armory/raw/hybrid/overlay.frag.glsl
2016-10-12 17:52:27 +02:00

338 lines
9.2 KiB
GLSL

#version 450
#ifdef GL_ES
precision mediump float;
#endif
#define _NoShadows
#include "../compiled.glsl"
#ifdef _BaseTex
uniform sampler2D sbase;
#endif
#ifndef _NoShadows
uniform sampler2D shadowMap;
#endif
uniform float shirr[27];
#ifdef _Rad
uniform sampler2D senvmapRadiance;
uniform sampler2D senvmapBrdf;
uniform int envmapNumMipmaps;
#endif
#ifdef _NorTex
uniform sampler2D snormal;
#endif
#ifdef _OccTex
uniform sampler2D socclusion;
#else
uniform float occlusion;
#endif
#ifdef _RoughTex
uniform sampler2D srough;
#else
uniform float roughness;
#endif
#ifdef _MetTex
uniform sampler2D smetal;
#else
uniform float metalness;
#endif
#ifdef _HeightTex
uniform sampler2D sheight;
uniform float heightStrength;
#endif
uniform float envmapStrength;
uniform bool receiveShadow;
uniform vec3 lightDir;
uniform vec3 lightColor;
uniform float lightStrength;
in vec3 position;
#ifdef _Tex
in vec2 texCoord;
#endif
in vec4 lPos;
in vec4 matColor;
in vec3 eyeDir;
#ifdef _NorTex
in mat3 TBN;
#else
in vec3 normal;
#endif
out vec4 fragColor;
#ifndef _NoShadows
float texture2DCompare(vec2 uv, float compare) {
float depth = texture(shadowMap, uv).r * 2.0 - 1.0;
return step(compare, depth);
}
float texture2DShadowLerp(vec2 size, vec2 uv, float compare) {
vec2 texelSize = vec2(1.0) / size;
vec2 f = fract(uv * size + 0.5);
vec2 centroidUV = floor(uv * size + 0.5) / size;
float lb = texture2DCompare(centroidUV + texelSize * vec2(0.0, 0.0), compare);
float lt = texture2DCompare(centroidUV + texelSize * vec2(0.0, 1.0), compare);
float rb = texture2DCompare(centroidUV + texelSize * vec2(1.0, 0.0), compare);
float rt = texture2DCompare(centroidUV + texelSize * vec2(1.0, 1.0), compare);
float a = mix(lb, lt, f.y);
float b = mix(rb, rt, f.y);
float c = mix(a, b, f.x);
return c;
}
float PCF(vec2 uv, float compare) {
float result = 0.0;
// for (int x = -1; x <= 1; x++){
// for(int y = -1; y <= 1; y++){
// vec2 off = vec2(x, y) / shadowmapSize;
// result += texture2DShadowLerp(shadowmapSize, uv + off, compare);
vec2 off = vec2(-1, -1) / shadowmapSize;
result += texture2DShadowLerp(shadowmapSize, uv + off, compare);
off = vec2(-1, 0) / shadowmapSize;
result += texture2DShadowLerp(shadowmapSize, uv + off, compare);
off = vec2(-1, 1) / shadowmapSize;
result += texture2DShadowLerp(shadowmapSize, uv + off, compare);
off = vec2(0, -1) / shadowmapSize;
result += texture2DShadowLerp(shadowmapSize, uv + off, compare);
off = vec2(0, 0) / shadowmapSize;
result += texture2DShadowLerp(shadowmapSize, uv + off, compare);
off = vec2(0, 1) / shadowmapSize;
result += texture2DShadowLerp(shadowmapSize, uv + off, compare);
off = vec2(1, -1) / shadowmapSize;
result += texture2DShadowLerp(shadowmapSize, uv + off, compare);
off = vec2(1, 0) / shadowmapSize;
result += texture2DShadowLerp(shadowmapSize, uv + off, compare);
off = vec2(1, 1) / shadowmapSize;
result += texture2DShadowLerp(shadowmapSize, uv + off, compare);
// }
// }
return result / 9.0;
}
float shadowTest(vec4 lPos) {
vec4 lPosH = lPos / lPos.w;
lPosH.x = (lPosH.x + 1.0) / 2.0;
lPosH.y = (lPosH.y + 1.0) / 2.0;
return PCF(lPosH.xy, lPosH.z - shadowsBias);
}
#endif
vec3 shIrradiance(vec3 nor, float scale) {
const float c1 = 0.429043;
const float c2 = 0.511664;
const float c3 = 0.743125;
const float c4 = 0.886227;
const float c5 = 0.247708;
vec3 cl00, cl1m1, cl10, cl11, cl2m2, cl2m1, cl20, cl21, cl22;
cl00 = vec3(shirr[0], shirr[1], shirr[2]);
cl1m1 = vec3(shirr[3], shirr[4], shirr[5]);
cl10 = vec3(shirr[6], shirr[7], shirr[8]);
cl11 = vec3(shirr[9], shirr[10], shirr[11]);
cl2m2 = vec3(shirr[12], shirr[13], shirr[14]);
cl2m1 = vec3(shirr[15], shirr[16], shirr[17]);
cl20 = vec3(shirr[18], shirr[19], shirr[20]);
cl21 = vec3(shirr[21], shirr[22], shirr[23]);
cl22 = vec3(shirr[24], shirr[25], shirr[26]);
return (
c1 * cl22 * (nor.y * nor.y - (-nor.z) * (-nor.z)) +
c3 * cl20 * nor.x * nor.x +
c4 * cl00 -
c5 * cl20 +
2.0 * c1 * cl2m2 * nor.y * (-nor.z) +
2.0 * c1 * cl21 * nor.y * nor.x +
2.0 * c1 * cl2m1 * (-nor.z) * nor.x +
2.0 * c2 * cl11 * nor.y +
2.0 * c2 * cl1m1 * (-nor.z) +
2.0 * c2 * cl10 * nor.x
) * scale;
}
vec2 envMapEquirect(vec3 normal) {
float phi = acos(normal.z);
float theta = atan(-normal.y, normal.x) + PI;
return vec2(theta / PI2, phi / PI);
}
vec2 LightingFuncGGX_FV(float dotLH, float roughness) {
float alpha = roughness*roughness;
// F
float F_a, F_b;
float dotLH5 = pow(1.0 - dotLH, 5.0);
F_a = 1.0;
F_b = dotLH5;
// V
float vis;
float k = alpha / 2.0;
float k2 = k * k;
float invK2 = 1.0 - k2;
//vis = rcp(dotLH * dotLH * invK2 + k2);
vis = inversesqrt(dotLH * dotLH * invK2 + k2);
return vec2(F_a * vis, F_b * vis);
}
float LightingFuncGGX_D(float dotNH, float roughness) {
float alpha = roughness * roughness;
float alphaSqr = alpha * alpha;
float pi = 3.14159;
float denom = dotNH * dotNH * (alphaSqr - 1.0) + 1.0;
float D = alphaSqr / (pi * denom * denom);
return D;
}
// John Hable - Optimizing GGX Shaders
// http://www.filmicworlds.com/2014/04/21/optimizing-ggx-shaders-with-dotlh/
float LightingFuncGGX_OPT3(float dotNL, float dotLH, float dotNH, float roughness, float F0) {
// vec3 H = normalize(V + L);
// float dotNL = clamp(dot(N, L), 0.0, 1.0);
// float dotLH = clamp(dot(L, H), 0.0, 1.0);
// float dotNH = clamp(dot(N, H), 0.0, 1.0);
float D = LightingFuncGGX_D(dotNH, roughness);
vec2 FV_helper = LightingFuncGGX_FV(dotLH, roughness);
float FV = F0 * FV_helper.x + (1.0 - F0) * FV_helper.y;
float specular = dotNL * D * FV;
return specular;
}
vec3 f_schlick(vec3 f0, float vh) {
return f0 + (1.0-f0)*exp2((-5.55473 * vh - 6.98316)*vh);
}
float v_smithschlick(float nl, float nv, float a) {
return 1.0 / ( (nl*(1.0-a)+a) * (nv*(1.0-a)+a) );
}
float d_ggx(float nh, float a) {
float a2 = a*a;
float denom = pow(nh*nh * (a2-1.0) + 1.0, 2.0);
return a2 * (1.0 / 3.1415926535) / denom;
}
vec3 specularBRDF(vec3 f0, float roughness, float nl, float nh, float nv, float vh, float lh) {
float a = roughness * roughness;
return d_ggx(nh, a) * clamp(v_smithschlick(nl, nv, a), 0.0, 1.0) * f_schlick(f0, vh) / 4.0;
//return vec3(LightingFuncGGX_OPT3(nl, lh, nh, roughness, f0[0]));
}
vec3 lambert(vec3 albedo, float nl) {
return albedo * max(0.0, nl);
}
vec3 diffuseBRDF(vec3 albedo, float roughness, float nv, float nl, float vh, float lv) {
return lambert(albedo, nl);
}
vec3 surfaceAlbedo(vec3 baseColor, float metalness) {
return mix(baseColor, vec3(0.0), metalness);
}
vec3 surfaceF0(vec3 baseColor, float metalness) {
return mix(vec3(0.04), baseColor, metalness);
}
#ifdef _Rad
float getMipLevelFromRoughness(float roughness) {
// First mipmap level = roughness 0, last = roughness = 1
return roughness * envmapNumMipmaps;
}
#endif
void main() {
#ifdef _NorTex
vec3 n = (texture(snormal, texCoord).rgb * 2.0 - 1.0);
n = normalize(TBN * normalize(n));
#else
vec3 n = normalize(normal);
#endif
vec3 l = normalize(lightDir);
float dotNL = max(dot(n, l), 0.0);
float visibility = 1.0;
#ifndef _NoShadows
if (receiveShadow) {
if (lPos.w > 0.0) {
visibility = shadowTest(lPos);
}
}
#endif
vec3 baseColor = matColor.rgb;
#ifdef _BaseTex
vec4 texel = texture(sbase, texCoord);
#ifdef _AlphaTest
if (texel.a < 0.4)
discard;
#endif
texel.rgb = pow(texel.rgb, vec3(2.2));
baseColor *= texel.rgb;
#endif
vec3 v = normalize(eyeDir);
vec3 h = normalize(v + l);
float dotNV = max(dot(n, v), 0.0);
float dotNH = max(dot(n, h), 0.0);
float dotVH = max(dot(v, h), 0.0);
float dotLV = max(dot(l, v), 0.0);
float dotLH = max(dot(l, h), 0.0);
#ifdef _MetTex
float metalness = texture(smetal, texCoord).r;
#endif
vec3 albedo = surfaceAlbedo(baseColor, metalness);
vec3 f0 = surfaceF0(baseColor, metalness);
#ifdef _RoughTex
float roughness = texture(srough, texCoord).r;
#endif
// Direct
vec3 direct = diffuseBRDF(albedo, roughness, dotNV, dotNL, dotVH, dotLV) + specularBRDF(f0, roughness, dotNL, dotNH, dotNV, dotVH, dotLH);
direct = direct * lightColor * lightStrength;
// Indirect
vec3 indirectDiffuse = shIrradiance(n, 2.2) / PI;
#ifdef _EnvLDR
indirectDiffuse = pow(indirectDiffuse, vec3(2.2));
#endif
indirectDiffuse *= albedo;
vec3 indirect = indirectDiffuse;
#ifdef _Rad
vec3 reflectionWorld = reflect(-v, n);
float lod = getMipLevelFromRoughness(roughness);// + 1.0;
vec3 prefilteredColor = textureLod(senvmapRadiance, envMapEquirect(reflectionWorld), lod).rgb;
#ifdef _EnvLDR
prefilteredColor = pow(prefilteredColor, vec3(2.2));
#endif
vec2 envBRDF = texture(senvmapBrdf, vec2(roughness, 1.0 - dotNV)).xy;
vec3 indirectSpecular = prefilteredColor * (f0 * envBRDF.x + envBRDF.y);
indirect += indirectSpecular;
#endif
indirect = indirect * lightColor * lightStrength * envmapStrength;
fragColor = vec4(vec3(direct * visibility + indirect), 1.0);
#ifdef _OccTex
vec3 occ = texture(socclusion, texCoord).rgb;
fragColor.rgb *= occ;
#else
fragColor.rgb *= occlusion;
#endif
#ifdef _LDR
fragColor.rgb = vec3(pow(fragColor.rgb, vec3(1.0 / 2.2)));
// #else
// fragColor = vec4(fragColor.rgb, fragColor.a);
#endif
}