armory/Shaders/deferred_light_mobile/deferred_light.frag.glsl
2019-07-07 22:02:07 +02:00

233 lines
5.4 KiB
GLSL

#version 450
#include "compiled.inc"
#include "std/gbuffer.glsl"
#include "std/math.glsl"
#include "std/light_mobile.glsl"
#ifdef _Clusters
#include "std/clusters.glsl"
#endif
#ifdef _Irr
#include "std/shirr.glsl"
#endif
uniform sampler2D gbufferD;
uniform sampler2D gbuffer0;
uniform sampler2D gbuffer1;
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
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;
uniform float pointBias;
#ifdef _Spot
uniform vec3 spotDir;
uniform vec2 spotData;
#endif
#endif
in vec2 texCoord;
in vec3 viewRay;
out vec4 fragColor;
void main() {
vec4 g0 = textureLod(gbuffer0, texCoord, 0.0); // 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);
float roughness = g0.b;
float metallic;
uint matid;
unpackFloatInt16(g0.a, 4, 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 _Brdf
vec2 envBRDF = textureLod(senvmapBrdf, vec2(roughness, 1.0 - dotNV), 0.0).xy;
#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(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;
fragColor.rgb = envl;
#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, shadowmapSize * vec2(shadowmapCascades, 1.0));
#else
vec4 lPos = LWVP * vec4(p + n * shadowsBias * 100, 1.0);
if (lPos.w > 0.0) svisibility = shadowTest(shadowMap, lPos.xyz / lPos.w, shadowsBias, shadowmapSize);
#endif
#endif
fragColor.rgb += sdirect * svisibility * sunCol;
#endif
#ifdef _SinglePoint
fragColor.rgb += sampleLight(
p, n, v, dotNV, pointPos, pointCol, albedo, roughness, occspec.y, f0
#ifdef _ShadowMap
, 0, pointBias
#endif
#ifdef _Spot
, true, spotData.x, spotData.y, spotDir
#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 // bias
#endif
#ifdef _Spot
, li > numPoints - 1
, lightsArray[li * 2 + 1].w // cutoff
, lightsArraySpot[li].w // cutoff - exponent
, lightsArraySpot[li].xyz // spotDir
#endif
);
}
#endif // _Clusters
}