528 lines
		
	
	
		
			13 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
		
		
			
		
	
	
			528 lines
		
	
	
		
			13 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
|  | #version 450 | ||
|  | 
 | ||
|  | #include "compiled.inc" | ||
|  | #include "std/gbuffer.glsl" | ||
|  | #ifdef _Clusters | ||
|  | #include "std/clusters.glsl" | ||
|  | #endif | ||
|  | #ifdef _Irr | ||
|  | #include "std/shirr.glsl" | ||
|  | #endif | ||
|  | #ifdef _SSS | ||
|  | #include "std/sss.glsl" | ||
|  | #endif | ||
|  | #ifdef _SSRS | ||
|  | #include "std/ssrs.glsl" | ||
|  | #endif | ||
|  | 
 | ||
|  | uniform sampler2D gbufferD; | ||
|  | uniform sampler2D gbuffer0; | ||
|  | uniform sampler2D gbuffer1; | ||
|  | 
 | ||
|  | #ifdef _gbuffer2 | ||
|  | 	uniform sampler2D gbuffer2; | ||
|  | #endif | ||
|  | #ifdef _EmissionShaded | ||
|  | 	uniform sampler2D gbufferEmission; | ||
|  | #endif | ||
|  | 
 | ||
|  | #ifdef _VoxelGI | ||
|  | uniform sampler2D voxels_diffuse; | ||
|  | uniform sampler2D voxels_specular; | ||
|  | #endif | ||
|  | #ifdef _VoxelAOvar | ||
|  | uniform sampler2D voxels_ao; | ||
|  | #endif | ||
|  | #ifdef _VoxelShadow | ||
|  | uniform sampler3D voxels; | ||
|  | uniform sampler3D voxelsSDF; | ||
|  | uniform float clipmaps[10 * voxelgiClipmapCount]; | ||
|  | #endif | ||
|  | 
 | ||
|  | 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 | ||
|  | 
 | ||
|  | #ifdef _SSAO | ||
|  | uniform sampler2D ssaotex; | ||
|  | #endif | ||
|  | 
 | ||
|  | #ifdef _SSS | ||
|  | uniform vec2 lightPlane; | ||
|  | #endif | ||
|  | 
 | ||
|  | #ifdef _SSRS | ||
|  | //!uniform mat4 VP; | ||
|  | uniform mat4 invVP; | ||
|  | #endif | ||
|  | 
 | ||
|  | #ifdef _LightIES | ||
|  | //!uniform sampler2D texIES; | ||
|  | #endif | ||
|  | 
 | ||
|  | #ifdef _SMSizeUniform | ||
|  | //!uniform vec2 smSizeUniform; | ||
|  | #endif | ||
|  | 
 | ||
|  | #ifdef _LTC | ||
|  | //!uniform vec3 lightArea0; | ||
|  | //!uniform vec3 lightArea1; | ||
|  | //!uniform vec3 lightArea2; | ||
|  | //!uniform vec3 lightArea3; | ||
|  | //!uniform sampler2D sltcMat; | ||
|  | //!uniform sampler2D sltcMag; | ||
|  | #ifdef _ShadowMap | ||
|  | 	#ifdef _SinglePoint | ||
|  | 	//!uniform sampler2DShadow shadowMapSpot[1]; | ||
|  | 	//!uniform sampler2D shadowMapSpotTransparent[1]; | ||
|  | 	//!uniform mat4 LWVPSpot[1]; | ||
|  | 	#endif | ||
|  | 	#ifdef _Clusters | ||
|  | 	//!uniform sampler2DShadow shadowMapSpot[4]; | ||
|  | 	//!uniform sampler2D shadowMapSpotTransparent[4]; | ||
|  | 	//!uniform mat4 LWVPSpotArray[4]; | ||
|  | 	#endif | ||
|  | #endif | ||
|  | #endif | ||
|  | 
 | ||
|  | uniform vec2 cameraProj; | ||
|  | uniform vec3 eye; | ||
|  | uniform vec3 eyeLook; | ||
|  | 
 | ||
|  | #ifdef _Clusters | ||
|  | uniform vec4 lightsArray[maxLights * 3]; | ||
|  | 	#ifdef _Spot | ||
|  | 	uniform vec4 lightsArraySpot[maxLights * 2]; | ||
|  | 	#endif | ||
|  | uniform sampler2D clustersData; | ||
|  | uniform vec2 cameraPlane; | ||
|  | #endif | ||
|  | 
 | ||
|  | #ifdef _ShadowMap | ||
|  | #ifdef _SinglePoint | ||
|  | 	#ifdef _Spot | ||
|  | 	//!uniform sampler2DShadow shadowMapSpot[1]; | ||
|  | 	//!uniform sampler2D shadowMapSpotTransparent[1]; | ||
|  | 	//!uniform mat4 LWVPSpot[1]; | ||
|  | 	#else | ||
|  | 	//!uniform samplerCubeShadow shadowMapPoint[1]; | ||
|  | 	//!uniform samplerCube shadowMapPointTransparent[1]; | ||
|  | 	//!uniform vec2 lightProj; | ||
|  | 	#endif | ||
|  | #endif | ||
|  | #ifdef _Clusters | ||
|  | 	#ifdef _ShadowMapAtlas | ||
|  | 		#ifdef _SingleAtlas | ||
|  | 		uniform sampler2DShadow shadowMapAtlas; | ||
|  | 		uniform sampler2D shadowMapAtlasTransparent; | ||
|  | 		#endif | ||
|  | 	#endif | ||
|  | 	#ifdef _ShadowMapAtlas | ||
|  | 		#ifndef _SingleAtlas | ||
|  | 		//!uniform sampler2DShadow shadowMapAtlasPoint; | ||
|  | 		//!uniform sampler2D shadowMapAtlasPointTransparent; | ||
|  | 		#endif | ||
|  | 		//!uniform vec4 pointLightDataArray[4]; | ||
|  | 	#else | ||
|  | 		//!uniform samplerCubeShadow shadowMapPoint[4]; | ||
|  | 		//!uniform samplerCube shadowMapPointTransparent[4]; | ||
|  | 	#endif | ||
|  | 	//!uniform vec2 lightProj; | ||
|  | 	#ifdef _Spot | ||
|  | 		#ifdef _ShadowMapAtlas | ||
|  | 		#ifndef _SingleAtlas | ||
|  | 		//!uniform sampler2DShadow shadowMapAtlasSpot; | ||
|  | 		//!uniform sampler2D shadowMapAtlasSpotTransparent; | ||
|  | 		#endif | ||
|  | 		#else | ||
|  | 		//!uniform sampler2DShadow shadowMapSpot[4]; | ||
|  | 		//!uniform sampler2D shadowMapSpotTransparent[4]; | ||
|  | 		#endif | ||
|  | 	//!uniform mat4 LWVPSpotArray[maxLightsCluster]; | ||
|  | 	#endif | ||
|  | #endif | ||
|  | #endif | ||
|  | 
 | ||
|  | #ifdef _Sun | ||
|  | uniform vec3 sunDir; | ||
|  | uniform vec3 sunCol; | ||
|  | 	#ifdef _ShadowMap | ||
|  | 	#ifdef _ShadowMapAtlas | ||
|  | 	#ifndef _SingleAtlas | ||
|  | 	uniform sampler2DShadow shadowMapAtlasSun; | ||
|  | 	uniform sampler2D shadowMapAtlasSunTransparent; | ||
|  | 	#endif | ||
|  | 	#else | ||
|  | 	uniform sampler2DShadow shadowMap; | ||
|  | 	uniform sampler2D shadowMapTransparent; | ||
|  | 	#endif | ||
|  | 	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; | ||
|  | 	#ifdef _ShadowMap | ||
|  | 	uniform float pointBias; | ||
|  | 	#endif | ||
|  | 	#ifdef _Spot | ||
|  | 	uniform vec3 spotDir; | ||
|  | 	uniform vec3 spotRight; | ||
|  | 	uniform vec4 spotData; | ||
|  | 	#endif | ||
|  | #endif | ||
|  | 
 | ||
|  | #ifdef _LightClouds | ||
|  | uniform sampler2D texClouds; | ||
|  | uniform float time; | ||
|  | #endif | ||
|  | 
 | ||
|  | #include "std/light.glsl" | ||
|  | 
 | ||
|  | in vec2 texCoord; | ||
|  | in vec3 viewRay; | ||
|  | out vec4 fragColor; | ||
|  | 
 | ||
|  | void main() { | ||
|  | 	vec4 g0 = textureLod(gbuffer0, texCoord, 0.0); // Normal.xy, roughness, metallic/matid | ||
|  | 
 | ||
|  | 	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, 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 _gbuffer2 | ||
|  | 	vec4 g2 = textureLod(gbuffer2, texCoord, 0.0); | ||
|  | #endif | ||
|  | 
 | ||
|  | #ifdef _MicroShadowing | ||
|  | 	occspec.x = mix(1.0, occspec.x, dotNV); // AO Fresnel | ||
|  | #endif | ||
|  | 
 | ||
|  | #ifdef _Brdf | ||
|  | 	vec2 envBRDF = texelFetch(senvmapBrdf, ivec2(vec2(dotNV, 1.0 - roughness) * 256.0), 0).xy; | ||
|  | #endif | ||
|  | 
 | ||
|  | 	// Envmap | ||
|  | #ifdef _Irr | ||
|  | 
 | ||
|  | 	vec3 envl = shIrradiance(n, shirr); | ||
|  | 
 | ||
|  | 	#ifdef _gbuffer2 | ||
|  | 		if (g2.b < 0.5) { | ||
|  | 			envl = envl; | ||
|  | 		} else { | ||
|  | 			envl = vec3(0.0); | ||
|  | 		} | ||
|  | 	#endif | ||
|  | 
 | ||
|  | 	#ifdef _EnvTex | ||
|  | 		envl /= PI; | ||
|  | 	#endif | ||
|  | #else | ||
|  | 	vec3 envl = vec3(0.0); | ||
|  | #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 _Brdf | ||
|  | 	envl.rgb *= 1.0 - (f0 * envBRDF.x + envBRDF.y); //LV: We should take refracted light into account | ||
|  | #endif | ||
|  | 
 | ||
|  | #ifdef _Rad // Indirect specular | ||
|  | 	envl.rgb += prefilteredColor * (f0 * envBRDF.x + envBRDF.y); //LV: Removed "1.5 * occspec.y". Specular should be weighted only by FV LUT | ||
|  | #else | ||
|  | 	#ifdef _EnvCol | ||
|  | 	envl.rgb += backgroundCol * (f0 * envBRDF.x + envBRDF.y); //LV: Eh, what's the point of weighting it only by F0? | ||
|  | 	#endif | ||
|  | #endif | ||
|  | 
 | ||
|  | 	envl.rgb *= envmapStrength * occspec.x; | ||
|  | 
 | ||
|  | #ifdef _VoxelGI | ||
|  | 	vec4 indirect_diffuse = textureLod(voxels_diffuse, texCoord, 0.0); | ||
|  | 	fragColor.rgb = (indirect_diffuse.rgb * albedo + envl.rgb * (1.0 - indirect_diffuse.a)) * voxelgiDiff; | ||
|  | 	if(roughness < 1.0 && occspec.y > 0.0) | ||
|  | 		fragColor.rgb += textureLod(voxels_specular, texCoord, 0.0).rgb * occspec.y * voxelgiRefl; | ||
|  | #endif | ||
|  | 
 | ||
|  | #ifdef _VoxelAOvar | ||
|  | 	envl.rgb *= textureLod(voxels_ao, texCoord, 0.0).r; | ||
|  | #endif | ||
|  | 
 | ||
|  | #ifndef _VoxelGI | ||
|  | 	fragColor.rgb = envl; | ||
|  | #endif | ||
|  | 	// Show voxels | ||
|  | 	// vec3 origin = vec3(texCoord * 2.0 - 1.0, 0.99); | ||
|  | 	// vec3 direction = vec3(0.0, 0.0, -1.0); | ||
|  | 	// vec4 color = vec4(0.0f); | ||
|  | 	// for(uint step = 0; step < 400 && color.a < 0.99f; ++step) { | ||
|  | 	// 	vec3 point = origin + 0.005 * step * direction; | ||
|  | 	// 	color += (1.0f - color.a) * textureLod(voxels, point * 0.5 + 0.5, 0); | ||
|  | 	// } | ||
|  | 	// fragColor.rgb += color.rgb; | ||
|  | 
 | ||
|  | 	// Show SSAO | ||
|  | 	// fragColor.rgb = texture(ssaotex, texCoord).rrr; | ||
|  | 
 | ||
|  | #ifdef _SSAO | ||
|  | 	// #ifdef _RTGI | ||
|  | 	// fragColor.rgb *= textureLod(ssaotex, texCoord, 0.0).rgb; | ||
|  | 	// #else | ||
|  | 	fragColor.rgb *= textureLod(ssaotex, texCoord, 0.0).r; | ||
|  | 	// #endif | ||
|  | #endif | ||
|  | 
 | ||
|  | #ifdef _EmissionShadeless | ||
|  | 	if (matid == 1) { // pure emissive material, color stored in basecol | ||
|  | 		fragColor.rgb += g1.rgb; | ||
|  | 		fragColor.a = 1.0; // Mark as opaque | ||
|  | 		return; | ||
|  | 	} | ||
|  | #endif | ||
|  | #ifdef _EmissionShaded | ||
|  | 	#ifdef _EmissionShadeless | ||
|  | 	else { | ||
|  | 	#endif | ||
|  | 		vec3 emission = textureLod(gbufferEmission, texCoord, 0.0).rgb; | ||
|  | 		fragColor.rgb += emission; | ||
|  | 	#ifdef _EmissionShadeless | ||
|  | 	} | ||
|  | 	#endif | ||
|  | #endif | ||
|  | 
 | ||
|  | #ifdef _Sun | ||
|  | 	vec3 sh = normalize(v + sunDir); | ||
|  | 	float sdotNH = max(0.0, dot(n, sh)); | ||
|  | 	float sdotVH = max(0.0, dot(v, sh)); | ||
|  | 	float sdotNL = max(0.0, dot(n, sunDir)); | ||
|  | 	vec3 svisibility = vec3(1.0); | ||
|  | 	vec3 sdirect =  lambertDiffuseBRDF(albedo, sdotNL) + | ||
|  | 	               specularBRDF(f0, roughness, sdotNL, sdotNH, dotNV, sdotVH) * occspec.y; | ||
|  | 
 | ||
|  | 	#ifdef _ShadowMap | ||
|  | 		#ifdef _CSM | ||
|  | 			svisibility = shadowTestCascade( | ||
|  | 				#ifdef _ShadowMapAtlas | ||
|  | 					#ifndef _SingleAtlas | ||
|  | 					shadowMapAtlasSun, shadowMapAtlasSunTransparent | ||
|  | 					#else | ||
|  | 					shadowMapAtlas, shadowMapAtlasTransparent | ||
|  | 					#endif | ||
|  | 				#else | ||
|  | 				shadowMap, shadowMapTransparent | ||
|  | 				#endif | ||
|  | 				, eye, p + n * shadowsBias * 10, shadowsBias, false | ||
|  | 			); | ||
|  | 		#else | ||
|  | 			vec4 lPos = LWVP * vec4(p + n * shadowsBias * 100, 1.0); | ||
|  | 			if (lPos.w > 0.0) { | ||
|  | 				svisibility = shadowTest( | ||
|  | 					#ifdef _ShadowMapAtlas | ||
|  | 						#ifndef _SingleAtlas | ||
|  | 						shadowMapAtlasSun, shadowMapAtlasSunTransparent | ||
|  | 						#else | ||
|  | 						shadowMapAtlas, shadowMapAtlasTransparent | ||
|  | 						#endif | ||
|  | 					#else | ||
|  | 					shadowMap, shadowMapTransparent | ||
|  | 					#endif | ||
|  | 					, lPos.xyz / lPos.w, shadowsBias, false | ||
|  | 				); | ||
|  | 			} | ||
|  | 		#endif | ||
|  | 	#endif | ||
|  | 
 | ||
|  | 	#ifdef _VoxelShadow | ||
|  | 	svisibility *= (1.0 - traceShadow(p, n, voxels, voxelsSDF, sunDir, clipmaps, gl_FragCoord.xy).r) * voxelgiShad; | ||
|  | 	#endif | ||
|  | 	 | ||
|  | 	#ifdef _SSRS | ||
|  | 	// vec2 coords = getProjectedCoord(hitCoord); | ||
|  | 	// vec2 deltaCoords = abs(vec2(0.5, 0.5) - coords.xy); | ||
|  | 	// float screenEdgeFactor = clamp(1.0 - (deltaCoords.x + deltaCoords.y), 0.0, 1.0); | ||
|  | 	svisibility *= traceShadowSS(sunDir, p, gbufferD, invVP, eye); | ||
|  | 	#endif | ||
|  | 
 | ||
|  | 	#ifdef _LightClouds | ||
|  | 	svisibility *= textureLod(texClouds, vec2(p.xy / 100.0 + time / 80.0), 0.0).r * dot(n, vec3(0,0,1)); | ||
|  | 	#endif | ||
|  | 
 | ||
|  | 	#ifdef _MicroShadowing | ||
|  | 	// See https://advances.realtimerendering.com/other/2016/naughty_dog/NaughtyDog_TechArt_Final.pdf | ||
|  | 	svisibility *= clamp(sdotNL + 2.0 * occspec.x * occspec.x - 1.0, 0.0, 1.0); | ||
|  | 	#endif | ||
|  | 
 | ||
|  | 	fragColor.rgb += sdirect * sunCol * svisibility; | ||
|  | 
 | ||
|  | //	#ifdef _Hair // Aniso | ||
|  | // 	if (matid == 2) { | ||
|  | // 		const float shinyParallel = roughness; | ||
|  | // 		const float shinyPerpendicular = 0.1; | ||
|  | // 		const vec3 v = vec3(0.99146, 0.11664, 0.05832); | ||
|  | // 		vec3 T = abs(dot(n, v)) > 0.99999 ? cross(n, vec3(0.0, 1.0, 0.0)) : cross(n, v); | ||
|  | // 		fragColor.rgb = orenNayarDiffuseBRDF(albedo, roughness, dotNV, dotNL, dotVH) + wardSpecular(n, h, dotNL, dotNV, dotNH, T, shinyParallel, shinyPerpendicular) * spec; | ||
|  | // 	} | ||
|  | //	#endif | ||
|  | 
 | ||
|  | 	#ifdef _SSS | ||
|  | 	if (matid == 2) { | ||
|  | 		#ifdef _CSM | ||
|  | 		int casi, casindex; | ||
|  | 		mat4 LWVP = getCascadeMat(distance(eye, p), casi, casindex); | ||
|  | 		#endif | ||
|  | 		fragColor.rgb += fragColor.rgb * SSSSTransmittance( | ||
|  | 			LWVP, p, n, sunDir, lightPlane.y, | ||
|  | 			#ifdef _ShadowMapAtlas | ||
|  | 				#ifndef _SingleAtlas | ||
|  | 				shadowMapAtlasSun | ||
|  | 				#else | ||
|  | 				shadowMapAtlas | ||
|  | 				#endif | ||
|  | 			#else | ||
|  | 			shadowMap | ||
|  | 			#endif | ||
|  | 		);//TODO implement transparent shadowmaps into the SSSSTransmittance() | ||
|  | 	} | ||
|  | 	#endif | ||
|  | 
 | ||
|  | #endif // _Sun | ||
|  | 
 | ||
|  | #ifdef _SinglePoint | ||
|  | 
 | ||
|  | 	fragColor.rgb += sampleLight( | ||
|  | 		p, n, v, dotNV, pointPos, pointCol, albedo, roughness, occspec.y, f0 | ||
|  | 		#ifdef _ShadowMap | ||
|  | 			, 0, pointBias, true, false | ||
|  | 		#endif | ||
|  | 		#ifdef _Spot | ||
|  | 		, true, spotData.x, spotData.y, spotDir, spotData.zw, spotRight | ||
|  | 		#endif | ||
|  | 		#ifdef _VoxelShadow | ||
|  | 			, voxels, voxelsSDF, clipmaps | ||
|  | 		#endif | ||
|  | 		#ifdef _MicroShadowing | ||
|  | 		, occspec.x | ||
|  | 		#endif | ||
|  | 		#ifdef _SSRS | ||
|  | 		, gbufferD, invVP, eye | ||
|  | 		#endif | ||
|  | 	); | ||
|  | 
 | ||
|  | 	#ifdef _Spot | ||
|  | 	#ifdef _SSS | ||
|  | 	if (matid == 2) fragColor.rgb += fragColor.rgb * SSSSTransmittance(LWVPSpot[0], p, n, normalize(pointPos - p), lightPlane.y, shadowMapSpot[0]);//TODO implement transparent shadowmaps into the SSSSTransmittance() | ||
|  | 	#endif | ||
|  | 	#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 * 3].xyz, // lp | ||
|  | 			lightsArray[li * 3 + 1].xyz, // lightCol | ||
|  | 			albedo, | ||
|  | 			roughness, | ||
|  | 			occspec.y, | ||
|  | 			f0 | ||
|  | 			#ifdef _ShadowMap | ||
|  | 				// light index, shadow bias, cast_shadows | ||
|  | 				, li, lightsArray[li * 3 + 2].x, lightsArray[li * 3 + 2].z != 0.0, false | ||
|  | 			#endif | ||
|  | 			#ifdef _Spot | ||
|  | 			, lightsArray[li * 3 + 2].y != 0.0 | ||
|  | 			, lightsArray[li * 3 + 2].y // spot size (cutoff) | ||
|  | 			, lightsArraySpot[li * 2].w // spot blend (exponent) | ||
|  | 			, lightsArraySpot[li * 2].xyz // spotDir | ||
|  | 			, vec2(lightsArray[li * 3].w, lightsArray[li * 3 + 1].w) // scale | ||
|  | 			, lightsArraySpot[li * 2 + 1].xyz // right | ||
|  | 			#endif | ||
|  | 			#ifdef _VoxelShadow | ||
|  | 			, voxels, voxelsSDF, clipmaps | ||
|  | 			#endif | ||
|  | 			#ifdef _MicroShadowing | ||
|  | 			, occspec.x | ||
|  | 			#endif | ||
|  | 			#ifdef _SSRS | ||
|  | 			, gbufferD, invVP, eye | ||
|  | 			#endif | ||
|  | 		); | ||
|  | 	} | ||
|  | #endif // _Clusters | ||
|  | 
 | ||
|  | /* | ||
|  | #ifdef _VoxelRefract | ||
|  | if(opac < 1.0) { | ||
|  | 	vec3 refraction = traceRefraction(p, n, voxels, v, ior, roughness, eye) * voxelgiRefr; | ||
|  | 	fragColor.rgb = mix(refraction, fragColor.rgb, opac); | ||
|  | } | ||
|  | #endif | ||
|  | */ | ||
|  | 	fragColor.a = 1.0; // Mark as opaque | ||
|  | } |