192 lines
5 KiB
GLSL
192 lines
5 KiB
GLSL
#version 450
|
|
|
|
#include "compiled.glsl"
|
|
#include "std/brdf.glsl"
|
|
#include "std/math.glsl"
|
|
#ifdef _VoxelGIDirect
|
|
#include "std/conetrace.glsl"
|
|
#endif
|
|
#ifndef _NoShadows
|
|
#include "std/shadows.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;
|
|
#ifdef _gbuffer2direct
|
|
uniform sampler2D gbuffer2;
|
|
#endif
|
|
|
|
#ifdef _SSS
|
|
vec2 lightPlane;
|
|
#endif
|
|
|
|
#ifndef _NoShadows
|
|
#ifdef _SoftShadows
|
|
uniform sampler2D svisibility;
|
|
#else
|
|
uniform sampler2D shadowMap;
|
|
#ifdef _CSM
|
|
//!uniform vec4 casData[shadowmapCascades * 4 + 4];
|
|
#else
|
|
uniform mat4 LWVP;
|
|
#endif
|
|
#endif
|
|
#endif
|
|
#ifdef _LampClouds
|
|
uniform sampler2D texClouds;
|
|
uniform float time;
|
|
#endif
|
|
|
|
uniform vec3 lightColor;
|
|
uniform vec3 l; // lightDir
|
|
uniform int lightShadow;
|
|
uniform float shadowsBias;
|
|
uniform vec3 eye;
|
|
uniform vec3 eyeLook;
|
|
uniform vec2 cameraProj;
|
|
#ifdef _SSRS
|
|
//!uniform mat4 VP;
|
|
uniform mat4 invVP;
|
|
#endif
|
|
|
|
#ifdef _LampColTex
|
|
uniform sampler2D texlampcolor;
|
|
#endif
|
|
|
|
in vec2 texCoord;
|
|
in vec3 viewRay;
|
|
out vec4 fragColor;
|
|
|
|
void main() {
|
|
vec4 g0 = texture(gbuffer0, texCoord); // Normal.xy, metallic/roughness, depth
|
|
vec4 g1 = texture(gbuffer1, texCoord); // Basecolor.rgb, spec/occ
|
|
float spec = floor(g1.a) / 100.0;
|
|
// float depth = texture(gbufferD, texCoord).r * 2.0 - 1.0; // 0 - 1 => -1 - 1
|
|
// TODO: store_depth
|
|
// TODO: Firefox throws feedback loop detected error, read depth from gbuffer0
|
|
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, cameraProj);
|
|
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 dotNL = dot(n, l);
|
|
|
|
float visibility = 1.0;
|
|
#ifndef _NoShadows
|
|
|
|
#ifdef _SoftShadows
|
|
|
|
visibility = texture(svisibility, texCoord).r;
|
|
|
|
#else
|
|
|
|
if (lightShadow == 1) {
|
|
#ifdef _CSM
|
|
visibility = 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) visibility = shadowTest(shadowMap, lPos.xyz / lPos.w, shadowsBias, shadowmapSize);
|
|
#endif
|
|
}
|
|
#endif
|
|
#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(voxels, voxpos, l, 0.1, 10.0, n));
|
|
#endif
|
|
|
|
// Per-light
|
|
// vec3 l = lightDir; // lightType == 0 // Sun
|
|
vec3 h = normalize(v + l);
|
|
float dotNH = dot(n, h);
|
|
float dotVH = dot(v, h);
|
|
|
|
#ifdef _Hair // Aniso
|
|
if (texture(gbuffer2, texCoord).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;
|
|
#else
|
|
#ifdef _OrenNayar
|
|
fragColor.rgb = orenNayarDiffuseBRDF(albedo, metrough.y, dotNV, dotNL, dotVH) + specularBRDF(f0, metrough.y, dotNL, dotNH, dotNV, dotVH) * spec;
|
|
#else
|
|
fragColor.rgb = lambertDiffuseBRDF(albedo, dotNL) + specularBRDF(f0, metrough.y, dotNL, dotNH, dotNV, dotVH) * spec;
|
|
#endif
|
|
#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 (texture(gbuffer2, texCoord).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 _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
|
|
|
|
#ifdef _LampClouds
|
|
visibility *= texture(texClouds, vec2(p.xy / 100.0 + time / 80.0)).r * dot(n, vec3(0,0,1));
|
|
#endif
|
|
|
|
fragColor.rgb *= visibility;
|
|
|
|
#ifdef _VoxelGIRefract
|
|
#ifdef _VoxelGICam
|
|
vec3 voxposr = (p - eyeSnap) / voxelgiHalfExtents;
|
|
#else
|
|
vec3 voxposr = p / voxelgiHalfExtents;
|
|
#endif
|
|
float opac = texture(gbuffer2, texCoord).b;
|
|
fragColor.rgb = mix(traceRefraction(voxels, voxposr, n, -v, metrough.y), fragColor.rgb, opac);
|
|
#endif
|
|
}
|