#version 450 #ifdef GL_ES precision mediump float; #endif #include "../compiled.glsl" #include "../std/brdf.glsl" #include "../std/math.glsl" #ifdef _LampIES #include "../std/ies.glsl" #endif #ifdef _VoxelGIDirect #include "../std/conetrace.glsl" #endif #ifdef _PolyLight #include "../std/ltc.glsl" #endif #ifndef _NoShadows #ifdef _PCSS #include "../std/shadows_pcss.glsl" #else #include "../std/shadows.glsl" #endif #endif #ifdef _DFRS #include "../std/sdf.glsl" #endif #ifdef _SSS #include "../std/sss.glsl" #endif #ifdef _SSRS #include "../std/ssrs.glsl" #endif #include "../std/gbuffer.glsl" #ifdef _VoxelGIDirect //!uniform sampler3D voxels; #endif #ifdef _VoxelGICam uniform vec3 eyeSnap; #endif uniform sampler2D gbufferD; uniform sampler2D gbuffer0; uniform sampler2D gbuffer1; // TODO: separate shaders #ifndef _NoShadows //!uniform sampler2D shadowMap; //!uniform samplerCube shadowMapCube; #ifdef _PCSS //!uniform sampler2D snoise; //!uniform float lampSizeUV; #endif #endif #ifdef _DFRS //!uniform sampler3D sdftex; #endif #ifdef _LampIES //!uniform sampler2D texIES; #endif uniform mat4 invVP; uniform mat4 LWVP; uniform vec3 lightColor; uniform vec3 lightDir; uniform vec3 lightPos; uniform vec2 lightPlane; uniform int lightType; uniform int lightShadow; uniform float shadowsBias; uniform vec2 spotlightData; #ifdef _PolyLight uniform vec3 lampArea0; uniform vec3 lampArea1; uniform vec3 lampArea2; uniform vec3 lampArea3; uniform sampler2D sltcMat; uniform sampler2D sltcMag; #endif uniform vec3 eye; #ifdef _SSRS //!uniform mat4 VP; #endif #ifdef _LampColTex uniform sampler2D texlampcolor; #endif in vec4 wvpposition; out vec4 fragColor; #ifndef _NoShadows float shadowTest(const vec3 lPos) { // Out of bounds if (lPos.x < 0.0 || lPos.y < 0.0 || lPos.x > 1.0 || lPos.y > 1.0) return 1.0; #ifdef _PCSS return PCSS(lPos.xy, lPos.z - shadowsBias); #else return PCF(lPos.xy, lPos.z - shadowsBias); #endif } float shadowTestCube(const vec3 lp, const vec3 l) { return PCFCube(lp, -l, shadowsBias, lightPlane); } #endif void main() { vec2 texCoord = wvpposition.xy / wvpposition.w; texCoord = texCoord * 0.5 + 0.5; #ifdef _InvY texCoord.y = 1.0 - texCoord.y; #endif vec4 g0 = texture(gbuffer0, texCoord); // Normal.xy, metallic/roughness, occlusion vec4 g1 = texture(gbuffer1, texCoord); // Basecolor.rgb, // #ifdef _InvY // D3D // float depth = texture(gbufferD, texCoord).r * 2.0 - 1.0; // 0 - 1 => -1 - 1 // #else // TODO: store_depth float depth = (1.0 - g0.a) * 2.0 - 1.0; // #endif 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 = getPos2(invVP, depth, texCoord); 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); vec3 lp = lightPos - p; vec3 l = normalize(lp); vec3 h = normalize(v + l); float dotNH = dot(n, h); float dotVH = dot(v, h); float dotNL = dot(n, l); float visibility = 1.0; #ifndef _NoShadows // TODO: merge.. if (lightShadow == 1) { vec4 lampPos = LWVP * vec4(p, 1.0); if (lampPos.w > 0.0) visibility = shadowTest(lampPos.xyz / lampPos.w); } else if (lightShadow == 2) { // Cube visibility = shadowTestCube(lp, l); } #endif #ifdef _VoxelGIShadow // #else #ifdef _VoxelGICam vec3 voxpos = (p - eyeSnap) / voxelgiHalfExtents; #else vec3 voxpos = p / voxelgiHalfExtents; #endif if (dotNL > 0.0) visibility = max(0, 1.0 - traceShadow(voxpos, l, 0.1, length(lp))); #endif #ifdef _DFRS visibility = dfrs(p, l, lightPos); #endif visibility *= attenuate(distance(p, lightPos)); #ifdef _LampIES visibility *= iesAttenuation(-l); #endif if (lightType == 2) { // Spot float spotEffect = dot(lightDir, l); // x - cutoff, y - cutoff - exponent if (spotEffect < spotlightData.x) { visibility *= smoothstep(spotlightData.y, spotlightData.x, spotEffect); } } #ifdef _OrenNayar float facdif = min((1.0 - metrough.x) * 3.0, 1.0); float facspec = min(metrough.x * 3.0, 1.0); #endif #ifdef _PolyLight if (lightType == 3) { // Area float theta = acos(dotNV); vec2 tuv = vec2(metrough.y, theta / (0.5 * PI)); tuv = tuv * LUT_SCALE + LUT_BIAS; vec4 t = texture(sltcMat, tuv); mat3 invM = mat3( vec3(1.0, 0.0, t.y), vec3(0.0, t.z, 0.0), vec3(t.w, 0.0, t.x)); float ltcspec = ltcEvaluate(n, v, dotNV, p, invM, lampArea0, lampArea1, lampArea2, lampArea3); ltcspec *= texture(sltcMag, tuv).a; float ltcdiff = ltcEvaluate(n, v, dotNV, p, mat3(1.0), lampArea0, lampArea1, lampArea2, lampArea3); #ifdef _OrenNayar fragColor.rgb = albedo * ltcdiff * facdif + ltcspec * facspec; #else fragColor.rgb = albedo * ltcdiff + ltcspec; #endif } else { #endif #ifdef _OrenNayar // Diff/glossy float rough = pow(metrough.y, 0.5); fragColor.rgb = orenNayarDiffuseBRDF(albedo, rough, dotNV, dotNL, dotVH) * max(1.0 - metrough.y, 0.88) * facdif + specularBRDF(f0, rough, dotNL, dotNH, dotNV, dotVH) * 3.5 * facspec; // Metallic // 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 #ifdef _PolyLight } #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 if (floor(g1.a) == 2) { if (lightShadow == 1) fragColor.rgb += fragColor.rgb * SSSSTransmittance(1.0, 0.005, p, n, l, shadowMap, LWVP); else fragColor.rgb += fragColor.rgb * SSSSTransmittanceCube(1.0, 0.005, p, n, l, shadowMapCube, LWVP); } #endif #ifdef _SSRS float tvis = traceShadowSS(-l, p, gbuffer0, invVP, eye); // 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; #ifdef _VoxelGIRefract #ifdef _VoxelGICam vec3 voxposr = (p - eyeSnap) / voxelgiHalfExtents; #else vec3 voxposr = p / voxelgiHalfExtents; #endif fragColor.rgb = mix(traceRefraction(voxposr, n, -v, metrough.y), fragColor.rgb, g1.a); #endif }