godot/drivers/gles3/shaders/cubemap_filter.glsl
Rémi Verschelde 90a224c6eb
Merge pull request #35310 from akien-mga/gles3-irradiance-small-optimization
GLES3: Slight optimization to irradiance compute
2020-01-19 18:55:51 +01:00

371 lines
9.6 KiB
GLSL

/* clang-format off */
[vertex]
layout(location = 0) in highp vec2 vertex;
/* clang-format on */
layout(location = 4) in highp vec2 uv;
out highp vec2 uv_interp;
void main() {
uv_interp = uv;
gl_Position = vec4(vertex, 0, 1);
}
/* clang-format off */
[fragment]
precision highp float;
/* clang-format on */
precision highp int;
#ifdef USE_SOURCE_PANORAMA
uniform sampler2D source_panorama; //texunit:0
uniform float source_resolution;
#endif
#ifdef USE_SOURCE_DUAL_PARABOLOID_ARRAY
uniform sampler2DArray source_dual_paraboloid_array; //texunit:0
uniform int source_array_index;
#endif
#ifdef USE_SOURCE_DUAL_PARABOLOID
uniform sampler2D source_dual_paraboloid; //texunit:0
#endif
#if defined(USE_SOURCE_DUAL_PARABOLOID) || defined(COMPUTE_IRRADIANCE)
uniform float source_mip_level;
#endif
#if !defined(USE_SOURCE_DUAL_PARABOLOID_ARRAY) && !defined(USE_SOURCE_PANORAMA) && !defined(USE_SOURCE_DUAL_PARABOLOID)
uniform samplerCube source_cube; //texunit:0
#endif
uniform int face_id;
uniform float roughness;
in highp vec2 uv_interp;
layout(location = 0) out vec4 frag_color;
#define M_PI 3.14159265359
vec3 texelCoordToVec(vec2 uv, int faceID) {
mat3 faceUvVectors[6];
/*
// -x
faceUvVectors[1][0] = vec3(0.0, 0.0, 1.0); // u -> +z
faceUvVectors[1][1] = vec3(0.0, -1.0, 0.0); // v -> -y
faceUvVectors[1][2] = vec3(-1.0, 0.0, 0.0); // -x face
// +x
faceUvVectors[0][0] = vec3(0.0, 0.0, -1.0); // u -> -z
faceUvVectors[0][1] = vec3(0.0, -1.0, 0.0); // v -> -y
faceUvVectors[0][2] = vec3(1.0, 0.0, 0.0); // +x face
// -y
faceUvVectors[3][0] = vec3(1.0, 0.0, 0.0); // u -> +x
faceUvVectors[3][1] = vec3(0.0, 0.0, -1.0); // v -> -z
faceUvVectors[3][2] = vec3(0.0, -1.0, 0.0); // -y face
// +y
faceUvVectors[2][0] = vec3(1.0, 0.0, 0.0); // u -> +x
faceUvVectors[2][1] = vec3(0.0, 0.0, 1.0); // v -> +z
faceUvVectors[2][2] = vec3(0.0, 1.0, 0.0); // +y face
// -z
faceUvVectors[5][0] = vec3(-1.0, 0.0, 0.0); // u -> -x
faceUvVectors[5][1] = vec3(0.0, -1.0, 0.0); // v -> -y
faceUvVectors[5][2] = vec3(0.0, 0.0, -1.0); // -z face
// +z
faceUvVectors[4][0] = vec3(1.0, 0.0, 0.0); // u -> +x
faceUvVectors[4][1] = vec3(0.0, -1.0, 0.0); // v -> -y
faceUvVectors[4][2] = vec3(0.0, 0.0, 1.0); // +z face
*/
// -x
faceUvVectors[0][0] = vec3(0.0, 0.0, 1.0); // u -> +z
faceUvVectors[0][1] = vec3(0.0, -1.0, 0.0); // v -> -y
faceUvVectors[0][2] = vec3(-1.0, 0.0, 0.0); // -x face
// +x
faceUvVectors[1][0] = vec3(0.0, 0.0, -1.0); // u -> -z
faceUvVectors[1][1] = vec3(0.0, -1.0, 0.0); // v -> -y
faceUvVectors[1][2] = vec3(1.0, 0.0, 0.0); // +x face
// -y
faceUvVectors[2][0] = vec3(1.0, 0.0, 0.0); // u -> +x
faceUvVectors[2][1] = vec3(0.0, 0.0, -1.0); // v -> -z
faceUvVectors[2][2] = vec3(0.0, -1.0, 0.0); // -y face
// +y
faceUvVectors[3][0] = vec3(1.0, 0.0, 0.0); // u -> +x
faceUvVectors[3][1] = vec3(0.0, 0.0, 1.0); // v -> +z
faceUvVectors[3][2] = vec3(0.0, 1.0, 0.0); // +y face
// -z
faceUvVectors[4][0] = vec3(-1.0, 0.0, 0.0); // u -> -x
faceUvVectors[4][1] = vec3(0.0, -1.0, 0.0); // v -> -y
faceUvVectors[4][2] = vec3(0.0, 0.0, -1.0); // -z face
// +z
faceUvVectors[5][0] = vec3(1.0, 0.0, 0.0); // u -> +x
faceUvVectors[5][1] = vec3(0.0, -1.0, 0.0); // v -> -y
faceUvVectors[5][2] = vec3(0.0, 0.0, 1.0); // +z face
// out = u * s_faceUv[0] + v * s_faceUv[1] + s_faceUv[2].
vec3 result = (faceUvVectors[faceID][0] * uv.x) + (faceUvVectors[faceID][1] * uv.y) + faceUvVectors[faceID][2];
return normalize(result);
}
vec3 ImportanceSampleGGX(vec2 Xi, float Roughness, vec3 N) {
float a = Roughness * Roughness; // DISNEY'S ROUGHNESS [see Burley'12 siggraph]
// Compute distribution direction
float Phi = 2.0 * M_PI * Xi.x;
float CosTheta = sqrt((1.0 - Xi.y) / (1.0 + (a * a - 1.0) * Xi.y));
float SinTheta = sqrt(1.0 - CosTheta * CosTheta);
// Convert to spherical direction
vec3 H;
H.x = SinTheta * cos(Phi);
H.y = SinTheta * sin(Phi);
H.z = CosTheta;
vec3 UpVector = abs(N.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0);
vec3 TangentX = normalize(cross(UpVector, N));
vec3 TangentY = cross(N, TangentX);
// Tangent to world space
return TangentX * H.x + TangentY * H.y + N * H.z;
}
float DistributionGGX(vec3 N, vec3 H, float roughness) {
float a = roughness * roughness;
float a2 = a * a;
float NdotH = max(dot(N, H), 0.0);
float NdotH2 = NdotH * NdotH;
float nom = a2;
float denom = (NdotH2 * (a2 - 1.0) + 1.0);
denom = M_PI * denom * denom;
return nom / denom;
}
// http://graphicrants.blogspot.com.au/2013/08/specular-brdf-reference.html
float GGX(float NdotV, float a) {
float k = a / 2.0;
return NdotV / (NdotV * (1.0 - k) + k);
}
// http://graphicrants.blogspot.com.au/2013/08/specular-brdf-reference.html
float G_Smith(float a, float nDotV, float nDotL) {
return GGX(nDotL, a * a) * GGX(nDotV, a * a);
}
float radicalInverse_VdC(uint bits) {
bits = (bits << 16u) | (bits >> 16u);
bits = ((bits & 0x55555555u) << 1u) | ((bits & 0xAAAAAAAAu) >> 1u);
bits = ((bits & 0x33333333u) << 2u) | ((bits & 0xCCCCCCCCu) >> 2u);
bits = ((bits & 0x0F0F0F0Fu) << 4u) | ((bits & 0xF0F0F0F0u) >> 4u);
bits = ((bits & 0x00FF00FFu) << 8u) | ((bits & 0xFF00FF00u) >> 8u);
return float(bits) * 2.3283064365386963e-10; // / 0x100000000
}
vec2 Hammersley(uint i, uint N) {
return vec2(float(i) / float(N), radicalInverse_VdC(i));
}
#ifdef LOW_QUALITY
#define SAMPLE_COUNT 64u
#define SAMPLE_DELTA 0.1
#else
#define SAMPLE_COUNT 512u
#define SAMPLE_DELTA 0.03
#endif
uniform bool z_flip;
#ifdef USE_SOURCE_PANORAMA
vec4 texturePanorama(vec3 normal, sampler2D pano, float mipLevel) {
vec2 st = vec2(
atan(normal.x, normal.z),
acos(normal.y));
if (st.x < 0.0)
st.x += M_PI * 2.0;
st /= vec2(M_PI * 2.0, M_PI);
return textureLod(pano, st, mipLevel);
}
#endif
#ifdef USE_SOURCE_DUAL_PARABOLOID_ARRAY
vec4 textureDualParaboloidArray(vec3 normal) {
vec3 norm = normalize(normal);
norm.xy /= 1.0 + abs(norm.z);
norm.xy = norm.xy * vec2(0.5, 0.25) + vec2(0.5, 0.25);
if (norm.z < 0.0) {
norm.y = 0.5 - norm.y + 0.5;
}
return textureLod(source_dual_paraboloid_array, vec3(norm.xy, float(source_array_index)), 0.0);
}
#endif
#ifdef USE_SOURCE_DUAL_PARABOLOID
vec4 textureDualParaboloid(vec3 normal) {
vec3 norm = normalize(normal);
norm.xy /= 1.0 + abs(norm.z);
norm.xy = norm.xy * vec2(0.5, 0.25) + vec2(0.5, 0.25);
if (norm.z < 0.0) {
norm.y = 0.5 - norm.y + 0.5;
}
return textureLod(source_dual_paraboloid, norm.xy, source_mip_level);
}
#endif
void main() {
#ifdef USE_DUAL_PARABOLOID
vec3 N = vec3(uv_interp * 2.0 - 1.0, 0.0);
N.z = 0.5 - 0.5 * ((N.x * N.x) + (N.y * N.y));
N = normalize(N);
if (z_flip) {
N.y = -N.y; //y is flipped to improve blending between both sides
N.z = -N.z;
}
#else
vec2 uv = (uv_interp * 2.0) - 1.0;
vec3 N = texelCoordToVec(uv, face_id);
#endif
//vec4 color = color_interp;
#ifdef USE_DIRECT_WRITE
#ifdef USE_SOURCE_PANORAMA
frag_color = vec4(texturePanorama(N, source_panorama, 0.0).rgb, 1.0);
#endif
#ifdef USE_SOURCE_DUAL_PARABOLOID_ARRAY
frag_color = vec4(textureDualParaboloidArray(N).rgb, 1.0);
#endif
#ifdef USE_SOURCE_DUAL_PARABOLOID
frag_color = vec4(textureDualParaboloid(N).rgb, 1.0);
#endif
#if !defined(USE_SOURCE_DUAL_PARABOLOID_ARRAY) && !defined(USE_SOURCE_PANORAMA) && !defined(USE_SOURCE_DUAL_PARABOLOID)
N.y = -N.y;
frag_color = vec4(texture(N, source_cube).rgb, 1.0);
#endif
#else // USE_DIRECT_WRITE
#ifdef COMPUTE_IRRADIANCE
vec3 irradiance = vec3(0.0);
// tangent space calculation from origin point
vec3 UpVector = vec3(0.0, 1.0, 0.0);
vec3 TangentX = cross(UpVector, N);
vec3 TangentY = cross(N, TangentX);
float num_samples = 0.0f;
for (float phi = 0.0; phi < 2.0 * M_PI; phi += SAMPLE_DELTA) {
for (float theta = 0.0; theta < 0.5 * M_PI; theta += SAMPLE_DELTA) {
// Calculate sample positions
vec3 tangentSample = vec3(sin(theta) * cos(phi), sin(theta) * sin(phi), cos(theta));
// Find world vector of sample position
vec3 H = tangentSample.x * TangentX + tangentSample.y * TangentY + tangentSample.z * N;
vec2 st = vec2(atan(H.x, H.z), acos(H.y));
if (st.x < 0.0) {
st.x += M_PI * 2.0;
}
st /= vec2(M_PI * 2.0, M_PI);
irradiance += textureLod(source_panorama, st, source_mip_level).rgb * cos(theta) * sin(theta);
num_samples++;
}
}
irradiance = M_PI * irradiance * (1.0 / float(num_samples));
frag_color = vec4(irradiance, 1.0);
#else
vec4 sum = vec4(0.0, 0.0, 0.0, 0.0);
for (uint sampleNum = 0u; sampleNum < SAMPLE_COUNT; sampleNum++) {
vec2 xi = Hammersley(sampleNum, SAMPLE_COUNT);
vec3 H = normalize(ImportanceSampleGGX(xi, roughness, N));
vec3 V = N;
vec3 L = normalize(2.0 * dot(V, H) * H - V);
float ndotl = max(dot(N, L), 0.0);
if (ndotl > 0.0) {
#ifdef USE_SOURCE_PANORAMA
float D = DistributionGGX(N, H, roughness);
float ndoth = max(dot(N, H), 0.0);
float hdotv = max(dot(H, V), 0.0);
float pdf = D * ndoth / (4.0 * hdotv) + 0.0001;
float saTexel = 4.0 * M_PI / (6.0 * source_resolution * source_resolution);
float saSample = 1.0 / (float(SAMPLE_COUNT) * pdf + 0.0001);
float mipLevel = roughness == 0.0 ? 0.0 : 0.5 * log2(saSample / saTexel);
sum.rgb += texturePanorama(L, source_panorama, mipLevel).rgb * ndotl;
#endif
#ifdef USE_SOURCE_DUAL_PARABOLOID_ARRAY
sum.rgb += textureDualParaboloidArray(L).rgb * ndotl;
#endif
#ifdef USE_SOURCE_DUAL_PARABOLOID
sum.rgb += textureDualParaboloid(L).rgb * ndotl;
#endif
#if !defined(USE_SOURCE_DUAL_PARABOLOID_ARRAY) && !defined(USE_SOURCE_PANORAMA) && !defined(USE_SOURCE_DUAL_PARABOLOID)
L.y = -L.y;
sum.rgb += textureLod(source_cube, L, 0.0).rgb * ndotl;
#endif
sum.a += ndotl;
}
}
sum /= sum.a;
frag_color = vec4(sum.rgb, 1.0);
#endif // COMPUTE_IRRADIANCE
#endif // USE_DIRECT_WRITE
}