Add basic lighting to GLES3 renderer.
This includes all three light types and IBL, but does not include shadows or any form of GI
This commit is contained in:
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23207fcfdd
commit
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18 changed files with 1548 additions and 539 deletions
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@ -2,11 +2,18 @@
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Import("env")
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env.Depends("#drivers/gles3/shaders/copy.glsl.gen.h", "#core/math/basis.h")
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env.Depends("#drivers/gles3/shaders/copy.glsl.gen.h", "#core/math/transform_2d.h")
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if "GLES3_GLSL" in env["BUILDERS"]:
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# find all include files
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gl_include_files = [str(f) for f in Glob("*_inc.glsl")]
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# find all shader code(all glsl files excluding our include files)
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glsl_files = [str(f) for f in Glob("*.glsl") if str(f) not in gl_include_files]
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# make sure we recompile shaders if include files change
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env.Depends([f + ".gen.h" for f in glsl_files], gl_include_files)
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env.GLES3_GLSL("canvas.glsl")
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env.GLES3_GLSL("copy.glsl")
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env.GLES3_GLSL("scene.glsl")
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env.GLES3_GLSL("sky.glsl")
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env.GLES3_GLSL("cubemap_filter.glsl")
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@ -1,136 +1,102 @@
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/* clang-format off */
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[vertex]
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#[modes]
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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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mode_default =
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mode_copy = #define MODE_DIRECT_WRITE
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layout(location = 0) in highp vec2 vertex;
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#[specializations]
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#[vertex]
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layout(location = 0) in highp vec2 vertex_attrib;
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/* clang-format on */
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layout(location = 4) in highp vec2 uv;
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out 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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uv_interp = vertex_attrib;
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gl_Position = vec4(uv_interp, 0.0, 1.0);
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}
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/* clang-format off */
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[fragment]
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#[fragment]
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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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#define M_PI 3.14159265359
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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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uniform float face_size;
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uniform int sample_count;
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//Todo, profile on low end hardware to see if fixed loop is faster
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#ifdef USE_FIXED_SAMPLES
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#define FIXED_SAMPLE_COUNT 32
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#endif
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in highp vec2 uv_interp;
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uniform sampler2D radical_inverse_vdc_cache; // texunit:1
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layout(location = 0) out vec4 frag_color;
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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 textureLod(pano, st, 0.0);
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// Don't include tonemap_inc.glsl because all we want is these functions, we don't want the uniforms
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vec3 linear_to_srgb(vec3 color) {
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return max(vec3(1.055) * pow(color, vec3(0.416666667)) - vec3(0.055), vec3(0.0));
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}
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#endif
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vec3 srgb_to_linear(vec3 color) {
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return color * (color * (color * 0.305306011 + 0.682171111) + 0.012522878);
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}
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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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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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// +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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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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// -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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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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// +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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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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// -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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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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// +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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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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// 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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vec3 result = (faceUvVectors[faceID][0] * uv.x) + (faceUvVectors[faceID][1] * uv.y) + faceUvVectors[faceID][2];
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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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vec3 ImportanceSampleGGX(vec2 xi, float roughness4) {
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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 Phi = 2.0 * M_PI * xi.x;
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float CosTheta = sqrt((1.0 - xi.y) / (1.0 + (roughness4 - 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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@ -139,12 +105,26 @@ vec3 ImportanceSampleGGX(vec2 Xi, float Roughness, vec3 N) {
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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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return H;
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}
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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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float DistributionGGX(float NdotH, float roughness4) {
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float NdotH2 = NdotH * NdotH;
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float denom = (NdotH2 * (roughness4 - 1.0) + 1.0);
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denom = M_PI * denom * denom;
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return roughness4 / denom;
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}
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// https://graphicrants.blogspot.com.au/2013/08/specular-brdf-reference.html
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float GGX(float NdotV, float a) {
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float k = a / 2.0;
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return NdotV / (NdotV * (1.0 - k) + k);
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}
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// https://graphicrants.blogspot.com.au/2013/08/specular-brdf-reference.html
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float G_Smith(float a, float nDotV, float nDotL) {
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return GGX(nDotL, a * a) * GGX(nDotV, a * a);
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}
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float radical_inverse_VdC(int i) {
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@ -155,60 +135,54 @@ 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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layout(location = 0) out vec4 frag_color;
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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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vec2 uv = uv_interp;
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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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frag_color = vec4(texturePanorama(source_panorama, N).rgb, 1.0);
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#else
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frag_color = vec4(textureCube(source_cube, N).rgb, 1.0);
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#endif //USE_SOURCE_PANORAMA
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#ifdef MODE_DIRECT_WRITE
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frag_color = vec4(textureCubeLod(source_cube, N, 0.0).rgb, 1.0);
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#else
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vec4 sum = vec4(0.0);
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float solid_angle_texel = 4.0 * M_PI / (6.0 * face_size * face_size);
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float roughness2 = roughness * roughness;
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float roughness4 = roughness2 * roughness2;
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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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mat3 T;
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T[0] = normalize(cross(UpVector, N));
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T[1] = cross(N, T[0]);
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T[2] = N;
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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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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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vec3 H = T * ImportanceSampleGGX(xi, roughness4);
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float NdotH = dot(N, H);
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vec3 L = (2.0 * NdotH * H - N);
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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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float D = DistributionGGX(NdotH, roughness4);
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float pdf = D * NdotH / (4.0 * NdotH) + 0.0001;
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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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float solid_angle_sample = 1.0 / (float(sample_count) * pdf + 0.0001);
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float mipLevel = roughness == 0.0 ? 0.0 : 0.5 * log2(solid_angle_sample / solid_angle_texel);
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vec3 val = textureCubeLod(source_cube, L, mipLevel).rgb;
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// Mix using linear
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val = srgb_to_linear(val);
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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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sum.rgb = linear_to_srgb(sum.rgb);
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frag_color = vec4(sum.rgb, 1.0);
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#endif
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}
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@ -7,9 +7,12 @@ mode_depth = #define MODE_RENDER_DEPTH
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#[specializations]
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USE_LIGHTMAP = false
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USE_LIGHT_DIRECTIONAL = false
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USE_LIGHT_POSITIONAL = false
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DISABLE_LIGHTMAP = false
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DISABLE_LIGHT_DIRECTIONAL = false
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DISABLE_LIGHT_OMNI = false
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DISABLE_LIGHT_SPOT = false
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DISABLE_FOG = false
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USE_RADIANCE_MAP = true
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#[vertex]
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@ -109,12 +112,14 @@ layout(std140) uniform SceneData { // ubo:2
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mediump vec4 ambient_light_color_energy;
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mediump float ambient_color_sky_mix;
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uint ambient_flags;
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bool material_uv2_mode;
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float opaque_prepass_threshold;
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//bool use_ambient_light;
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//bool use_ambient_cubemap;
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//bool use_reflection_cubemap;
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float pad2;
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bool use_ambient_light;
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bool use_ambient_cubemap;
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bool use_reflection_cubemap;
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float fog_aerial_perspective;
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float time;
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mat3 radiance_inverse_xform;
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@ -130,13 +135,6 @@ layout(std140) uniform SceneData { // ubo:2
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vec3 fog_light_color;
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float fog_sun_scatter;
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float fog_aerial_perspective;
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float time;
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float reflection_multiplier; // one normally, zero when rendering reflections
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bool pancake_shadows;
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}
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scene_data;
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@ -169,7 +167,7 @@ out vec2 uv2_interp;
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#endif
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#endif
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#if defined(TANGENT_USED) || defined(ENABLE_NORMALMAP) || defined(LIGHT_USE_ANISOTROPY)
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#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
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out vec3 tangent_interp;
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out vec3 binormal_interp;
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#endif
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@ -191,9 +189,6 @@ layout(std140) uniform MaterialUniforms { // ubo:3
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#GLOBALS
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/* clang-format on */
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out highp vec4 position_interp;
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invariant gl_Position;
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void main() {
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@ -206,21 +201,16 @@ void main() {
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#endif
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highp mat3 model_normal_matrix = mat3(model_matrix);
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#if defined(TANGENT_USED) || defined(ENABLE_NORMALMAP) || defined(LIGHT_USE_ANISOTROPY)
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vec3 tangent;
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float binormalf;
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tangent = normal_tangent_attrib.xyz;
|
||||
binormalf = normal_tangent_attrib.a;
|
||||
#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
|
||||
vec3 tangent = tangent_attrib.xyz * 2.0 - 1.0;
|
||||
float binormalf = tangent_attrib.a * 2.0 - 1.0;
|
||||
vec3 binormal = normalize(cross(normal, tangent) * binormalf);
|
||||
#endif
|
||||
|
||||
#if defined(COLOR_USED)
|
||||
color_interp = color_attrib;
|
||||
#endif
|
||||
|
||||
#if defined(TANGENT_USED) || defined(ENABLE_NORMALMAP) || defined(LIGHT_USE_ANISOTROPY)
|
||||
vec3 binormal = normalize(cross(normal, tangent) * binormalf);
|
||||
#endif
|
||||
|
||||
#if defined(UV_USED)
|
||||
uv_interp = uv_attrib;
|
||||
#endif
|
||||
|
|
@ -306,7 +296,7 @@ void main() {
|
|||
normal_interp = normal;
|
||||
#endif
|
||||
|
||||
#if defined(TANGENT_USED) || defined(ENABLE_NORMALMAP) || defined(LIGHT_USE_ANISOTROPY)
|
||||
#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
|
||||
tangent_interp = tangent;
|
||||
binormal_interp = binormal;
|
||||
#endif
|
||||
|
|
@ -316,16 +306,6 @@ void main() {
|
|||
#else
|
||||
gl_Position = projection_matrix * vec4(vertex_interp, 1.0);
|
||||
#endif
|
||||
|
||||
#ifdef MODE_RENDER_DEPTH
|
||||
if (scene_data.pancake_shadows) {
|
||||
if (gl_Position.z <= 0.00001) {
|
||||
gl_Position.z = 0.00001;
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
position_interp = gl_Position;
|
||||
}
|
||||
|
||||
/* clang-format off */
|
||||
|
|
@ -357,10 +337,9 @@ void main() {
|
|||
|
||||
*/
|
||||
|
||||
uniform highp mat4 world_transform;
|
||||
#define M_PI 3.14159265359
|
||||
/* clang-format on */
|
||||
|
||||
#define M_PI 3.14159265359
|
||||
#define SHADER_IS_SRGB true
|
||||
|
||||
/* Varyings */
|
||||
|
|
@ -381,7 +360,7 @@ in vec2 uv2_interp;
|
|||
#endif
|
||||
#endif
|
||||
|
||||
#if defined(TANGENT_USED) || defined(ENABLE_NORMALMAP) || defined(LIGHT_USE_ANISOTROPY)
|
||||
#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
|
||||
in vec3 tangent_interp;
|
||||
in vec3 binormal_interp;
|
||||
#endif
|
||||
|
|
@ -392,29 +371,11 @@ in vec3 normal_interp;
|
|||
|
||||
in highp vec3 vertex_interp;
|
||||
|
||||
/* PBR CHANNELS */
|
||||
|
||||
#ifdef USE_RADIANCE_MAP
|
||||
|
||||
layout(std140) uniform Radiance { // ubo:4
|
||||
|
||||
mat4 radiance_inverse_xform;
|
||||
float radiance_ambient_contribution;
|
||||
};
|
||||
|
||||
#define RADIANCE_MAX_LOD 5.0
|
||||
|
||||
uniform sampler2D radiance_map; // texunit:-2
|
||||
|
||||
vec3 textureDualParaboloid(sampler2D p_tex, vec3 p_vec, float p_roughness) {
|
||||
vec3 norm = normalize(p_vec);
|
||||
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(p_tex, norm.xy, p_roughness * RADIANCE_MAX_LOD).xyz;
|
||||
}
|
||||
uniform samplerCube radiance_map; // texunit:-2
|
||||
|
||||
#endif
|
||||
|
||||
|
|
@ -448,12 +409,14 @@ layout(std140) uniform SceneData { // ubo:2
|
|||
mediump vec4 ambient_light_color_energy;
|
||||
|
||||
mediump float ambient_color_sky_mix;
|
||||
uint ambient_flags;
|
||||
bool material_uv2_mode;
|
||||
float opaque_prepass_threshold;
|
||||
//bool use_ambient_light;
|
||||
//bool use_ambient_cubemap;
|
||||
//bool use_reflection_cubemap;
|
||||
float pad2;
|
||||
bool use_ambient_light;
|
||||
bool use_ambient_cubemap;
|
||||
bool use_reflection_cubemap;
|
||||
|
||||
float fog_aerial_perspective;
|
||||
float time;
|
||||
|
||||
mat3 radiance_inverse_xform;
|
||||
|
||||
|
|
@ -469,13 +432,6 @@ layout(std140) uniform SceneData { // ubo:2
|
|||
|
||||
vec3 fog_light_color;
|
||||
float fog_sun_scatter;
|
||||
|
||||
float fog_aerial_perspective;
|
||||
|
||||
float time;
|
||||
float reflection_multiplier; // one normally, zero when rendering reflections
|
||||
|
||||
bool pancake_shadows;
|
||||
}
|
||||
scene_data;
|
||||
|
||||
|
|
@ -487,7 +443,7 @@ scene_data;
|
|||
|
||||
//directional light data
|
||||
|
||||
#ifdef USE_LIGHT_DIRECTIONAL
|
||||
#ifndef DISABLE_LIGHT_DIRECTIONAL
|
||||
|
||||
struct DirectionalLightData {
|
||||
mediump vec3 direction;
|
||||
|
|
@ -498,10 +454,14 @@ struct DirectionalLightData {
|
|||
mediump float specular;
|
||||
};
|
||||
|
||||
layout(std140) uniform DirectionalLights { // ubo:7
|
||||
DirectionalLightData directional_lights[MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS];
|
||||
};
|
||||
|
||||
#endif
|
||||
|
||||
// omni and spot
|
||||
#ifdef USE_LIGHT_POSITIONAL
|
||||
#if !defined(DISABLE_LIGHT_OMNI) && !defined(DISABLE_LIGHT_SPOT)
|
||||
struct LightData { //this structure needs to be as packed as possible
|
||||
highp vec3 position;
|
||||
highp float inv_radius;
|
||||
|
|
@ -517,36 +477,38 @@ struct LightData { //this structure needs to be as packed as possible
|
|||
mediump float specular_amount;
|
||||
bool shadow_enabled;
|
||||
};
|
||||
|
||||
#ifndef DISABLE_LIGHT_OMNI
|
||||
layout(std140) uniform OmniLightData { // ubo:5
|
||||
|
||||
LightData omni_lights[MAX_LIGHT_DATA_STRUCTS];
|
||||
};
|
||||
uniform uint omni_light_indices[MAX_FORWARD_LIGHTS];
|
||||
uniform int omni_light_count;
|
||||
#endif
|
||||
|
||||
#ifndef DISABLE_LIGHT_SPOT
|
||||
|
||||
layout(std140) uniform SpotLightData { // ubo:6
|
||||
|
||||
LightData spot_lights[MAX_LIGHT_DATA_STRUCTS];
|
||||
};
|
||||
|
||||
uniform highp samplerCubeShadow positional_shadow; // texunit:-6
|
||||
|
||||
uniform int omni_light_indices[MAX_FORWARD_LIGHTS];
|
||||
uniform int omni_light_count;
|
||||
|
||||
uniform int spot_light_indices[MAX_FORWARD_LIGHTS];
|
||||
uniform uint spot_light_indices[MAX_FORWARD_LIGHTS];
|
||||
uniform int spot_light_count;
|
||||
|
||||
uniform int reflection_indices[MAX_FORWARD_LIGHTS];
|
||||
uniform int reflection_count;
|
||||
|
||||
#endif
|
||||
|
||||
#ifdef USE_ADDITIVE_LIGHTING
|
||||
uniform highp samplerCubeShadow positional_shadow; // texunit:-4
|
||||
#endif
|
||||
|
||||
#endif // !defined(DISABLE_LIGHT_OMNI) && !defined(DISABLE_LIGHT_SPOT)
|
||||
|
||||
uniform highp sampler2D screen_texture; // texunit:-5
|
||||
uniform highp sampler2D depth_buffer; // texunit:-6
|
||||
|
||||
layout(location = 0) out vec4 frag_color;
|
||||
uniform highp mat4 world_transform;
|
||||
uniform mediump float opaque_prepass_threshold;
|
||||
|
||||
in highp vec4 position_interp;
|
||||
layout(location = 0) out vec4 frag_color;
|
||||
|
||||
vec3 F0(float metallic, float specular, vec3 albedo) {
|
||||
float dielectric = 0.16 * specular * specular;
|
||||
|
|
@ -555,7 +517,7 @@ vec3 F0(float metallic, float specular, vec3 albedo) {
|
|||
return mix(vec3(dielectric), albedo, vec3(metallic));
|
||||
}
|
||||
|
||||
#if defined(USE_LIGHT_DIRECTIONAL) || defined(USE_LIGHT_POSITIONAL)
|
||||
#if !defined(DISABLE_LIGHT_DIRECTIONAL) || !defined(DISABLE_LIGHT_OMNI) || !defined(DISABLE_LIGHT_SPOT)
|
||||
float D_GGX(float cos_theta_m, float alpha) {
|
||||
float a = cos_theta_m * alpha;
|
||||
float k = alpha / (1.0 - cos_theta_m * cos_theta_m + a * a);
|
||||
|
|
@ -588,7 +550,7 @@ float SchlickFresnel(float u) {
|
|||
return m2 * m2 * m; // pow(m,5)
|
||||
}
|
||||
|
||||
void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, float attenuation, vec3 f0, uint orms, float specular_amount, vec3 albedo, inout float alpha,
|
||||
void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, float attenuation, vec3 f0, float roughness, float metallic, float specular_amount, vec3 albedo, inout float alpha,
|
||||
#ifdef LIGHT_BACKLIGHT_USED
|
||||
vec3 backlight,
|
||||
#endif
|
||||
|
|
@ -603,11 +565,6 @@ void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, float atte
|
|||
#endif
|
||||
inout vec3 diffuse_light, inout vec3 specular_light) {
|
||||
|
||||
vec4 orms_unpacked = unpackUnorm4x8(orms);
|
||||
|
||||
float roughness = orms_unpacked.y;
|
||||
float metallic = orms_unpacked.z;
|
||||
|
||||
#if defined(USE_LIGHT_SHADER_CODE)
|
||||
// light is written by the light shader
|
||||
|
||||
|
|
@ -626,7 +583,7 @@ void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, float atte
|
|||
float NdotL = min(A + dot(N, L), 1.0);
|
||||
float cNdotL = max(NdotL, 0.0); // clamped NdotL
|
||||
float NdotV = dot(N, V);
|
||||
float cNdotV = max(NdotV, 0.0);
|
||||
float cNdotV = max(NdotV, 1e-4);
|
||||
|
||||
#if defined(DIFFUSE_BURLEY) || defined(SPECULAR_SCHLICK_GGX) || defined(LIGHT_CLEARCOAT_USED)
|
||||
vec3 H = normalize(V + L);
|
||||
|
|
@ -752,15 +709,10 @@ float get_omni_attenuation(float distance, float inv_range, float decay) {
|
|||
return nd * pow(max(distance, 0.0001), -decay);
|
||||
}
|
||||
|
||||
void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 f0, uint orms, float shadow, vec3 albedo, inout float alpha,
|
||||
void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 f0, float roughness, float metallic, float shadow, vec3 albedo, inout float alpha,
|
||||
#ifdef LIGHT_BACKLIGHT_USED
|
||||
vec3 backlight,
|
||||
#endif
|
||||
#ifdef LIGHT_TRANSMITTANCE_USED
|
||||
vec4 transmittance_color,
|
||||
float transmittance_depth,
|
||||
float transmittance_boost,
|
||||
#endif
|
||||
#ifdef LIGHT_RIM_USED
|
||||
float rim, float rim_tint,
|
||||
#endif
|
||||
|
|
@ -774,16 +726,15 @@ void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 f
|
|||
vec3 light_rel_vec = omni_lights[idx].position - vertex;
|
||||
float light_length = length(light_rel_vec);
|
||||
float omni_attenuation = get_omni_attenuation(light_length, omni_lights[idx].inv_radius, omni_lights[idx].attenuation);
|
||||
vec3 light_attenuation = vec3(omni_attenuation);
|
||||
vec3 color = omni_lights[idx].color;
|
||||
float size_A = 0.0;
|
||||
|
||||
if (omni_lights.data[idx].size > 0.0) {
|
||||
if (omni_lights[idx].size > 0.0) {
|
||||
float t = omni_lights[idx].size / max(0.001, light_length);
|
||||
size_A = max(0.0, 1.0 - 1 / sqrt(1 + t * t));
|
||||
}
|
||||
|
||||
light_compute(normal, normalize(light_rel_vec), eye_vec, size_A, color, light_attenuation, f0, orms, omni_lights[idx].specular_amount, albedo, alpha,
|
||||
light_compute(normal, normalize(light_rel_vec), eye_vec, size_A, color, omni_attenuation, f0, roughness, metallic, omni_lights[idx].specular_amount, albedo, alpha,
|
||||
#ifdef LIGHT_BACKLIGHT_USED
|
||||
backlight,
|
||||
#endif
|
||||
|
|
@ -800,7 +751,7 @@ void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 f
|
|||
specular_light);
|
||||
}
|
||||
|
||||
void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 f0, uint orms, float shadow, vec3 albedo, inout float alpha,
|
||||
void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 f0, float roughness, float metallic, float shadow, vec3 albedo, inout float alpha,
|
||||
#ifdef LIGHT_BACKLIGHT_USED
|
||||
vec3 backlight,
|
||||
#endif
|
||||
|
|
@ -823,17 +774,16 @@ void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 f
|
|||
float scos = max(dot(-normalize(light_rel_vec), spot_dir), spot_lights[idx].cone_angle);
|
||||
float spot_rim = max(0.0001, (1.0 - scos) / (1.0 - spot_lights[idx].cone_angle));
|
||||
spot_attenuation *= 1.0 - pow(spot_rim, spot_lights[idx].cone_attenuation);
|
||||
float light_attenuation = spot_attenuation;
|
||||
vec3 color = spot_lights[idx].color;
|
||||
|
||||
float size_A = 0.0;
|
||||
|
||||
if (spot_lights.data[idx].size > 0.0) {
|
||||
float t = spot_lights.data[idx].size / max(0.001, light_length);
|
||||
if (spot_lights[idx].size > 0.0) {
|
||||
float t = spot_lights[idx].size / max(0.001, light_length);
|
||||
size_A = max(0.0, 1.0 - 1 / sqrt(1 + t * t));
|
||||
}
|
||||
|
||||
light_compute(normal, normalize(light_rel_vec), eye_vec, size_A, color, light_attenuation, f0, orms, spot_lights[idx].specular_amount, albedo, alpha,
|
||||
light_compute(normal, normalize(light_rel_vec), eye_vec, size_A, color, spot_attenuation, f0, roughness, metallic, spot_lights[idx].specular_amount, albedo, alpha,
|
||||
#ifdef LIGHT_BACKLIGHT_USED
|
||||
backlight,
|
||||
#endif
|
||||
|
|
@ -848,7 +798,56 @@ void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 f
|
|||
#endif
|
||||
diffuse_light, specular_light);
|
||||
}
|
||||
#endif // defined(USE_LIGHT_DIRECTIONAL) || defined(USE_LIGHT_POSITIONAL)
|
||||
#endif // !defined(DISABLE_LIGHT_DIRECTIONAL) || !defined(DISABLE_LIGHT_OMNI) && !defined(DISABLE_LIGHT_SPOT)
|
||||
|
||||
#ifndef MODE_RENDER_DEPTH
|
||||
vec4 fog_process(vec3 vertex) {
|
||||
vec3 fog_color = scene_data.fog_light_color;
|
||||
|
||||
#ifdef USE_RADIANCE_MAP
|
||||
/*
|
||||
if (scene_data.fog_aerial_perspective > 0.0) {
|
||||
vec3 sky_fog_color = vec3(0.0);
|
||||
vec3 cube_view = scene_data.radiance_inverse_xform * vertex;
|
||||
// mip_level always reads from the second mipmap and higher so the fog is always slightly blurred
|
||||
float mip_level = mix(1.0 / MAX_ROUGHNESS_LOD, 1.0, 1.0 - (abs(vertex.z) - scene_data.z_near) / (scene_data.z_far - scene_data.z_near));
|
||||
|
||||
sky_fog_color = textureCubeLod(radiance_map, cube_view, mip_level * RADIANCE_MAX_LOD).rgb;
|
||||
|
||||
fog_color = mix(fog_color, sky_fog_color, scene_data.fog_aerial_perspective);
|
||||
}
|
||||
*/
|
||||
#endif
|
||||
|
||||
#ifndef DISABLE_LIGHT_DIRECTIONAL
|
||||
if (scene_data.fog_sun_scatter > 0.001) {
|
||||
vec4 sun_scatter = vec4(0.0);
|
||||
float sun_total = 0.0;
|
||||
vec3 view = normalize(vertex);
|
||||
for (uint i = uint(0); i < scene_data.directional_light_count; i++) {
|
||||
vec3 light_color = directional_lights[i].color * directional_lights[i].energy;
|
||||
float light_amount = pow(max(dot(view, directional_lights[i].direction), 0.0), 8.0);
|
||||
fog_color += light_color * light_amount * scene_data.fog_sun_scatter;
|
||||
}
|
||||
}
|
||||
#endif // !DISABLE_LIGHT_DIRECTIONAL
|
||||
|
||||
float fog_amount = 1.0 - exp(min(0.0, -length(vertex) * scene_data.fog_density));
|
||||
|
||||
if (abs(scene_data.fog_height_density) >= 0.0001) {
|
||||
float y = (scene_data.inv_view_matrix * vec4(vertex, 1.0)).y;
|
||||
|
||||
float y_dist = y - scene_data.fog_height;
|
||||
|
||||
float vfog_amount = 1.0 - exp(min(0.0, y_dist * scene_data.fog_height_density));
|
||||
|
||||
fog_amount = max(vfog_amount, fog_amount);
|
||||
}
|
||||
|
||||
return vec4(fog_color, fog_amount);
|
||||
}
|
||||
|
||||
#endif // !MODE_RENDER_DEPTH
|
||||
|
||||
void main() {
|
||||
//lay out everything, whatever is unused is optimized away anyway
|
||||
|
|
@ -951,7 +950,7 @@ void main() {
|
|||
#ifdef USE_OPAQUE_PREPASS
|
||||
#if !defined(ALPHA_SCISSOR_USED)
|
||||
|
||||
if (alpha < scene_data.opaque_prepass_threshold) {
|
||||
if (alpha < opaque_prepass_threshold) {
|
||||
discard;
|
||||
}
|
||||
|
||||
|
|
@ -982,9 +981,31 @@ void main() {
|
|||
#endif
|
||||
|
||||
#ifndef MODE_RENDER_DEPTH
|
||||
|
||||
#ifndef CUSTOM_FOG_USED
|
||||
#ifndef DISABLE_FOG
|
||||
// fog must be processed as early as possible and then packed.
|
||||
// to maximize VGPR usage
|
||||
|
||||
if (scene_data.fog_enabled) {
|
||||
fog = fog_process(vertex);
|
||||
}
|
||||
#endif // !DISABLE_FOG
|
||||
#endif //!CUSTOM_FOG_USED
|
||||
|
||||
uint fog_rg = packHalf2x16(fog.rg);
|
||||
uint fog_ba = packHalf2x16(fog.ba);
|
||||
|
||||
#endif //!MODE_RENDER_DEPTH
|
||||
|
||||
#ifndef MODE_RENDER_DEPTH
|
||||
|
||||
// Convert colors to linear
|
||||
albedo = srgb_to_linear(albedo);
|
||||
emission = srgb_to_linear(emission);
|
||||
// TODO Backlight and transmittance when used
|
||||
#ifndef MODE_UNSHADED
|
||||
vec3 f0 = F0(metallic, specular, albedo);
|
||||
// Convert albedo to linear. Approximation from: http://chilliant.blogspot.com/2012/08/srgb-approximations-for-hlsl.html
|
||||
albedo = albedo * (albedo * (albedo * 0.305306011 + 0.682171111) + 0.012522878);
|
||||
vec3 specular_light = vec3(0.0, 0.0, 0.0);
|
||||
vec3 diffuse_light = vec3(0.0, 0.0, 0.0);
|
||||
vec3 ambient_light = vec3(0.0, 0.0, 0.0);
|
||||
|
|
@ -996,15 +1017,58 @@ void main() {
|
|||
float ndotv = clamp(dot(normal, view), 0.0, 1.0);
|
||||
vec3 F = f0 + (max(vec3(1.0 - roughness), f0) - f0) * pow(1.0 - ndotv, 5.0);
|
||||
|
||||
// Calculate IBL
|
||||
// Calculate Reflection probes
|
||||
// Caclculate Lightmaps
|
||||
|
||||
float specular_blob_intensity = 1.0;
|
||||
|
||||
#if defined(SPECULAR_TOON)
|
||||
specular_blob_intensity *= specular * 2.0;
|
||||
#ifdef USE_RADIANCE_MAP
|
||||
if (scene_data.use_reflection_cubemap) {
|
||||
#ifdef LIGHT_ANISOTROPY_USED
|
||||
// https://google.github.io/filament/Filament.html#lighting/imagebasedlights/anisotropy
|
||||
vec3 anisotropic_direction = anisotropy >= 0.0 ? binormal : tangent;
|
||||
vec3 anisotropic_tangent = cross(anisotropic_direction, view);
|
||||
vec3 anisotropic_normal = cross(anisotropic_tangent, anisotropic_direction);
|
||||
vec3 bent_normal = normalize(mix(normal, anisotropic_normal, abs(anisotropy) * clamp(5.0 * roughness, 0.0, 1.0)));
|
||||
vec3 ref_vec = reflect(-view, bent_normal);
|
||||
#else
|
||||
vec3 ref_vec = reflect(-view, normal);
|
||||
#endif
|
||||
float horizon = min(1.0 + dot(ref_vec, normal), 1.0);
|
||||
ref_vec = scene_data.radiance_inverse_xform * ref_vec;
|
||||
specular_light = textureCubeLod(radiance_map, ref_vec, roughness * RADIANCE_MAX_LOD).rgb;
|
||||
specular_light = srgb_to_linear(specular_light);
|
||||
specular_light *= horizon * horizon;
|
||||
specular_light *= scene_data.ambient_light_color_energy.a;
|
||||
}
|
||||
#endif
|
||||
|
||||
// Calculate Reflection probes
|
||||
// Calculate Lightmaps
|
||||
|
||||
#if defined(CUSTOM_RADIANCE_USED)
|
||||
specular_light = mix(specular_light, custom_radiance.rgb, custom_radiance.a);
|
||||
#endif // CUSTOM_RADIANCE_USED
|
||||
|
||||
#ifndef USE_LIGHTMAP
|
||||
//lightmap overrides everything
|
||||
if (scene_data.use_ambient_light) {
|
||||
ambient_light = scene_data.ambient_light_color_energy.rgb;
|
||||
#ifdef USE_RADIANCE_MAP
|
||||
if (scene_data.use_ambient_cubemap) {
|
||||
vec3 ambient_dir = scene_data.radiance_inverse_xform * normal;
|
||||
vec3 cubemap_ambient = textureCubeLod(radiance_map, ambient_dir, RADIANCE_MAX_LOD).rgb;
|
||||
cubemap_ambient = srgb_to_linear(cubemap_ambient);
|
||||
ambient_light = mix(ambient_light, cubemap_ambient * scene_data.ambient_light_color_energy.a, scene_data.ambient_color_sky_mix);
|
||||
}
|
||||
#endif
|
||||
}
|
||||
#endif // USE_LIGHTMAP
|
||||
|
||||
#if defined(CUSTOM_IRRADIANCE_USED)
|
||||
ambient_light = mix(ambient_light, custom_irradiance.rgb, custom_irradiance.a);
|
||||
#endif // CUSTOM_IRRADIANCE_USED
|
||||
ambient_light *= albedo.rgb;
|
||||
|
||||
ambient_light *= ao;
|
||||
|
||||
// convert ao to direct light ao
|
||||
ao = mix(1.0, ao, ao_light_affect);
|
||||
|
||||
{
|
||||
#if defined(DIFFUSE_TOON)
|
||||
|
|
@ -1029,36 +1093,34 @@ void main() {
|
|||
|
||||
#endif // BASE_PASS
|
||||
|
||||
//this saves some VGPRs
|
||||
uint orms = packUnorm4x8(vec4(ao, roughness, metallic, specular));
|
||||
|
||||
#ifdef USE_LIGHT_DIRECTIONAL
|
||||
|
||||
float size_A = directional_lights[i].size;
|
||||
|
||||
light_compute(normal, directional_lights[i].direction, normalize(view), size_A, directional_lights[i].color * directional_lights[i].energy, shadow, f0, orms, 1.0, albedo, alpha,
|
||||
#ifndef DISABLE_LIGHT_DIRECTIONAL
|
||||
//diffuse_light = normal; //
|
||||
for (uint i = uint(0); i < scene_data.directional_light_count; i++) {
|
||||
light_compute(normal, normalize(directional_lights[i].direction), normalize(view), directional_lights[i].size, directional_lights[i].color * directional_lights[i].energy, 1.0, f0, roughness, metallic, 1.0, albedo, alpha,
|
||||
#ifdef LIGHT_BACKLIGHT_USED
|
||||
backlight,
|
||||
backlight,
|
||||
#endif
|
||||
#ifdef LIGHT_RIM_USED
|
||||
rim, rim_tint,
|
||||
rim, rim_tint,
|
||||
#endif
|
||||
#ifdef LIGHT_CLEARCOAT_USED
|
||||
clearcoat, clearcoat_roughness, normalize(normal_interp),
|
||||
clearcoat, clearcoat_roughness, normalize(normal_interp),
|
||||
#endif
|
||||
#ifdef LIGHT_ANISOTROPY_USED
|
||||
binormal,
|
||||
tangent, anisotropy,
|
||||
binormal,
|
||||
tangent, anisotropy,
|
||||
#endif
|
||||
diffuse_light,
|
||||
specular_light);
|
||||
diffuse_light,
|
||||
specular_light);
|
||||
}
|
||||
#endif //!DISABLE_LIGHT_DIRECTIONAL
|
||||
|
||||
#endif //#USE_LIGHT_DIRECTIONAL
|
||||
|
||||
#ifdef USE_LIGHT_POSITIONAL
|
||||
float shadow = 0.0;
|
||||
for (int i = 0; i < omni_light_count; i++) {
|
||||
light_process_omni(omni_light_indices[i], vertex, view, normal, f0, orms, shadow, albedo, alpha,
|
||||
#ifndef DISABLE_LIGHT_OMNI
|
||||
for (int i = 0; i < MAX_FORWARD_LIGHTS; i++) {
|
||||
if (i >= omni_light_count) {
|
||||
break;
|
||||
}
|
||||
light_process_omni(omni_light_indices[i], vertex, view, normal, f0, roughness, metallic, 0.0, albedo, alpha,
|
||||
#ifdef LIGHT_BACKLIGHT_USED
|
||||
backlight,
|
||||
#endif
|
||||
|
|
@ -1070,13 +1132,18 @@ void main() {
|
|||
clearcoat, clearcoat_roughness, normalize(normal_interp),
|
||||
#endif
|
||||
#ifdef LIGHT_ANISOTROPY_USED
|
||||
tangent, binormal, anisotropy,
|
||||
binormal, tangent, anisotropy,
|
||||
#endif
|
||||
diffuse_light, specular_light);
|
||||
}
|
||||
#endif // !DISABLE_LIGHT_OMNI
|
||||
|
||||
for (int i = 0; i < spot_light_count; i++) {
|
||||
light_process_spot(spot_light_indices[i], vertex, view, normal, f0, orms, shadow, albedo, alpha,
|
||||
#ifndef DISABLE_LIGHT_SPOT
|
||||
for (int i = 0; i < MAX_FORWARD_LIGHTS; i++) {
|
||||
if (i >= spot_light_count) {
|
||||
break;
|
||||
}
|
||||
light_process_spot(spot_light_indices[i], vertex, view, normal, f0, roughness, metallic, 0.0, albedo, alpha,
|
||||
#ifdef LIGHT_BACKLIGHT_USED
|
||||
backlight,
|
||||
#endif
|
||||
|
|
@ -1094,8 +1161,9 @@ void main() {
|
|||
diffuse_light, specular_light);
|
||||
}
|
||||
|
||||
#endif // USE_LIGHT_POSITIONAL
|
||||
#endif //!MODE_RENDER_DEPTH
|
||||
#endif // !DISABLE_LIGHT_SPOT
|
||||
#endif // !MODE_UNSHADED
|
||||
#endif // !MODE_RENDER_DEPTH
|
||||
|
||||
#if defined(USE_SHADOW_TO_OPACITY)
|
||||
alpha = min(alpha, clamp(length(ambient_light), 0.0, 1.0));
|
||||
|
|
@ -1122,21 +1190,31 @@ void main() {
|
|||
//nothing happens, so a tree-ssa optimizer will result in no fragment shader :)
|
||||
#else // !MODE_RENDER_DEPTH
|
||||
|
||||
specular_light *= scene_data.reflection_multiplier;
|
||||
ambient_light *= albedo; //ambient must be multiplied by albedo at the end
|
||||
|
||||
// base color remapping
|
||||
diffuse_light *= 1.0 - metallic;
|
||||
ambient_light *= 1.0 - metallic;
|
||||
|
||||
#ifdef MODE_UNSHADED
|
||||
frag_color = vec4(albedo, alpha);
|
||||
#else
|
||||
frag_color = vec4(ambient_light + diffuse_light + specular_light, alpha);
|
||||
|
||||
diffuse_light *= albedo;
|
||||
|
||||
diffuse_light *= 1.0 - metallic;
|
||||
ambient_light *= 1.0 - metallic;
|
||||
|
||||
frag_color = vec4(diffuse_light + specular_light, alpha);
|
||||
#ifdef BASE_PASS
|
||||
frag_color.rgb += emission;
|
||||
frag_color.rgb += emission + ambient_light;
|
||||
#endif
|
||||
#endif //MODE_UNSHADED
|
||||
fog = vec4(unpackHalf2x16(fog_rg), unpackHalf2x16(fog_ba));
|
||||
|
||||
#ifndef DISABLE_FOG
|
||||
if (scene_data.fog_enabled) {
|
||||
#ifdef BASE_PASS
|
||||
frag_color.rgb = mix(frag_color.rgb, fog.rgb, fog.a);
|
||||
#else
|
||||
frag_color.rgb *= (1.0 - fog.a);
|
||||
#endif // BASE_PASS
|
||||
}
|
||||
#endif
|
||||
|
||||
// Tonemap before writing as we are writing to an sRGB framebuffer
|
||||
frag_color.rgb *= exposure;
|
||||
|
|
|
|||
|
|
@ -12,13 +12,13 @@ mode_cubemap_quarter_res = #define USE_CUBEMAP_PASS \n#define USE_QUARTER_RES_PA
|
|||
|
||||
#[vertex]
|
||||
|
||||
layout(location = 0) in vec2 vertex_attrib;
|
||||
|
||||
out vec2 uv_interp;
|
||||
/* clang-format on */
|
||||
|
||||
void main() {
|
||||
// One big triangle to cover the whole screen
|
||||
vec2 base_arr[3] = vec2[](vec2(-1.0, -1.0), vec2(3.0, -1.0), vec2(-1.0, 3.0));
|
||||
uv_interp = base_arr[gl_VertexID];
|
||||
uv_interp = vertex_attrib;
|
||||
gl_Position = vec4(uv_interp, 1.0, 1.0);
|
||||
}
|
||||
|
||||
|
|
@ -46,18 +46,13 @@ layout(std140) uniform GlobalVariableData { //ubo:1
|
|||
vec4 global_variables[MAX_GLOBAL_VARIABLES];
|
||||
};
|
||||
|
||||
layout(std140) uniform SceneData { //ubo:2
|
||||
float pad1;
|
||||
float pad2;
|
||||
};
|
||||
|
||||
struct DirectionalLightData {
|
||||
vec4 direction_energy;
|
||||
vec4 color_size;
|
||||
bool enabled;
|
||||
};
|
||||
|
||||
layout(std140) uniform DirectionalLights { //ubo:3
|
||||
layout(std140) uniform DirectionalLights { //ubo:4
|
||||
DirectionalLightData data[MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS];
|
||||
}
|
||||
directional_lights;
|
||||
|
|
@ -65,7 +60,7 @@ directional_lights;
|
|||
/* clang-format off */
|
||||
|
||||
#ifdef MATERIAL_UNIFORMS_USED
|
||||
layout(std140) uniform MaterialUniforms{ //ubo:4
|
||||
layout(std140) uniform MaterialUniforms{ //ubo:3
|
||||
|
||||
#MATERIAL_UNIFORMS
|
||||
|
||||
|
|
@ -98,6 +93,14 @@ uniform vec4 projection;
|
|||
uniform vec3 position;
|
||||
uniform float time;
|
||||
|
||||
uniform float fog_aerial_perspective;
|
||||
uniform vec3 fog_light_color;
|
||||
uniform float fog_sun_scatter;
|
||||
uniform bool fog_enabled;
|
||||
uniform float fog_density;
|
||||
uniform float z_far;
|
||||
uniform uint directional_light_count;
|
||||
|
||||
layout(location = 0) out vec4 frag_color;
|
||||
|
||||
void main() {
|
||||
|
|
@ -106,12 +109,11 @@ void main() {
|
|||
cube_normal.x = (uv_interp.x + projection.x) / projection.y;
|
||||
cube_normal.y = (-uv_interp.y - projection.z) / projection.w;
|
||||
cube_normal = mat3(orientation) * cube_normal;
|
||||
cube_normal.z = -cube_normal.z;
|
||||
cube_normal = normalize(cube_normal);
|
||||
|
||||
vec2 uv = gl_FragCoord.xy; // uv_interp * 0.5 + 0.5;
|
||||
|
||||
vec2 panorama_coords = vec2(atan(cube_normal.x, cube_normal.z), acos(cube_normal.y));
|
||||
vec2 panorama_coords = vec2(atan(cube_normal.x, -cube_normal.z), acos(cube_normal.y));
|
||||
|
||||
if (panorama_coords.x < 0.0) {
|
||||
panorama_coords.x += M_PI * 2.0;
|
||||
|
|
@ -126,13 +128,11 @@ void main() {
|
|||
vec4 custom_fog = vec4(0.0);
|
||||
|
||||
#ifdef USE_CUBEMAP_PASS
|
||||
vec3 inverted_cube_normal = cube_normal;
|
||||
inverted_cube_normal.z *= -1.0;
|
||||
#ifdef USES_HALF_RES_COLOR
|
||||
half_res_color = texture(samplerCube(half_res, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), inverted_cube_normal);
|
||||
half_res_color = texture(samplerCube(half_res, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), cube_normal);
|
||||
#endif
|
||||
#ifdef USES_QUARTER_RES_COLOR
|
||||
quarter_res_color = texture(samplerCube(quarter_res, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), inverted_cube_normal);
|
||||
quarter_res_color = texture(samplerCube(quarter_res, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), cube_normal);
|
||||
#endif
|
||||
#else
|
||||
#ifdef USES_HALF_RES_COLOR
|
||||
|
|
@ -149,7 +149,8 @@ void main() {
|
|||
|
||||
}
|
||||
|
||||
// Tonemap before writing as we are writing to an sRGB framebuffer
|
||||
// Convert to Linear for tonemapping so color matches scene shader better
|
||||
color = srgb_to_linear(color);
|
||||
color *= exposure;
|
||||
color = apply_tonemapping(color, white);
|
||||
color = linear_to_srgb(color);
|
||||
|
|
|
|||
|
|
@ -42,11 +42,11 @@ vec2 unpackSnorm2x16(uint p) {
|
|||
|
||||
uint packUnorm4x8(vec4 v) {
|
||||
uvec4 uv = uvec4(round(clamp(v, vec4(0.0), vec4(1.0)) * 255.0));
|
||||
return uv.x | uv.y << uint(8) | uv.z << uint(16) | uv.w << uint(24);
|
||||
return uv.x | (uv.y << uint(8)) | (uv.z << uint(16)) | (uv.w << uint(24));
|
||||
}
|
||||
|
||||
vec4 unpackUnorm4x8(uint p) {
|
||||
return vec4(float(p & uint(0xffff)), float((p >> uint(8)) & uint(0xffff)), float((p >> uint(16)) & uint(0xffff)), float(p >> uint(24))) * 0.00392156862; // 1.0 / 255.0
|
||||
return vec4(float(p & uint(0xff)), float((p >> uint(8)) & uint(0xff)), float((p >> uint(16)) & uint(0xff)), float(p >> uint(24))) * 0.00392156862; // 1.0 / 255.0
|
||||
}
|
||||
|
||||
uint packSnorm4x8(vec4 v) {
|
||||
|
|
@ -55,6 +55,6 @@ uint packSnorm4x8(vec4 v) {
|
|||
}
|
||||
|
||||
vec4 unpackSnorm4x8(uint p) {
|
||||
vec4 v = vec4(float(p & uint(0xffff)), float((p >> uint(8)) & uint(0xffff)), float((p >> uint(16)) & uint(0xffff)), float(p >> uint(24)));
|
||||
vec4 v = vec4(float(p & uint(0xff)), float((p >> uint(8)) & uint(0xff)), float((p >> uint(16)) & uint(0xff)), float(p >> uint(24)));
|
||||
return clamp((v - vec4(127.0)) * vec4(0.00787401574), vec4(-1.0), vec4(1.0));
|
||||
}
|
||||
|
|
|
|||
|
|
@ -92,11 +92,19 @@ vec3 tonemap_reinhard(vec3 color, float p_white) {
|
|||
return (p_white * color + color) / (color * p_white + p_white);
|
||||
}
|
||||
|
||||
// This expects 0-1 range input.
|
||||
vec3 linear_to_srgb(vec3 color) {
|
||||
//if going to srgb, clamp from 0 to 1.
|
||||
color = clamp(color, vec3(0.0), vec3(1.0));
|
||||
const vec3 a = vec3(0.055f);
|
||||
return mix((vec3(1.0f) + a) * pow(color.rgb, vec3(1.0f / 2.4f)) - a, 12.92f * color.rgb, lessThan(color.rgb, vec3(0.0031308f)));
|
||||
//color = clamp(color, vec3(0.0), vec3(1.0));
|
||||
//const vec3 a = vec3(0.055f);
|
||||
//return mix((vec3(1.0f) + a) * pow(color.rgb, vec3(1.0f / 2.4f)) - a, 12.92f * color.rgb, lessThan(color.rgb, vec3(0.0031308f)));
|
||||
// Approximation from http://chilliant.blogspot.com/2012/08/srgb-approximations-for-hlsl.html
|
||||
return max(vec3(1.055) * pow(color, vec3(0.416666667)) - vec3(0.055), vec3(0.0));
|
||||
}
|
||||
|
||||
// This expects 0-1 range input, outside that range it behaves poorly.
|
||||
vec3 srgb_to_linear(vec3 color) {
|
||||
// Approximation from http://chilliant.blogspot.com/2012/08/srgb-approximations-for-hlsl.html
|
||||
return color * (color * (color * 0.305306011 + 0.682171111) + 0.012522878);
|
||||
}
|
||||
|
||||
#define TONEMAPPER_LINEAR 0
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue