#version 450 #include "compiled.inc" #include "std/gbuffer.glsl" #include "std/math.glsl" #include "std/brdf.glsl" #ifdef _Clusters #include "std/clusters.glsl" #endif #ifdef _ShadowMap #include "std/shadows.glsl" #endif #ifdef _Irr #include "std/shirr.glsl" #endif #ifdef _VoxelGI #include "std/conetrace.glsl" #endif #ifdef _VoxelAOvar #include "std/conetrace.glsl" #endif #ifdef _SSS #include "std/sss.glsl" #endif #ifdef _SSRS #include "std/ssrs.glsl" #endif #ifdef _LightIES #include "std/ies.glsl" #endif #ifdef _LTC #include "std/ltc.glsl" #endif uniform sampler2D gbufferD; uniform sampler2D gbuffer0; uniform sampler2D gbuffer1; #ifdef _VoxelGI uniform sampler3D voxels; #endif #ifdef _VoxelAOvar uniform sampler3D voxels; #endif #ifdef _VoxelGITemporal uniform sampler3D voxelsLast; uniform float voxelBlend; #endif #ifdef _VoxelGICam uniform vec3 eyeSnap; #endif 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 _SSAO uniform sampler2D ssaotex; #endif #ifdef _SSS uniform vec2 lightPlane; #endif #ifdef _SSRS //!uniform mat4 VP; uniform mat4 invVP; #endif #ifdef _LightIES //!uniform sampler2D texIES; #endif #ifdef _SMSizeUniform uniform vec2 smSizeUniform; #endif #ifdef _LTC uniform vec3 lightArea0; uniform vec3 lightArea1; uniform vec3 lightArea2; uniform vec3 lightArea3; uniform sampler2D sltcMat; uniform sampler2D sltcMag; #endif uniform vec2 cameraProj; uniform vec3 eye; uniform vec3 eyeLook; #ifdef _Clusters uniform vec4 lightsArray[maxLights * 2]; #ifdef _Spot uniform vec4 lightsArraySpot[maxLights]; #endif uniform sampler2D clustersData; uniform vec2 cameraPlane; #ifdef _ShadowMap #ifdef _ShadowMapCube uniform vec2 lightProj; // uniform samplerCubeShadow shadowMap0; //arm_dev uniform samplerCube shadowMap0; // uniform samplerCube shadowMap1; // uniform samplerCube shadowMap2; // uniform samplerCube shadowMap3; #else uniform sampler2D shadowMap0; // uniform sampler2D shadowMap1; // uniform sampler2D shadowMap2; // uniform sampler2D shadowMap3; uniform mat4 LWVP0; // uniform mat4 LWVP1; // uniform mat4 LWVP2; // uniform mat4 LWVP3; #endif #ifdef _Spot uniform sampler2D shadowMapSpot0; // uniform sampler2D shadowMapSpot1; // uniform sampler2D shadowMapSpot2; // uniform sampler2D shadowMapSpot3; uniform mat4 LWVPSpot0; // uniform mat4 LWVPSpot1; // uniform mat4 LWVPSpot2; // uniform mat4 LWVPSpot3; #endif #endif // _ShadowMap #endif // _Clusters #ifdef _Sun uniform vec3 sunDir; uniform vec3 sunCol; #ifdef _ShadowMap // uniform sampler2DShadow shadowMap; // arm_dev uniform sampler2D shadowMap; uniform float shadowsBias; #ifdef _CSM //!uniform vec4 casData[shadowmapCascades * 4 + 4]; #else uniform mat4 LWVP; #endif // #ifdef _SoftShadows // uniform sampler2D svisibility; // #else #endif // _ShadowMap #endif #ifdef _LightClouds uniform sampler2D texClouds; uniform float time; #endif 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); vec2 metrough = unpackFloat(g0.b); vec4 g1 = textureLod(gbuffer1, texCoord, 0.0); // Basecolor.rgb, spec/occ vec2 occspec = unpackFloat2(g1.a); vec3 albedo = surfaceAlbedo(g1.rgb, metrough.x); // g1.rgb - basecolor vec3 f0 = surfaceF0(g1.rgb, metrough.x); 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(metrough.y, 1.0 - dotNV), 0.0).xy; #endif #ifdef _VoxelGI #ifdef _VoxelGICam vec3 voxpos = (p - eyeSnap) / voxelgiHalfExtents; #else vec3 voxpos = p / voxelgiHalfExtents; #endif #ifdef _VoxelGITemporal vec4 indirectDiffuse = traceDiffuse(voxpos, n, voxels) * voxelBlend + traceDiffuse(voxpos, n, voxelsLast) * (1.0 - voxelBlend); #else vec4 indirectDiffuse = traceDiffuse(voxpos, n, voxels); #endif fragColor.rgb = indirectDiffuse.rgb * voxelgiDiff * g1.rgb; if (occspec.y > 0.0) { vec3 indirectSpecular = traceSpecular(voxels, voxpos, n, v, metrough.y); indirectSpecular *= f0 * envBRDF.x + envBRDF.y; fragColor.rgb += indirectSpecular * voxelgiSpec * occspec.y; } // if (!isInsideCube(voxpos)) fragColor = vec4(1.0); // Show bounds #endif // Envmap #ifdef _Irr vec3 envl = shIrradiance(n); #ifdef _EnvTex envl /= PI; #endif #else vec3 envl = vec3(1.0); #endif #ifdef _Rad vec3 reflectionWorld = reflect(-v, n); float lod = getMipFromRoughness(metrough.y, 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, metrough.x); // f0 #endif #endif envl.rgb *= envmapStrength * occspec.x; #ifdef _VoxelAOvar #ifdef _VoxelGICam vec3 voxpos = (p - eyeSnap) / voxelgiHalfExtents; #else vec3 voxpos = p / voxelgiHalfExtents; #endif #ifdef _VoxelGITemporal envl.rgb *= 1.0 - (traceAO(voxpos, n, voxels) * voxelBlend + traceAO(voxpos, n, voxelsLast) * (1.0 - voxelBlend)); #else envl.rgb *= 1.0 - traceAO(voxpos, n, voxels); #endif #endif #ifdef _VoxelGI fragColor.rgb += envl * voxelgiEnv; #else fragColor.rgb = envl; #endif #ifdef _SSAO // #ifdef _RTGI // fragColor.rgb *= textureLod(ssaotex, texCoord, 0.0).rgb; // #else fragColor.rgb *= textureLod(ssaotex, texCoord, 0.0).r; // #endif #endif // Show voxels // vec3 origin = vec3(texCoord * 2.0 - 1.0, 0.99); // vec3 direction = vec3(0.0, 0.0, -1.0); // vec4 color = vec4(0.0f); // for(uint step = 0; step < 400 && color.a < 0.99f; ++step) { // vec3 point = origin + 0.005 * step * direction; // color += (1.0f - color.a) * textureLod(voxels, point * 0.5 + 0.5, 0); // } // fragColor.rgb += color.rgb; // Show SSAO // fragColor.rgb = texture(ssaotex, texCoord).rrr; #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, metrough.y, sdotNL, sdotNH, dotNV, sdotVH) * occspec.y; // #ifdef _SoftShadows // svisibility = textureLod(svisibility, texCoord, 0.0).r; // #endif #ifdef _ShadowMap // if (lightShadow == 1) { #ifdef _CSM svisibility = shadowTestCascade(shadowMap, eye, p + n * shadowsBias * 10, shadowsBias, shadowmapSize * vec2(shadowmapCascades, 1.0)); #else vec4 lPos = LWVP * vec4(p + n * shadowsBias * 100, 1.0); if (lPos.w > 0.0) svisibility = shadowTest(shadowMap, lPos.xyz / lPos.w, shadowsBias, shadowmapSize); #endif // } #endif #ifdef _VoxelGIShadow // #else #ifdef _VoxelGICam vec3 voxpos = (p - eyeSnap) / voxelgiHalfExtents; #else vec3 voxpos = p / voxelgiHalfExtents; #endif if (dotNL > 0.0) svisibility = max(0, 1.0 - traceShadow(voxels, voxpos, l, 0.1, 10.0, n)); #endif #ifdef _SSRS float tvis = traceShadowSS(-sunDir, p, gbufferD, 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; svisibility *= tvis; #endif fragColor.rgb += sdirect * svisibility * sunCol; #endif // #ifdef _Hair // Aniso // if (textureLod(gbuffer2, texCoord, 0.0).a == 2) { // const float shinyParallel = metrough.y; // const float shinyPerpendicular = 0.1; // const vec3 v = vec3(0.99146, 0.11664, 0.05832); // vec3 T = abs(dot(n, v)) > 0.99999 ? cross(n, vec3(0.0, 1.0, 0.0)) : cross(n, v); // fragColor.rgb = orenNayarDiffuseBRDF(albedo, metrough.y, dotNV, dotNL, dotVH) + wardSpecular(n, h, dotNL, dotNV, dotNH, T, shinyParallel, shinyPerpendicular) * spec; // } // else fragColor.rgb = lambertDiffuseBRDF(albedo, dotNL) + specularBRDF(f0, metrough.y, dotNL, dotNH, dotNV, dotVH) * spec; // #endif #ifdef _LightClouds visibility *= textureLod(texClouds, vec2(p.xy / 100.0 + time / 80.0), 0.0).r * dot(n, vec3(0,0,1)); #endif #ifdef _SSS if (textureLod(gbuffer2, texCoord, 0.0).a == 2) { #ifdef _CSM int casi, casindex; mat4 LWVP = getCascadeMat(distance(eye, p), casi, casindex); #endif fragColor.rgb += fragColor.rgb * SSSSTransmittance(LWVP, p, n, l, lightPlane.y, shadowMap); } #endif #ifdef _Clusters float depthl = linearize(depth * 0.5 + 0.5, cameraProj); #ifdef HLSL depthl += textureLod(clustersData, vec2(0.0), 0.0).r * 1e-9; // TODO: krafix bug, needs to generate sampler #endif int clusterI = getClusterI(texCoord, depthl, cameraPlane); int numLights = int(texelFetch(clustersData, ivec2(clusterI, 0), 0).r * 255); #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); // lightsArray[li * 2 ] - pos // lightsArray[li * 2 + 1] - color // lightsArraySpot[li] - (spot)dir vec3 lp = lightsArray[li * 2].xyz; vec3 ld = lp - p; vec3 l = normalize(ld); vec3 h = normalize(v + l); float dotNH = dot(n, h); float dotVH = dot(v, h); float dotNL = dot(n, l); vec3 direct = lambertDiffuseBRDF(albedo, dotNL) + specularBRDF(f0, metrough.y, dotNL, dotNH, dotNV, dotVH) * occspec.y; direct *= lightsArray[li * 2 + 1].xyz; float visibility = attenuate(distance(p, lp)); #ifdef _Spot if (i > numPoints - 1) { float spotEffect = dot(lightsArraySpot[li].xyz, l); // lightDir // x - cutoff, y - cutoff - exponent if (spotEffect < lightsArray[li * 2 + 1].w) { visibility *= smoothstep(lightsArraySpot[li].w, lightsArray[li * 2 + 1].w, spotEffect); } } #endif #ifdef _LightIES visibility *= iesAttenuation(-l); #endif // #ifdef _LTC // 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 = textureLod(sltcMat, tuv, 0.0); // 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, lightArea0, lightArea1, lightArea2, lightArea3); // ltcspec *= textureLod(sltcMag, tuv, 0.0).a; // float ltcdiff = ltcEvaluate(n, v, dotNV, p, mat3(1.0), lightArea0, lightArea1, lightArea2, lightArea3); // fragColor.rgb = albedo * ltcdiff + ltcspec * spec; // } // #endif #ifdef _ShadowMap // if (lightShadow == 1) { float bias = lightsArray[li * 2].w; #ifdef _ShadowMapCube visibility *= PCFCube(shadowMap0, ld, -l, bias, lightProj, n); #else vec4 lPos = LWVP0 * vec4(p + n * bias * 10, 1.0); if (lPos.w > 0.0) { #ifdef _SMSizeUniform visibility *= shadowTest(shadowMap0, lPos.xyz / lPos.w, bias, smSizeUniform); #else visibility *= shadowTest(shadowMap0, lPos.xyz / lPos.w, bias, shadowmapSize); #endif } #endif // } #endif // _ShadowMap fragColor.rgb += direct * visibility; } #endif }