422 lines
9.5 KiB
GLSL
422 lines
9.5 KiB
GLSL
#version 450
|
|
|
|
#include "compiled.inc"
|
|
#include "std/gbuffer.glsl"
|
|
#include "std/light.glsl"
|
|
#ifdef _Clusters
|
|
#include "std/clusters.glsl"
|
|
#endif
|
|
#ifdef _Irr
|
|
#include "std/shirr.glsl"
|
|
#endif
|
|
#ifdef _VoxelAOvar
|
|
#include "std/conetrace.glsl"
|
|
#endif
|
|
#ifdef _SSS
|
|
#include "std/sss.glsl"
|
|
#endif
|
|
#ifdef _SSRS
|
|
#include "std/ssrs.glsl"
|
|
#endif
|
|
|
|
uniform sampler2D gbufferD;
|
|
uniform sampler2D gbuffer0;
|
|
uniform sampler2D gbuffer1;
|
|
|
|
#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;
|
|
#ifdef _ShadowMap
|
|
#ifdef _SinglePoint
|
|
//!uniform sampler2DShadow shadowMapSpot[1];
|
|
//!uniform mat4 LWVPSpot0;
|
|
#endif
|
|
#ifdef _Clusters
|
|
//!uniform sampler2DShadow shadowMapSpot[4];
|
|
//!uniform mat4 LWVPSpot0;
|
|
//!uniform mat4 LWVPSpot1;
|
|
//!uniform mat4 LWVPSpot2;
|
|
//!uniform mat4 LWVPSpot3;
|
|
#endif
|
|
#endif
|
|
#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;
|
|
#endif
|
|
|
|
#ifdef _ShadowMap
|
|
#ifdef _SinglePoint
|
|
#ifdef _Spot
|
|
//!uniform sampler2DShadow shadowMapSpot[1];
|
|
//!uniform mat4 LWVPSpot0;
|
|
#else
|
|
//!uniform samplerCubeShadow shadowMapPoint[1];
|
|
//!uniform vec2 lightProj;
|
|
#endif
|
|
#endif
|
|
#ifdef _Clusters
|
|
//!uniform samplerCubeShadow shadowMapPoint[4];
|
|
//!uniform vec2 lightProj;
|
|
#ifdef _Spot
|
|
//!uniform sampler2DShadow shadowMapSpot[4];
|
|
//!uniform mat4 LWVPSpot0;
|
|
//!uniform mat4 LWVPSpot1;
|
|
//!uniform mat4 LWVPSpot2;
|
|
//!uniform mat4 LWVPSpot3;
|
|
#endif
|
|
#endif
|
|
#endif
|
|
|
|
#ifdef _Sun
|
|
uniform vec3 sunDir;
|
|
uniform vec3 sunCol;
|
|
#ifdef _ShadowMap
|
|
uniform sampler2DShadow shadowMap;
|
|
uniform float shadowsBias;
|
|
#ifdef _CSM
|
|
//!uniform vec4 casData[shadowmapCascades * 4 + 4];
|
|
#else
|
|
uniform mat4 LWVP;
|
|
#endif
|
|
#endif // _ShadowMap
|
|
#endif
|
|
|
|
#ifdef _SinglePoint // Fast path for single light
|
|
uniform vec3 pointPos;
|
|
uniform vec3 pointCol;
|
|
#ifdef _ShadowMap
|
|
uniform float pointBias;
|
|
#endif
|
|
#ifdef _Spot
|
|
uniform vec3 spotDir;
|
|
uniform vec2 spotData;
|
|
#endif
|
|
#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, matid
|
|
|
|
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);
|
|
|
|
float roughness = g0.b;
|
|
float metallic;
|
|
uint matid;
|
|
unpackFloatInt16(g0.a, metallic, matid);
|
|
|
|
vec4 g1 = textureLod(gbuffer1, texCoord, 0.0); // Basecolor.rgb, spec/occ
|
|
vec2 occspec = unpackFloat2(g1.a);
|
|
vec3 albedo = surfaceAlbedo(g1.rgb, metallic); // g1.rgb - basecolor
|
|
vec3 f0 = surfaceF0(g1.rgb, metallic);
|
|
|
|
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 _MicroShadowing
|
|
occspec.x = mix(1.0, occspec.x, dotNV); // AO Fresnel
|
|
#endif
|
|
|
|
#ifdef _Brdf
|
|
vec2 envBRDF = textureLod(senvmapBrdf, vec2(roughness, 1.0 - dotNV), 0.0).xy;
|
|
#endif
|
|
|
|
// Envmap
|
|
#ifdef _Irr
|
|
vec3 envl = shIrradiance(n, shirr);
|
|
#ifdef _EnvTex
|
|
envl /= PI;
|
|
#endif
|
|
#else
|
|
vec3 envl = vec3(1.0);
|
|
#endif
|
|
|
|
#ifdef _Rad
|
|
vec3 reflectionWorld = reflect(-v, n);
|
|
float lod = getMipFromRoughness(roughness, 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, metallic); // f0
|
|
#endif
|
|
#endif
|
|
|
|
envl.rgb *= envmapStrength * occspec.x;
|
|
|
|
#ifdef _VoxelAOvar
|
|
|
|
#ifdef _VoxelGICam
|
|
vec3 voxpos = (p - eyeSnap) / voxelgiHalfExtents;
|
|
#else
|
|
vec3 voxpos = p / voxelgiHalfExtents;
|
|
#endif
|
|
|
|
#ifndef _VoxelAONoTrace
|
|
#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
|
|
|
|
#endif
|
|
|
|
fragColor.rgb = envl;
|
|
|
|
#ifdef _SSAO
|
|
// #ifdef _RTGI
|
|
// fragColor.rgb *= textureLod(ssaotex, texCoord, 0.0).rgb;
|
|
// #else
|
|
fragColor.rgb *= textureLod(ssaotex, texCoord, 0.0).r;
|
|
// #endif
|
|
#endif
|
|
|
|
#ifdef _Emission
|
|
if (matid == 1) {
|
|
fragColor.rgb += g1.rgb; // materialid
|
|
albedo = vec3(0.0);
|
|
}
|
|
#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, roughness, sdotNL, sdotNH, dotNV, sdotVH) * occspec.y;
|
|
|
|
#ifdef _ShadowMap
|
|
#ifdef _CSM
|
|
svisibility = shadowTestCascade(shadowMap, eye, p + n * shadowsBias * 10, shadowsBias);
|
|
#else
|
|
vec4 lPos = LWVP * vec4(p + n * shadowsBias * 100, 1.0);
|
|
if (lPos.w > 0.0) svisibility = shadowTest(shadowMap, lPos.xyz / lPos.w, shadowsBias);
|
|
#endif
|
|
#endif
|
|
|
|
#ifdef _VoxelAOvar
|
|
#ifdef _VoxelShadow
|
|
svisibility *= 1.0 - traceShadow(voxels, voxpos, sunDir);
|
|
#endif
|
|
#endif
|
|
|
|
#ifdef _SSRS
|
|
// 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);
|
|
svisibility *= traceShadowSS(sunDir, p, gbufferD, invVP, eye);
|
|
#endif
|
|
|
|
#ifdef _LightClouds
|
|
svisibility *= textureLod(texClouds, vec2(p.xy / 100.0 + time / 80.0), 0.0).r * dot(n, vec3(0,0,1));
|
|
#endif
|
|
|
|
#ifdef _MicroShadowing
|
|
svisibility *= sdotNL + 2.0 * occspec.x * occspec.x - 1.0;
|
|
#endif
|
|
|
|
fragColor.rgb += sdirect * svisibility * sunCol;
|
|
|
|
// #ifdef _Hair // Aniso
|
|
// if (matid == 2) {
|
|
// const float shinyParallel = roughness;
|
|
// 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, roughness, dotNV, dotNL, dotVH) + wardSpecular(n, h, dotNL, dotNV, dotNH, T, shinyParallel, shinyPerpendicular) * spec;
|
|
// }
|
|
// #endif
|
|
|
|
#ifdef _SSS
|
|
if (matid == 2) {
|
|
#ifdef _CSM
|
|
int casi, casindex;
|
|
mat4 LWVP = getCascadeMat(distance(eye, p), casi, casindex);
|
|
#endif
|
|
fragColor.rgb += fragColor.rgb * SSSSTransmittance(LWVP, p, n, sunDir, lightPlane.y, shadowMap);
|
|
}
|
|
#endif
|
|
|
|
#endif // _Sun
|
|
|
|
#ifdef _SinglePoint
|
|
|
|
fragColor.rgb += sampleLight(
|
|
p, n, v, dotNV, pointPos, pointCol, albedo, roughness, occspec.y, f0
|
|
#ifdef _ShadowMap
|
|
, 0, pointBias, true
|
|
#endif
|
|
#ifdef _Spot
|
|
, true, spotData.x, spotData.y, spotDir
|
|
#endif
|
|
#ifdef _VoxelAOvar
|
|
#ifdef _VoxelShadow
|
|
, voxels, voxpos
|
|
#endif
|
|
#endif
|
|
#ifdef _MicroShadowing
|
|
, occspec.x
|
|
#endif
|
|
#ifdef _SSRS
|
|
, gbufferD, invVP, eye
|
|
#endif
|
|
);
|
|
|
|
#ifdef _Spot
|
|
#ifdef _SSS
|
|
if (matid == 2) fragColor.rgb += fragColor.rgb * SSSSTransmittance(LWVPSpot0, p, n, normalize(pointPos - p), lightPlane.y, shadowMapSpot[0]);
|
|
#endif
|
|
#endif
|
|
|
|
#endif
|
|
|
|
#ifdef _Clusters
|
|
float viewz = linearize(depth * 0.5 + 0.5, cameraProj);
|
|
int clusterI = getClusterI(texCoord, viewz, cameraPlane);
|
|
int numLights = int(texelFetch(clustersData, ivec2(clusterI, 0), 0).r * 255);
|
|
|
|
#ifdef HLSL
|
|
viewz += textureLod(clustersData, vec2(0.0), 0.0).r * 1e-9; // TODO: krafix bug, needs to generate sampler
|
|
#endif
|
|
|
|
#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);
|
|
fragColor.rgb += sampleLight(
|
|
p,
|
|
n,
|
|
v,
|
|
dotNV,
|
|
lightsArray[li * 2].xyz, // lp
|
|
lightsArray[li * 2 + 1].xyz, // lightCol
|
|
albedo,
|
|
roughness,
|
|
occspec.y,
|
|
f0
|
|
#ifdef _ShadowMap
|
|
, li, lightsArray[li * 2].w, true // bias
|
|
#endif
|
|
#ifdef _Spot
|
|
, li > numPoints - 1
|
|
, lightsArray[li * 2 + 1].w // cutoff
|
|
, lightsArraySpot[li].w // cutoff - exponent
|
|
, lightsArraySpot[li].xyz // spotDir
|
|
#endif
|
|
#ifdef _MicroShadowing
|
|
, occspec.x
|
|
#endif
|
|
#ifdef _SSRS
|
|
, gbufferD, invVP, eye
|
|
#endif
|
|
);
|
|
}
|
|
#endif // _Clusters
|
|
|
|
fragColor.a = 1.0; // Mark as opaque
|
|
}
|