#version 450 #include "compiled.inc" #include "std/gbuffer.glsl" #include "std/math.glsl" #include "std/brdf.glsl" #ifdef _Clusters #include "std/clusters.glsl" #endif #ifdef _Irr #include "std/shirr.glsl" #endif uniform sampler2D gbufferD; uniform sampler2D gbuffer0; uniform sampler2D gbuffer1; #ifdef _gbuffer2 uniform sampler2D gbuffer2; #endif #ifdef _ClearCoat uniform sampler2D gbufferCoatNormal; #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 _SMSizeUniform //!uniform vec2 smSizeUniform; #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 mat4 LWVPSpotArray[1]; #else //!uniform samplerCubeShadow shadowMapPoint[1]; //!uniform vec2 lightProj; #endif #endif #ifdef _Clusters #ifdef _ShadowMapAtlas #ifdef _SingleAtlas uniform sampler2DShadow shadowMapAtlas; #endif #endif #ifdef _ShadowMapAtlas #ifndef _SingleAtlas //!uniform sampler2DShadow shadowMapAtlasPoint; #endif //!uniform vec4 pointLightDataArray[4]; #else //!uniform samplerCubeShadow shadowMapPoint[4]; #endif //!uniform vec2 lightProj; #ifdef _Spot #ifdef _ShadowMapAtlas #ifndef _SingleAtlas //!uniform sampler2DShadow shadowMapAtlasSpot; #endif #else //!uniform sampler2DShadow shadowMapSpot[4]; #endif //!uniform mat4 LWVPSpotArray[4]; #endif #endif #endif #ifdef _Sun uniform vec3 sunDir; uniform vec3 sunCol; #ifdef _ShadowMap #ifdef _ShadowMapAtlas #ifndef _SingleAtlas uniform sampler2DShadow shadowMapAtlasSun; #endif //!uniform vec4 tileBoundsSunArray[maxLights * shadowmapCascades]; #else uniform sampler2DShadow shadowMap; #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; uniform float pointBias; #ifdef _Spot uniform vec3 spotDir; uniform vec3 spotRight; uniform vec4 spotData; #endif #endif #include "std/light_mobile.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); #ifdef _ExtBRDF matid = min(matid, uint(MAX_MATERIALS - 1)); //!uniform vec4 materialParams[MAX_MATERIALS * 8]; vec4 matp0 = vec4(0.0), matp1 = vec4(0.0), matp2 = vec4(0.0), matp3 = vec4(0.0); vec4 matp4 = vec4(0.0), matp5 = vec4(0.0), matp6 = vec4(0.0), matp7 = vec4(0.0); // TODO: coatIOR=1.5, ior=1.45, thinWall=1.0 move to python make files matp1.z = 1.5; matp3.x = 1.45; matp3.y = 1.0; if (matid >= 3u) { getMaterialParams(matid, matp0, matp1, matp2, matp3, matp4, matp5, matp6, matp7); } #ifdef _ClearCoat vec3 coatTintCol = vec3(matp1.w, matp2.x, matp2.y); #endif #ifdef _Sheen vec3 sheenTintCol = vec3(matp5.z, matp5.w, matp6.x); #endif #ifdef _SSS vec3 sssColorVal = vec3(matp4.w, matp5.x, matp5.y); vec3 sssRadiusScaled = vec3(matp4.x, matp4.y, matp4.z) * matp7.x; #endif #endif 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); #ifdef _ExtBRDF f0 = mix(f0, min(g1.rgb, vec3(2.0)), vec3(matp6.y, matp6.z, matp6.w)); #endif 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 _ClearCoat vec4 gCoat = textureLod(gbufferCoatNormal, texCoord, 0.0); vec3 nCoat; nCoat.z = 1.0 - abs(gCoat.x) - abs(gCoat.y); nCoat.xy = nCoat.z >= 0.0 ? gCoat.xy : octahedronWrap(gCoat.xy); nCoat = normalize(nCoat); #endif #ifdef _Anisotropy #ifdef _gbuffer2 vec4 g2 = textureLod(gbuffer2, texCoord, 0.0); vec3 wTangent = decodeTangent(g2.a, n); #else vec3 wTangent = vec3(0.0); #endif #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 _EnvTex envl /= PI; #endif #else vec3 envl = vec3(1.0); #endif #ifdef _Rad #ifdef _Anisotropy vec3 reflectionWorld = anisotropicIBLDirection(n, v, wTangent, matp0.x, roughness); #else vec3 reflectionWorld = reflect(-v, n); #endif float lod = getMipFromRoughness(roughness, envmapNumMipmaps); vec3 prefilteredColor = textureLod(senvmapRadiance, envMapEquirect(reflectionWorld), lod).rgb; #endif #ifdef _EnvLDR envl.rgb = srgbToLinear(envl.rgb); #ifdef _Rad prefilteredColor = srgbToLinear(prefilteredColor); #endif #endif envl.rgb *= albedo; #ifdef _Rad // Indirect specular envl.rgb += prefilteredColor * (f0 * envBRDF.x + envBRDF.y) * 1.5 * occspec.y; #else #ifdef _EnvCol envl.rgb += backgroundCol * surfaceF0(g1.rgb, metallic); // f0 #endif #endif #ifdef _ExtBRDF float iblSheenWeight = 1.0; float iblCoatWeight = 1.0; vec3 coatTintAbsorb = vec3(1.0); #ifdef _Sheen float sheenAlb = sheenIBLAlbedo(matp0.z, matp0.w, dotNV); iblSheenWeight = max(1.0 - sheenAlb * max(max(sheenTintCol.r, sheenTintCol.g), sheenTintCol.b), 0.0); #endif #ifdef _ClearCoat float dotNVCoat = max(dot(nCoat, v), 0.0); float coatF = coatIBLFresnel(matp1.x, matp1.z, dotNVCoat); iblCoatWeight = max(1.0 - coatF, 0.0); if (matp1.x > 0.0) { coatTintAbsorb = mix(vec3(1.0), clamp(coatTintCol, 0.0, 1.0), clamp(1.0 / max(dotNVCoat, 0.3) * 0.2, 0.0, 1.0)); } #endif float iblLayerWeight = iblSheenWeight * iblCoatWeight; envl.rgb *= iblLayerWeight; brdf_sheenWeight = iblSheenWeight; brdf_coatWeight = iblCoatWeight; brdf_coatTintAbsorb = coatTintAbsorb; #ifdef _Sheen brdf_sheenAlbedo = sheenAlb; #endif #ifdef _ClearCoat brdf_coatF0 = (matp1.z - 1.0) / (matp1.z + 1.0); brdf_coatF0 = brdf_coatF0 * brdf_coatF0; #endif #ifdef _Transmission brdf_transmissionF0 = (matp3.x - 1.0) / (matp3.x + 1.0); brdf_transmissionF0 = brdf_transmissionF0 * brdf_transmissionF0; #endif #ifdef _Transmission float transF = transmissionIBLFresnel(matp3.x, dotNV); float transmittance = 1.0 - transF; #ifdef _Rad if (matp2.z > 0.0 && transmittance > 0.0) { vec3 refrDir = transmissionIBLDirection(n, v, matp3.x); float transLod = getMipFromRoughness(matp2.w, envmapNumMipmaps); vec3 transColor = textureLod(senvmapRadiance, envMapEquirect(refrDir), transLod).rgb; transColor = min(transColor, vec3(20.0)); #ifdef _EnvLDR transColor = srgbToLinear(transColor); #endif envl.rgb += albedo * matp2.z * transmittance * transColor * dotNV * iblLayerWeight; } #endif #endif #ifdef _ClearCoat envl.rgb *= coatTintAbsorb; #ifdef _Rad if (coatF > 0.0) { float coatLod = getMipFromRoughness(matp1.y, envmapNumMipmaps); vec3 coatRefl = reflect(-v, nCoat); vec3 coatColor = textureLod(senvmapRadiance, envMapEquirect(coatRefl), coatLod).rgb; coatColor = min(coatColor, vec3(20.0)); #ifdef _EnvLDR coatColor = srgbToLinear(coatColor); #endif envl.rgb += coatColor * coatF * iblSheenWeight; } #endif #endif #ifdef _Sheen #ifdef _Rad if (sheenAlb > 0.0) { float sheenLod = getMipFromRoughness(matp0.w, envmapNumMipmaps); vec3 sheenRefl = reflect(-v, n); vec3 sheenColor = textureLod(senvmapRadiance, envMapEquirect(sheenRefl), sheenLod).rgb; sheenColor = min(sheenColor, vec3(20.0)); #ifdef _EnvLDR sheenColor = srgbToLinear(sheenColor); #endif envl.rgb += sheenColor * sheenTintCol * sheenAlb; } #endif #endif #endif // _ExtBRDF envl.rgb *= envmapStrength * occspec.x; fragColor.rgb = envl; #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)); float svisibility = 1.0; #ifdef _Anisotropy vec3 sdirect; if (abs(matp0.x) > 0.001 && dot(wTangent, wTangent) > 0.001) { vec3 sbitangent = normalize(cross(n, wTangent)); sdirect = lambertDiffuseBRDF(albedo, sdotNL) + anisotropicBRDF(f0, roughness, matp0.x, matp0.y, wTangent, sbitangent, n, sunDir, v, sdotNL, dotNV) * occspec.y; } else { sdirect = lambertDiffuseBRDF(albedo, sdotNL) + specularBRDF(f0, roughness, sdotNL, sdotNH, dotNV, sdotVH) * occspec.y; } #else vec3 sdirect = lambertDiffuseBRDF(albedo, sdotNL) + specularBRDF(f0, roughness, sdotNL, sdotNH, dotNV, sdotVH) * occspec.y; #endif float sunSheenWeight = brdf_sheenWeight; float sunCoatWeight = brdf_coatWeight; #ifdef _Sheen vec3 sunSheen = sheenBRDF(matp0.z, matp0.w, sheenTintCol, sdotNL, sdotNH, dotNV); #endif #ifdef _ClearCoat vec3 sunCoat = clearcoatBRDF(matp1.x, matp1.y, matp1.z, nCoat, sunDir, v, sh); #endif float sunLayerWeight = sunSheenWeight * sunCoatWeight; sdirect *= sunLayerWeight; #ifdef _Transmission sdirect += transmissionBRDF(albedo, matp2.z, matp2.w, matp3.x, matp3.y, sdotNL, dotNV, sdotVH) * sunLayerWeight; #endif #ifdef _ClearCoat sdirect *= brdf_coatTintAbsorb; sdirect += sunCoat * sunSheenWeight; #endif #ifdef _Sheen sdirect += sunSheen; #endif #ifdef _ShadowMap #ifdef _ShadowMapAtlas tileBounds = tileBoundsSunArray[0]; #endif #ifdef _CSM svisibility = shadowTestCascade( #ifdef _ShadowMapAtlas #ifndef _SingleAtlas shadowMapAtlasSun #else shadowMapAtlas #endif #else shadowMap #endif , eye, p + n * shadowsBias * 10, shadowsBias ); #else vec4 lPos = LWVP * vec4(p + n * shadowsBias * 100, 1.0); if (lPos.w > 0.0) svisibility = shadowTest( #ifdef _ShadowMapAtlas #ifndef _SingleAtlas shadowMapAtlasSun #else shadowMapAtlas #endif #else shadowMap #endif , lPos.xyz / lPos.w, shadowsBias ); #endif #endif fragColor.rgb += sdirect * svisibility * sunCol; #endif #ifdef _SinglePoint fragColor.rgb += sampleLight( p, n, v, dotNV, pointPos, pointCol, albedo, roughness, occspec.y, f0 #ifdef _ShadowMap , 0, pointBias, true #endif #ifdef _Spot , true, spotData.x, spotData.y, spotDir, spotData.zw, spotRight // TODO: Test! #endif #ifdef _ClearCoat , matp1.x, matp1.y, matp1.z, coatTintCol, nCoat #endif #ifdef _Sheen , matp0.z, matp0.w, sheenTintCol #endif #ifdef _Anisotropy , matp0.x, matp0.y, wTangent #endif #ifdef _SSS , matp3.z, sssColorVal, sssRadiusScaled, matp3.w #endif #ifdef _Transmission , matp2.z, matp2.w, matp3.x, matp3.y #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 #endif #ifdef _Spot , lightsArray[li * 3 + 2].y != 0.0 , lightsArray[li * 3 + 2].y // spot size (cutoff) , lightsArraySpot[li].w // spot blend (exponent) , lightsArraySpot[li].xyz // spotDir , vec2(lightsArray[li * 3].w, lightsArray[li * 3 + 1].w) // scale , lightsArraySpot[li * 2 + 1].xyz // right #endif #ifdef _ClearCoat , matp1.x, matp1.y, matp1.z, coatTintCol, nCoat #endif #ifdef _Sheen , matp0.z, matp0.w, sheenTintCol #endif #ifdef _Anisotropy , matp0.x, matp0.y, wTangent #endif #ifdef _SSS , matp3.z, sssColorVal, sssRadiusScaled, matp3.w #endif #ifdef _Transmission , matp2.z, matp2.w, matp3.x, matp3.y #endif ); } #endif // _Clusters fragColor.rgb = clamp(fragColor.rgb, vec3(0.0), vec3(65504.0)); if (any(isnan(fragColor.rgb)) || any(isinf(fragColor.rgb))) { fragColor.rgb = vec3(0.0); } fragColor.a = 1.0; // Mark as opaque }