#version 450 #include "compiled.inc" #include "std/gbuffer.glsl" #include "std/math.glsl" #ifdef _Clusters #include "std/clusters.glsl" #endif #ifdef _Irr #include "std/shirr.glsl" #endif uniform sampler2D gbufferD; uniform sampler2D gbuffer0; uniform sampler2D gbuffer1; uniform float envmapStrength; #ifdef _Irr uniform vec4 shirr[7]; #endif #ifdef _Brdf uniform sampler2D senvmapBrdf; #endif #ifdef _Rad uniform sampler2D senvmapRadiance; uniform int envmapNumMipmaps; #endif #ifdef _EnvCol uniform vec3 backgroundCol; #endif #ifdef _SMSizeUniform //!uniform vec2 smSizeUniform; #endif uniform vec2 cameraProj; uniform vec3 eye; uniform vec3 eyeLook; #ifdef _Clusters uniform vec4 lightsArray[maxLights * 3]; #ifdef _Spot uniform vec4 lightsArraySpot[maxLights]; #endif uniform sampler2D clustersData; uniform vec2 cameraPlane; #endif #ifdef _ShadowMap #ifdef _SinglePoint #ifdef _Spot //!uniform sampler2DShadow shadowMapSpot[1]; //!uniform mat4 LWVPSpot[1]; #else //!uniform samplerCubeShadow shadowMapPoint[1]; //!uniform vec2 lightProj; #endif #endif #ifdef _Clusters #ifdef _ShadowMapAtlas #ifdef _SingleAtlas uniform sampler2DShadow shadowMapAtlas; #endif #endif #ifdef _ShadowMapAtlas #ifndef _SingleAtlas //!uniform sampler2DShadow shadowMapAtlasPoint; #endif //!uniform vec4 pointLightDataArray[4]; #else //!uniform samplerCubeShadow shadowMapPoint[4]; #endif //!uniform vec2 lightProj; #ifdef _Spot #ifdef _ShadowMapAtlas #ifndef _SingleAtlas //!uniform sampler2DShadow shadowMapAtlasSpot; #endif #else //!uniform sampler2DShadow shadowMapSpot[4]; #endif //!uniform mat4 LWVPSpotArray[4]; #endif #endif #endif #ifdef _Sun uniform vec3 sunDir; uniform vec3 sunCol; #ifdef _ShadowMap #ifdef _ShadowMapAtlas #ifndef _SingleAtlas uniform sampler2DShadow shadowMapAtlasSun; #endif #else uniform sampler2DShadow shadowMap; #endif uniform float shadowsBias; #ifdef _CSM //!uniform vec4 casData[shadowmapCascades * 4 + 4]; #else uniform mat4 LWVP; #endif #endif // _ShadowMap #endif #ifdef _SinglePoint // Fast path for single light uniform vec3 pointPos; uniform vec3 pointCol; uniform float pointBias; #ifdef _Spot uniform vec3 spotDir; uniform vec2 spotData; #endif #endif #include "std/light_mobile.glsl" in vec2 texCoord; in vec3 viewRay; out vec4 fragColor; void main() { vec4 g0 = textureLod(gbuffer0, texCoord, 0.0); // Normal.xy, metallic/roughness, depth 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); float roughness = g0.b; float metallic; uint matid; unpackFloatInt16(g0.a, metallic, matid); vec4 g1 = textureLod(gbuffer1, texCoord, 0.0); // Basecolor.rgb, spec/occ vec2 occspec = unpackFloat2(g1.a); vec3 albedo = surfaceAlbedo(g1.rgb, metallic); // g1.rgb - basecolor vec3 f0 = surfaceF0(g1.rgb, metallic); float depth = textureLod(gbufferD, texCoord, 0.0).r * 2.0 - 1.0; vec3 p = getPos(eye, eyeLook, normalize(viewRay), depth, cameraProj); vec3 v = normalize(eye - p); float dotNV = max(dot(n, v), 0.0); #ifdef _Brdf vec2 envBRDF = textureLod(senvmapBrdf, vec2(roughness, 1.0 - dotNV), 0.0).xy; #endif // Envmap #ifdef _Irr vec3 envl = shIrradiance(n, shirr); #ifdef _EnvTex envl /= PI; #endif #else vec3 envl = vec3(1.0); #endif #ifdef _Rad vec3 reflectionWorld = reflect(-v, n); float lod = getMipFromRoughness(roughness, envmapNumMipmaps); vec3 prefilteredColor = textureLod(senvmapRadiance, envMapEquirect(reflectionWorld), lod).rgb; #endif #ifdef _EnvLDR envl.rgb = pow(envl.rgb, vec3(2.2)); #ifdef _Rad prefilteredColor = pow(prefilteredColor, vec3(2.2)); #endif #endif envl.rgb *= albedo; #ifdef _Rad // Indirect specular envl.rgb += prefilteredColor * (f0 * envBRDF.x + envBRDF.y) * 1.5 * occspec.y; #else #ifdef _EnvCol envl.rgb += backgroundCol * surfaceF0(g1.rgb, metallic); // f0 #endif #endif envl.rgb *= envmapStrength * occspec.x; fragColor.rgb = envl; #ifdef _Sun vec3 sh = normalize(v + sunDir); float sdotNH = dot(n, sh); float sdotVH = dot(v, sh); float sdotNL = dot(n, sunDir); float svisibility = 1.0; vec3 sdirect = lambertDiffuseBRDF(albedo, sdotNL) + specularBRDF(f0, roughness, sdotNL, sdotNH, dotNV, sdotVH) * occspec.y; #ifdef _ShadowMap #ifdef _CSM svisibility = shadowTestCascade( #ifdef _ShadowMapAtlas #ifndef _SingleAtlas shadowMapAtlasSun #else shadowMapAtlas #endif #else shadowMap #endif , eye, p + n * shadowsBias * 10, shadowsBias ); #else vec4 lPos = LWVP * vec4(p + n * shadowsBias * 100, 1.0); if (lPos.w > 0.0) svisibility = shadowTest( #ifdef _ShadowMapAtlas #ifndef _SingleAtlas shadowMapAtlasSun #else shadowMapAtlas #endif #else shadowMap #endif , lPos.xyz / lPos.w, shadowsBias ); #endif #endif fragColor.rgb += sdirect * svisibility * sunCol; #endif #ifdef _SinglePoint fragColor.rgb += sampleLight( p, n, v, dotNV, pointPos, pointCol, albedo, roughness, occspec.y, f0 #ifdef _ShadowMap , 0, pointBias, true #endif #ifdef _Spot , true, spotData.x, spotData.y, spotDir #endif ); #endif #ifdef _Clusters float viewz = linearize(depth * 0.5 + 0.5, cameraProj); int clusterI = getClusterI(texCoord, viewz, cameraPlane); int numLights = int(texelFetch(clustersData, ivec2(clusterI, 0), 0).r * 255); #ifdef HLSL viewz += textureLod(clustersData, vec2(0.0), 0.0).r * 1e-9; // TODO: krafix bug, needs to generate sampler #endif #ifdef _Spot int numSpots = int(texelFetch(clustersData, ivec2(clusterI, 1 + maxLightsCluster), 0).r * 255); int numPoints = numLights - numSpots; #endif for (int i = 0; i < min(numLights, maxLightsCluster); i++) { int li = int(texelFetch(clustersData, ivec2(clusterI, i + 1), 0).r * 255); fragColor.rgb += sampleLight( p, n, v, dotNV, lightsArray[li * 3].xyz, // lp lightsArray[li * 3 + 1].xyz, // lightCol albedo, roughness, occspec.y, f0 #ifdef _ShadowMap // light index, shadow bias, cast_shadows , li, lightsArray[li * 3 + 2].x, lightsArray[li * 3 + 2].z != 0.0 #endif #ifdef _Spot , lightsArray[li * 3 + 2].y != 0.0 , lightsArray[li * 3 + 2].y // cutoff , lightsArraySpot[li].w // cutoff - exponent , lightsArraySpot[li].xyz // spotDir #endif ); } #endif // _Clusters }