#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 }