armory/Shaders/deferred_indirect/deferred_indirect.frag.glsl

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#version 450
#ifdef GL_ES
precision mediump float;
#endif
#include "../compiled.glsl"
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#include "../std/gbuffer.glsl"
#include "../std/math.glsl"
#include "../std/brdf.glsl"
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#ifdef _Irr
#include "../std/shirr.glsl"
#endif
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#ifdef _VoxelGI
#include "../std/conetrace.glsl"
#endif
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uniform sampler2D gbufferD;
uniform sampler2D gbuffer0;
uniform sampler2D gbuffer1;
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#ifdef _VoxelGI
//!uniform sampler3D voxels;
#endif
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uniform float envmapStrength;
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#ifdef _Irr
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//!uniform vec4 shirr[7];
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#endif
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#ifdef _Rad
uniform sampler2D senvmapRadiance;
uniform sampler2D senvmapBrdf;
uniform int envmapNumMipmaps;
#endif
#ifdef _SSAO
uniform sampler2D ssaotex;
#endif
#ifdef _Rad
uniform vec3 eye;
uniform vec3 eyeLook;
#endif
in vec2 texCoord;
#ifdef _Rad
in vec3 viewRay;
#endif
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out vec4 fragColor;
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void main() {
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vec4 g0 = texture(gbuffer0, texCoord); // Normal.xy, metallic/roughness, depth
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vec3 n;
n.z = 1.0 - abs(g0.x) - abs(g0.y);
n.xy = n.z >= 0.0 ? g0.xy : octahedronWrap(g0.xy);
n = normalize(n);
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vec2 metrough = unpackFloat(g0.b);
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vec4 g1 = texture(gbuffer1, texCoord); // Basecolor.rgb,
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vec3 albedo = surfaceAlbedo(g1.rgb, metrough.x); // g1.rgb - basecolor
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#ifdef _Rad
float depth = texture(gbufferD, texCoord).r * 2.0 - 1.0;
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vec3 p = getPos(eye, eyeLook, viewRay, depth);
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vec3 v = normalize(eye - p.xyz);
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float dotNV = max(dot(n, v), 0.0);
vec3 f0 = surfaceF0(g1.rgb, metrough.x);
vec2 envBRDF = texture(senvmapBrdf, vec2(metrough.y, 1.0 - dotNV)).xy;
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#endif
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#ifdef _VoxelGI
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vec3 wpos = p / voxelgiDimensions.x;
vec4 indirectDiffuse = indirectDiffuseLight(n, wpos);
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vec3 reflectWorld = reflect(-v, n);
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vec3 indirectSpecular = traceSpecularVoxelCone(wpos, reflectWorld, n, metrough.y * 10.0);
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indirectSpecular *= f0 * envBRDF.x + envBRDF.y;
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fragColor.rgb = indirectDiffuse.rgb * voxelgiDiff * g1.rgb + indirectSpecular * voxelgiSpec;
float occ = 1.0 - indirectDiffuse.a * 0.25 * voxelgiOcc;
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fragColor.rgb *= occ;
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#ifdef _SSAO
fragColor.rgb *= texture(ssaotex, texCoord).r * 0.5 + 0.5;
#endif
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// float opacity = g1.a;
// if (opacity < 1.0) fragColor.rgb = mix(indirectRefractiveLight(-v, n, vec3(1.0), opacity, wpos), fragColor.rgb, opacity);
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// return;
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#endif
// Envmap
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#ifdef _Irr
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vec3 envl = shIrradiance(n, 2.2) / PI;
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#else
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vec3 envl = vec3(1.0);
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#endif
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#ifdef _Rad
vec3 reflectionWorld = reflect(-v, n);
float lod = getMipFromRoughness(metrough.y, envmapNumMipmaps);
vec3 prefilteredColor = textureLod(senvmapRadiance, envMapEquirect(reflectionWorld), lod).rgb;
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#endif
#ifdef _EnvLDR
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envl.rgb = pow(envl.rgb, vec3(2.2));
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#ifdef _Rad
prefilteredColor = pow(prefilteredColor, vec3(2.2));
#endif
#endif
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envl.rgb *= albedo;
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#ifdef _Rad // Indirect specular
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envl.rgb += prefilteredColor * (f0 * envBRDF.x + envBRDF.y);
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#endif
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#ifdef _SSS
envl.rgb *= envmapStrength * fract(g1.a);
#else
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envl.rgb *= envmapStrength * g1.a; // Occlusion
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#endif
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#ifdef _SSAO
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envl.rgb *= texture(ssaotex, texCoord).r; // SSAO
#endif
#ifdef _VoxelGI
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fragColor.rgb += envl * voxelgiEnv * occ;
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#else
fragColor.rgb = envl;
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#endif
}