputColor += sample; illuminationDecay *= settings.decay; i += 1; } let output: FragOut; output.color = outputColor; return output; } [entry(vert)] fn main(input: VertIn) -> VertOut { let output: VertOut; output.position = vec4(input.pos, 0.0, 1.0); output.uv = input.uv; return output; }