armory/Shaders/deferred_light_quad/deferred_light_quad.frag.glsl

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#version 450
#ifdef GL_ES
precision mediump float;
#endif
#include "../compiled.glsl"
#include "../std/brdf.glsl"
#include "../std/math.glsl"
#ifndef _NoShadows
#ifdef _PCSS
#include "../std/shadows_pcss.glsl"
#else
#include "../std/shadows.glsl"
#endif
#endif
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#ifdef _SSS
#include "../std/sss.glsl"
#endif
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#ifdef _SSRS
#include "../std/ssrs.glsl"
#endif
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#include "../std/gbuffer.glsl"
uniform sampler2D gbufferD;
uniform sampler2D gbuffer0;
uniform sampler2D gbuffer1;
#ifndef _NoShadows
//!uniform sampler2D shadowMap;
#ifdef _PCSS
//!uniform sampler2D snoise;
//!uniform float lampSizeUV;
#endif
#endif
uniform mat4 LWVP;
uniform vec3 lightColor;
uniform vec3 l; // lightDir
uniform int lightShadow;
uniform float shadowsBias;
uniform vec3 eye;
uniform vec3 eyeLook;
#ifdef _SSRS
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//!uniform mat4 VP;
uniform mat4 invVP;
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#endif
#ifdef _LampColTex
uniform sampler2D texlampcolor;
#endif
in vec2 texCoord;
in vec3 viewRay;
out vec4 fragColor;
#ifndef _NoShadows
float shadowTest(const vec3 lPos) {
#ifdef _PCSS
return PCSS(lPos.xy, lPos.z - shadowsBias);
#else
return PCF(lPos.xy, lPos.z - shadowsBias);
#endif
}
#endif
void main() {
vec4 g0 = texture(gbuffer0, texCoord); // Normal.xy, metallic/roughness, occlusion
vec4 g1 = texture(gbuffer1, texCoord); // Basecolor.rgb,
float depth = texture(gbufferD, texCoord).r * 2.0 - 1.0; // 0 - 1 => -1 - 1
// TODO: store_depth
// float depth = (1.0 - g0.a) * 2.0 - 1.0;
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);
vec3 p = getPos(eye, eyeLook, viewRay, depth);
vec2 metrough = unpackFloat(g0.b);
vec3 v = normalize(eye - p);
float dotNV = dot(n, v);
vec3 albedo = surfaceAlbedo(g1.rgb, metrough.x); // g1.rgb - basecolor
vec3 f0 = surfaceF0(g1.rgb, metrough.x);
float visibility = 1.0;
#ifndef _NoShadows
if (lightShadow == 1) {
vec4 lampPos = LWVP * vec4(p, 1.0);
if (lampPos.w > 0.0) {
visibility = shadowTest(lampPos.xyz / lampPos.w);
}
}
#endif
// Per-light
// vec3 l = lightDir; // lightType == 0 // Sun
vec3 h = normalize(v + l);
float dotNH = dot(n, h);
float dotVH = dot(v, h);
float dotNL = dot(n, l);
// float dotLV = dot(l, v);
// float dotLH = dot(l, h);
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#ifdef _OrenNayar
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fragColor.rgb = orenNayarDiffuseBRDF(albedo, metrough.y, dotNV, dotNL, dotVH) + specularBRDF(f0, metrough.y, dotNL, dotNH, dotNV, dotVH);
#else
fragColor.rgb = lambertDiffuseBRDF(albedo, dotNL) + specularBRDF(f0, metrough.y, dotNL, dotNH, dotNV, dotVH);
#endif
// Aniso spec
// #ifdef _Aniso
// float shinyParallel = metrough.y;
// float shinyPerpendicular = 0.08;
// vec3 fiberDirection = vec3(0.0, 1.0, 8.0);
// fragColor.rgb = diffuseBRDF(albedo, metrough.y, dotNV, dotNL, dotVH, dotLV) + wardSpecular(n, h, dotNL, dotNV, dotNH, fiberDirection, shinyParallel, shinyPerpendicular);
// #endif
fragColor.rgb *= lightColor;
#ifdef _LampColTex
// fragColor.rgb *= texture(texlampcolor, envMapEquirect(l)).rgb;
fragColor.rgb *= pow(texture(texlampcolor, l.xy).rgb, vec3(2.2));
#endif
#ifdef _SSS
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if (floor(g1.a) == 2) {
fragColor.rgb += fragColor.rgb * SSSSTransmittance(1.0, 0.005, p, n, l, shadowMap, LWVP);
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}
#endif
#ifdef _SSRS
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float tvis = traceShadowSS(-l, p, gbuffer0, invVP, eye);
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// vec2 coords = getProjectedCoord(hitCoord);
// vec2 deltaCoords = abs(vec2(0.5, 0.5) - coords.xy);
// float screenEdgeFactor = clamp(1.0 - (deltaCoords.x + deltaCoords.y), 0.0, 1.0);
// tvis *= screenEdgeFactor;
visibility *= tvis;
#endif
fragColor.rgb *= visibility;
}