Do NOT use "[vertex]" in a comment... Kids, don't try to learn OpenGL on a production branch right before a stable release.
235 lines
5.4 KiB
GLSL
235 lines
5.4 KiB
GLSL
/* clang-format off */
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[vertex]
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#ifdef USE_GLES_OVER_GL
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#define lowp
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#define mediump
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#define highp
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#else
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precision highp float;
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precision highp int;
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#endif
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attribute highp vec2 vertex; // attrib:0
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/* clang-format on */
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attribute highp vec2 uv; // attrib:4
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varying highp vec2 uv_interp;
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void main() {
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uv_interp = uv;
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gl_Position = vec4(vertex, 0, 1);
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}
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/* clang-format off */
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[fragment]
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// texture2DLodEXT and textureCubeLodEXT are fragment shader specific.
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// Do not copy these defines in the vertex section.
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#ifndef USE_GLES_OVER_GL
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#ifdef GL_EXT_shader_texture_lod
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#extension GL_EXT_shader_texture_lod : enable
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#define texture2DLod(img, coord, lod) texture2DLodEXT(img, coord, lod)
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#define textureCubeLod(img, coord, lod) textureCubeLodEXT(img, coord, lod)
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#endif
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#endif // !USE_GLES_OVER_GL
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#ifdef GL_ARB_shader_texture_lod
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#extension GL_ARB_shader_texture_lod : enable
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#endif
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#if !defined(GL_EXT_shader_texture_lod) && !defined(GL_ARB_shader_texture_lod)
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#define texture2DLod(img, coord, lod) texture2D(img, coord, lod)
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#define textureCubeLod(img, coord, lod) textureCube(img, coord, lod)
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#endif
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#ifdef USE_GLES_OVER_GL
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#define lowp
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#define mediump
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#define highp
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#else
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#if defined(USE_HIGHP_PRECISION)
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precision highp float;
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precision highp int;
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#else
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precision mediump float;
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precision mediump int;
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#endif
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#endif
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#ifdef USE_SOURCE_PANORAMA
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uniform sampler2D source_panorama; //texunit:0
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#else
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uniform samplerCube source_cube; //texunit:0
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#endif
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/* clang-format on */
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uniform int face_id;
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uniform float roughness;
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varying highp vec2 uv_interp;
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uniform sampler2D radical_inverse_vdc_cache; // texunit:1
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#define M_PI 3.14159265359
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#ifdef LOW_QUALITY
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#define SAMPLE_COUNT 64
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#else
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#define SAMPLE_COUNT 512
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#endif
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#ifdef USE_SOURCE_PANORAMA
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vec4 texturePanorama(sampler2D pano, vec3 normal) {
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vec2 st = vec2(
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atan(normal.x, normal.z),
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acos(normal.y));
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if (st.x < 0.0)
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st.x += M_PI * 2.0;
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st /= vec2(M_PI * 2.0, M_PI);
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return texture2DLod(pano, st, 0.0);
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}
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#endif
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vec3 texelCoordToVec(vec2 uv, int faceID) {
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mat3 faceUvVectors[6];
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// -x
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faceUvVectors[0][0] = vec3(0.0, 0.0, 1.0); // u -> +z
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faceUvVectors[0][1] = vec3(0.0, -1.0, 0.0); // v -> -y
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faceUvVectors[0][2] = vec3(-1.0, 0.0, 0.0); // -x face
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// +x
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faceUvVectors[1][0] = vec3(0.0, 0.0, -1.0); // u -> -z
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faceUvVectors[1][1] = vec3(0.0, -1.0, 0.0); // v -> -y
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faceUvVectors[1][2] = vec3(1.0, 0.0, 0.0); // +x face
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// -y
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faceUvVectors[2][0] = vec3(1.0, 0.0, 0.0); // u -> +x
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faceUvVectors[2][1] = vec3(0.0, 0.0, -1.0); // v -> -z
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faceUvVectors[2][2] = vec3(0.0, -1.0, 0.0); // -y face
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// +y
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faceUvVectors[3][0] = vec3(1.0, 0.0, 0.0); // u -> +x
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faceUvVectors[3][1] = vec3(0.0, 0.0, 1.0); // v -> +z
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faceUvVectors[3][2] = vec3(0.0, 1.0, 0.0); // +y face
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// -z
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faceUvVectors[4][0] = vec3(-1.0, 0.0, 0.0); // u -> -x
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faceUvVectors[4][1] = vec3(0.0, -1.0, 0.0); // v -> -y
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faceUvVectors[4][2] = vec3(0.0, 0.0, -1.0); // -z face
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// +z
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faceUvVectors[5][0] = vec3(1.0, 0.0, 0.0); // u -> +x
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faceUvVectors[5][1] = vec3(0.0, -1.0, 0.0); // v -> -y
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faceUvVectors[5][2] = vec3(0.0, 0.0, 1.0); // +z face
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// out = u * s_faceUv[0] + v * s_faceUv[1] + s_faceUv[2].
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vec3 result;
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for (int i = 0; i < 6; i++) {
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if (i == faceID) {
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result = (faceUvVectors[i][0] * uv.x) + (faceUvVectors[i][1] * uv.y) + faceUvVectors[i][2];
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break;
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}
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}
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return normalize(result);
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}
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vec3 ImportanceSampleGGX(vec2 Xi, float Roughness, vec3 N) {
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float a = Roughness * Roughness; // DISNEY'S ROUGHNESS [see Burley'12 siggraph]
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// Compute distribution direction
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float Phi = 2.0 * M_PI * Xi.x;
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float CosTheta = sqrt((1.0 - Xi.y) / (1.0 + (a * a - 1.0) * Xi.y));
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float SinTheta = sqrt(1.0 - CosTheta * CosTheta);
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// Convert to spherical direction
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vec3 H;
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H.x = SinTheta * cos(Phi);
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H.y = SinTheta * sin(Phi);
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H.z = CosTheta;
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vec3 UpVector = abs(N.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0);
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vec3 TangentX = normalize(cross(UpVector, N));
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vec3 TangentY = cross(N, TangentX);
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// Tangent to world space
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return TangentX * H.x + TangentY * H.y + N * H.z;
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}
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float radical_inverse_VdC(int i) {
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return texture2D(radical_inverse_vdc_cache, vec2(float(i) / 512.0, 0.0)).x;
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}
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vec2 Hammersley(int i, int N) {
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return vec2(float(i) / float(N), radical_inverse_VdC(i));
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}
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uniform bool z_flip;
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void main() {
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vec3 color = vec3(0.0);
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vec2 uv = (uv_interp * 2.0) - 1.0;
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vec3 N = texelCoordToVec(uv, face_id);
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#ifdef USE_DIRECT_WRITE
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#ifdef USE_SOURCE_PANORAMA
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gl_FragColor = vec4(texturePanorama(source_panorama, N).rgb, 1.0);
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#else
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gl_FragColor = vec4(textureCube(source_cube, N).rgb, 1.0);
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#endif //USE_SOURCE_PANORAMA
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#else
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vec4 sum = vec4(0.0);
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for (int sample_num = 0; sample_num < SAMPLE_COUNT; sample_num++) {
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vec2 xi = Hammersley(sample_num, SAMPLE_COUNT);
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vec3 H = ImportanceSampleGGX(xi, roughness, N);
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vec3 V = N;
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vec3 L = (2.0 * dot(V, H) * H - V);
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float NdotL = clamp(dot(N, L), 0.0, 1.0);
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if (NdotL > 0.0) {
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#ifdef USE_SOURCE_PANORAMA
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vec3 val = texturePanorama(source_panorama, L).rgb;
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#else
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vec3 val = textureCubeLod(source_cube, L, 0.0).rgb;
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#endif
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//mix using Linear, to approximate high end back-end
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val = mix(pow((val + vec3(0.055)) * (1.0 / (1.0 + 0.055)), vec3(2.4)), val * (1.0 / 12.92), vec3(lessThan(val, vec3(0.04045))));
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sum.rgb += val * NdotL;
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sum.a += NdotL;
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}
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}
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sum /= sum.a;
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vec3 a = vec3(0.055);
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sum.rgb = mix((vec3(1.0) + a) * pow(sum.rgb, vec3(1.0 / 2.4)) - a, 12.92 * sum.rgb, vec3(lessThan(sum.rgb, vec3(0.0031308))));
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gl_FragColor = vec4(sum.rgb, 1.0);
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#endif
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}
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