215 lines
4.7 KiB
GLSL
215 lines
4.7 KiB
GLSL
#version 450
|
|
|
|
#include "compiled.glsl"
|
|
#include "std/gbuffer.glsl"
|
|
#include "std/math.glsl"
|
|
#include "std/brdf.glsl"
|
|
#ifdef _Irr
|
|
#include "std/shirr.glsl"
|
|
#endif
|
|
#ifdef _VoxelGI
|
|
#include "std/conetrace.glsl"
|
|
#endif
|
|
#ifdef _VoxelAO
|
|
#include "std/conetrace.glsl"
|
|
#endif
|
|
#ifdef _DFAO
|
|
#include "std/sdf.glsl"
|
|
#endif
|
|
|
|
// uniform sampler2D gbufferD;
|
|
uniform sampler2D gbuffer0;
|
|
uniform sampler2D gbuffer1;
|
|
|
|
#ifdef _VoxelGI
|
|
uniform sampler3D voxels;
|
|
#endif
|
|
#ifdef _VoxelAO
|
|
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 _IndPos
|
|
uniform vec2 cameraProj;
|
|
uniform vec3 eye;
|
|
uniform vec3 eyeLook;
|
|
#endif
|
|
#ifdef _DFAO
|
|
//!uniform sampler3D sdftex;
|
|
#endif
|
|
|
|
in vec2 texCoord;
|
|
#ifdef _IndPos
|
|
in vec3 viewRay;
|
|
#endif
|
|
out vec4 fragColor;
|
|
|
|
void main() {
|
|
vec4 g0 = texture(gbuffer0, texCoord); // 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 = texture(gbuffer1, texCoord); // Basecolor.rgb,
|
|
vec3 albedo = surfaceAlbedo(g1.rgb, metrough.x); // g1.rgb - basecolor
|
|
|
|
#ifdef _IndPos
|
|
// #ifdef _InvY // D3D
|
|
// float depth = texture(gbufferD, texCoord).r * 2.0 - 1.0;
|
|
// #else
|
|
float depth = (1.0 - g0.a) * 2.0 - 1.0;
|
|
// #endif
|
|
vec3 p = getPos(eye, eyeLook, viewRay, depth, cameraProj);
|
|
#endif
|
|
#ifdef _Brdf
|
|
vec3 v = normalize(eye - p.xyz);
|
|
float dotNV = max(dot(n, v), 0.0);
|
|
vec3 f0 = surfaceF0(g1.rgb, metrough.x);
|
|
vec2 envBRDF = texture(senvmapBrdf, vec2(metrough.y, 1.0 - dotNV)).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
|
|
|
|
vec3 indirectSpecular = traceSpecular(voxels, voxpos, n, v, metrough.y);
|
|
indirectSpecular *= f0 * envBRDF.x + envBRDF.y;
|
|
|
|
fragColor.rgb = indirectDiffuse.rgb * voxelgiDiff * g1.rgb + indirectSpecular * voxelgiSpec;
|
|
|
|
// if (!isInsideCube(voxpos)) fragColor = vec4(1.0); // Show bounds
|
|
|
|
// float opacity = g1.a;
|
|
// if (opacity < 1.0) fragColor.rgb = mix(indirectRefractiveLight(-v, n, vec3(1.0), opacity, voxpos), fragColor.rgb, opacity);
|
|
#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;
|
|
#else
|
|
#ifdef _EnvCol
|
|
envl.rgb += backgroundCol * surfaceF0(g1.rgb, metrough.x); // f0
|
|
#endif
|
|
#endif
|
|
|
|
#ifdef _SSS
|
|
envl.rgb *= envmapStrength * fract(g1.a);
|
|
#else
|
|
#ifndef _VoxelGIRefract
|
|
envl.rgb *= envmapStrength * g1.a; // Occlusion
|
|
#endif
|
|
#endif
|
|
|
|
#ifdef _DFGI
|
|
envl.rgb = dfgi(p, n) * albedo;
|
|
#endif
|
|
|
|
#ifdef _VoxelAO
|
|
|
|
#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 *= texture(ssaotex, texCoord).rgb;
|
|
#else
|
|
fragColor.rgb *= texture(ssaotex, texCoord).r;
|
|
#endif
|
|
#endif
|
|
|
|
#ifdef _DFAO
|
|
fragColor.rgb *= dfao(p, n);
|
|
#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;
|
|
}
|