283 lines
7.6 KiB
GLSL
283 lines
7.6 KiB
GLSL
#version 450
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#ifdef GL_ES
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precision mediump float;
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#endif
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#include "../compiled.glsl"
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#include "../std/brdf.glsl"
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#include "../std/math.glsl"
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// #ifdef _VoxelGI
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// #include "../std/conetrace.glsl"
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// #endif
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#ifdef _PolyLight
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#include "../std/ltc.glsl"
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#endif
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#ifndef _NoShadows
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#ifdef _PCSS
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#include "../std/shadows_pcss.glsl"
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#else
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#include "../std/shadows.glsl"
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#endif
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#endif
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#include "../std/gbuffer.glsl"
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// #ifdef _VoxelGI
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//-!uniform sampler3D voxels;
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// #endif
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uniform sampler2D gbufferD;
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uniform sampler2D gbuffer0;
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uniform sampler2D gbuffer1;
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#ifndef _NoShadows
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//!uniform sampler2D shadowMap;
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#ifdef _PCSS
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//!uniform sampler2D snoise;
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//!uniform float lampSizeUV;
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#endif
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#endif
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uniform mat4 invVP;
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uniform mat4 LWVP;
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uniform vec3 lightColor;
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uniform vec3 lightDir;
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uniform vec3 lightPos;
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uniform int lightType;
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uniform int lightShadow;
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uniform float shadowsBias;
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uniform vec2 spotlightData;
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#ifdef _PolyLight
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uniform vec3 lampArea0;
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uniform vec3 lampArea1;
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uniform vec3 lampArea2;
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uniform vec3 lampArea3;
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uniform sampler2D sltcMat;
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uniform sampler2D sltcMag;
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#endif
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uniform vec3 eye;
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// uniform vec3 eyeLook;
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// uniform vec2 screenSize;
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#ifdef _SSRS
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uniform mat4 VP;
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#endif
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#ifdef _LampColTex
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uniform sampler2D texlampcolor;
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#endif
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in vec4 wvpposition;
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// in vec2 texCoord;
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// in vec3 viewRay;
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out vec4 fragColor;
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// Separable SSS Transmittance Function, ref to sss_pass
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#ifdef _SSS
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vec3 SSSSTransmittance(float translucency, float sssWidth, vec3 worldPosition, vec3 worldNormal, vec3 lightDir) {
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float scale = 8.25 * (1.0 - translucency) / sssWidth;
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vec4 shrinkedPos = vec4(worldPosition - 0.005 * worldNormal, 1.0);
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vec4 shadowPosition = LWVP * shrinkedPos;
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float d1 = texture(shadowMap, shadowPosition.xy / shadowPosition.w).r; // 'd1' has a range of 0..1
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float d2 = shadowPosition.z; // 'd2' has a range of 0..'lightFarPlane'
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const float lightFarPlane = 120 / 3.5;
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d1 *= lightFarPlane; // So we scale 'd1' accordingly:
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float d = scale * abs(d1 - d2);
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float dd = -d * d;
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vec3 profile = vec3(0.233, 0.455, 0.649) * exp(dd / 0.0064) +
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vec3(0.1, 0.336, 0.344) * exp(dd / 0.0484) +
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vec3(0.118, 0.198, 0.0) * exp(dd / 0.187) +
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vec3(0.113, 0.007, 0.007) * exp(dd / 0.567) +
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vec3(0.358, 0.004, 0.0) * exp(dd / 1.99) +
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vec3(0.078, 0.0, 0.0) * exp(dd / 7.41);
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return profile * clamp(0.3 + dot(lightDir, -worldNormal), 0.0, 1.0);
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}
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#endif
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#ifndef _NoShadows
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float shadowTest(const vec3 lPos) {
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#ifdef _Clampstc
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// Filtering out of bounds, remove
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// const vec2 border = vec2(1.0 / shadowmapSize[0], 1.0 / shadowmapSize[1]) * 2.0;
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// lPos.xy = clamp(lPos.xy, border[0], 1.0 - border[1]);
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if (lPos.x < 0.0) return 1.0;
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if (lPos.y < 0.0) return 1.0;
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if (lPos.x > 1.0) return 1.0;
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if (lPos.y > 1.0) return 1.0;
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#endif
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#ifdef _PCSS
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return PCSS(lPos.xy, lPos.z - shadowsBias);
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#else
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return PCF(lPos.xy, lPos.z - shadowsBias);
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#endif
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}
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#endif
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#ifdef _SSRS
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vec2 getProjectedCoord(vec3 hitCoord) {
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vec4 projectedCoord = VP * vec4(hitCoord, 1.0);
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projectedCoord.xy /= projectedCoord.w;
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projectedCoord.xy = projectedCoord.xy * 0.5 + 0.5;
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return projectedCoord.xy;
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}
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float getDeltaDepth(vec3 hitCoord) {
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vec2 texCoord = getProjectedCoord(hitCoord);
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vec4 g0 = texture(gbuffer0, texCoord);
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float depth = texture(gbufferD, texCoord).r * 2.0 - 1.0;
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// TODO: store_depth
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// float depth = (1.0 - g0.a) * 2.0 - 1.0;
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vec3 wpos = getPos2(invVP, depth, texCoord);
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float d1 = length(eye - wpos);
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float d2 = length(eye - hitCoord);
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return d1 - d2;
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}
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float traceShadow(vec3 dir, vec3 hitCoord) {
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dir *= ssrsRayStep;
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// for (int i = 0; i < maxSteps; i++) {
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hitCoord += dir;
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if (getDeltaDepth(hitCoord) > 0.0) return 0.0;
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hitCoord += dir;
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if (getDeltaDepth(hitCoord) > 0.0) return 0.0;
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hitCoord += dir;
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if (getDeltaDepth(hitCoord) > 0.0) return 0.0;
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hitCoord += dir;
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if (getDeltaDepth(hitCoord) > 0.0) return 0.0;
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//}
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return 1.0;
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}
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#endif
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void main() {
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vec2 texCoord = wvpposition.xy / wvpposition.w;
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texCoord = texCoord * 0.5 + 0.5;
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// texCoord += vec2(0.5 / screenSize); // Half pixel offset
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vec4 g0 = texture(gbuffer0, texCoord); // Normal.xy, metallic/roughness, occlusion
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vec4 g1 = texture(gbuffer1, texCoord); // Basecolor.rgb,
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float depth = texture(gbufferD, texCoord).r * 2.0 - 1.0; // 0 - 1 => -1 - 1
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// TODO: store_depth
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// float depth = (1.0 - g0.a) * 2.0 - 1.0;
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vec3 n;
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n.z = 1.0 - abs(g0.x) - abs(g0.y);
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n.xy = n.z >= 0.0 ? g0.xy : octahedronWrap(g0.xy);
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n = normalize(n);
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vec3 p = getPos2(invVP, depth, texCoord);
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vec2 metrough = unpackFloat(g0.b);
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vec3 v = normalize(eye - p);
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float dotNV = dot(n, v);
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vec3 albedo = surfaceAlbedo(g1.rgb, metrough.x); // g1.rgb - basecolor
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vec3 f0 = surfaceF0(g1.rgb, metrough.x);
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float visibility = 1.0;
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#ifndef _NoShadows
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if (lightShadow == 1) {
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vec4 lampPos = LWVP * vec4(p, 1.0);
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if (lampPos.w > 0.0) {
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visibility = shadowTest(lampPos.xyz / lampPos.w);
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}
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}
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#endif
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// Per-light
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vec3 l;
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if (lightType == 0) { // Sun
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l = lightDir;
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}
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else if (lightType == 2) { // Spot
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l = normalize(lightPos - p);
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#ifndef _NoLampFalloff
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visibility *= attenuate(distance(p, lightPos));
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#endif
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float spotEffect = dot(lightDir, l);
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// x - cutoff, y - cutoff - exponent
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if (spotEffect < spotlightData.x) {
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visibility *= smoothstep(spotlightData.y, spotlightData.x, spotEffect);
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}
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}
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else { // Point = 1, Area = 3
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l = normalize(lightPos - p);
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#ifndef _NoLampFalloff
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visibility *= attenuate(distance(p, lightPos));
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#endif
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}
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vec3 h = normalize(v + l);
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float dotNH = dot(n, h);
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float dotVH = dot(v, h);
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float dotNL = dot(n, l);
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// float dotLV = dot(l, v);
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// float dotLH = dot(l, h);
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#ifdef _PolyLight
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if (lightType == 3) { // Area
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float theta = acos(dotNV);
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vec2 tuv = vec2(metrough.y, theta / (0.5 * PI));
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tuv = tuv * LUT_SCALE + LUT_BIAS;
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vec4 t = texture(sltcMat, tuv);
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mat3 invM = mat3(
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vec3(1.0, 0.0, t.y),
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vec3(0.0, t.z, 0.0),
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vec3(t.w, 0.0, t.x));
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float ltcspec = ltcEvaluate(n, v, dotNV, p, invM, lampArea0, lampArea1, lampArea2, lampArea3);
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ltcspec *= texture(sltcMag, tuv).a;
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float ltcdiff = ltcEvaluate(n, v, dotNV, p, mat3(1.0), lampArea0, lampArea1, lampArea2, lampArea3);
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fragColor.rgb = albedo * ltcdiff + ltcspec;
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}
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else {
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#endif
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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);
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#else
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fragColor.rgb = lambertDiffuseBRDF(albedo, dotNL) + specularBRDF(f0, metrough.y, dotNL, dotNH, dotNV, dotVH);
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#endif
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#ifdef _PolyLight
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}
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#endif
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// Aniso spec
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// #ifdef _Aniso
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// float shinyParallel = metrough.y;
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// float shinyPerpendicular = 0.08;
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// vec3 fiberDirection = vec3(0.0, 1.0, 8.0);
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// fragColor.rgb = diffuseBRDF(albedo, metrough.y, dotNV, dotNL, dotVH, dotLV) + wardSpecular(n, h, dotNL, dotNV, dotNH, fiberDirection, shinyParallel, shinyPerpendicular);
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// #endif
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fragColor.rgb *= lightColor;
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#ifdef _LampColTex
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// fragColor.rgb *= texture(texlampcolor, envMapEquirect(l)).rgb;
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fragColor.rgb *= pow(texture(texlampcolor, l.xy).rgb, vec3(2.2));
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#endif
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#ifdef _SSS
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float mask = g0.a;
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if (mask == 2.0) {
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fragColor.rgb *= SSSSTransmittance(1.0, 0.005, p, n, l);
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}
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#endif
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#ifdef _SSRS
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float tvis = traceShadow(-l, p);
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// vec2 coords = getProjectedCoord(hitCoord);
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// vec2 deltaCoords = abs(vec2(0.5, 0.5) - coords.xy);
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// float screenEdgeFactor = clamp(1.0 - (deltaCoords.x + deltaCoords.y), 0.0, 1.0);
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// tvis *= screenEdgeFactor;
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visibility *= tvis;
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#endif
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// #ifdef _VoxelGI
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// if (dotNL > 0.0) visibility *= traceShadowCone(p / voxelgiResolution.x, l, distance(p, lightPos) / voxelgiResolution.x, n);
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// #endif
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fragColor.rgb *= visibility;
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}
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