240 lines
		
	
	
		
			7.5 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			240 lines
		
	
	
		
			7.5 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
| #ifndef _LIGHT_GLSL_
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| #define _LIGHT_GLSL_
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| 
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| #include "compiled.inc"
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| #include "std/brdf.glsl"
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| #include "std/math.glsl"
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| #ifdef _ShadowMap
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| #include "std/shadows.glsl"
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| #endif
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| #ifdef _VoxelShadow
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| #include "std/conetrace.glsl"
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| //!uniform sampler2D voxels_shadows;
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| #endif
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| #ifdef _LTC
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| #include "std/ltc.glsl"
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| #endif
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| #ifdef _LightIES
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| #include "std/ies.glsl"
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| #endif
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| #ifdef _SSRS
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| #include "std/ssrs.glsl"
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| #endif
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| #ifdef _Spot
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| #include "std/light_common.glsl"
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| #endif
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| 
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| #ifdef _ShadowMap
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| 	#ifdef _SinglePoint
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| 		#ifdef _Spot
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| 			#ifndef _LTC
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| 				uniform sampler2DShadow shadowMapSpot[1];
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| 				uniform sampler2D shadowMapSpotTransparent[1];
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| 				uniform mat4 LWVPSpot[1];
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| 			#endif
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| 		#else
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| 			uniform samplerCubeShadow shadowMapPoint[1];
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| 			uniform samplerCube shadowMapPointTransparent[1];
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| 			uniform vec2 lightProj;
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| 		#endif
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| 	#endif
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| 	#ifdef _Clusters
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| 		#ifdef _SingleAtlas
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| 		//!uniform sampler2DShadow shadowMapAtlas;
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| 		//!uniform sampler2D shadowMapAtlasTransparent;
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| 		#endif
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| 		uniform vec2 lightProj;
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| 		#ifdef _ShadowMapAtlas
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| 		#ifndef _SingleAtlas
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| 		uniform sampler2DShadow shadowMapAtlasPoint;
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| 		uniform sampler2D shadowMapAtlasPointTransparent;
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| 		#endif
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| 		#else
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| 		uniform samplerCubeShadow shadowMapPoint[4];
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| 		uniform samplerCube shadowMapPointTransparent[4];
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| 		#endif
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| 		#ifdef _Spot
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| 			#ifdef _ShadowMapAtlas
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| 			#ifndef _SingleAtlas
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| 			uniform sampler2DShadow shadowMapAtlasSpot;
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| 			uniform sampler2D shadowMapAtlasSpotTransparent;
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| 			#endif
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| 			#else
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| 			uniform sampler2DShadow shadowMapSpot[4];
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| 			uniform sampler2D shadowMapSpotTransparent[4];
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| 			#endif
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| 			uniform mat4 LWVPSpotArray[maxLightsCluster];
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| 		#endif
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| 	#endif
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| #endif
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| 
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| #ifdef _LTC
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| uniform vec3 lightArea0;
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| uniform vec3 lightArea1;
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| uniform vec3 lightArea2;
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| uniform vec3 lightArea3;
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| uniform sampler2D sltcMat;
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| uniform sampler2D sltcMag;
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| #ifdef _ShadowMap
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| #ifndef _Spot
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| 	#ifdef _SinglePoint
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| 		uniform sampler2DShadow shadowMapSpot[1];
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| 		uniform sampler2D shadowMapSpotTransparent[1];
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| 		uniform mat4 LWVPSpot[1];
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| 	#endif
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| 	#ifdef _Clusters
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| 		uniform sampler2DShadow shadowMapSpot[maxLightsCluster];
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| 		uniform sampler2D shadowMapSpotTransparent[maxLightsCluster];
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| 		uniform mat4 LWVPSpotArray[maxLightsCluster];
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| 	#endif
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| 	#endif
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| #endif
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| #endif
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| 
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| vec3 sampleLight(const vec3 p, const vec3 n, const vec3 v, const float dotNV, const vec3 lp, const vec3 lightCol,
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| 	const vec3 albedo, const float rough, const float spec, const vec3 f0
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| 	#ifdef _ShadowMap
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| 		, int index, float bias, bool receiveShadow, bool transparent
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| 	#endif
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| 	#ifdef _Spot
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| 		, const bool isSpot, const float spotSize, float spotBlend, vec3 spotDir, vec2 scale, vec3 right
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| 	#endif
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| 	#ifdef _VoxelShadow
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| 		, sampler3D voxels, sampler3D voxelsSDF, float clipmaps[10 * voxelgiClipmapCount]
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| 	#endif
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| 	#ifdef _MicroShadowing
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| 		, float occ
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| 	#endif
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| 	#ifdef _SSRS
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| 		, sampler2D gbufferD, mat4 invVP, vec3 eye
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| 	#endif
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| 	) {
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| 	vec3 ld = lp - p;
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| 	vec3 l = normalize(ld);
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| 	vec3 h = normalize(v + l);
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| 	float dotNH = max(0.0, dot(n, h));
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| 	float dotVH = max(0.0, dot(v, h));
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| 	float dotNL = max(0.0, dot(n, l));
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| 
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| 	#ifdef _LTC
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| 	float theta = acos(dotNV);
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| 	vec2 tuv = vec2(rough, theta / (0.5 * PI));
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| 	tuv = tuv * LUT_SCALE + LUT_BIAS;
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| 	vec4 t = textureLod(sltcMat, tuv, 0.0);
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| 	mat3 invM = mat3(
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| 		vec3(1.0, 0.0, t.y),
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| 		vec3(0.0, t.z, 0.0),
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| 		vec3(t.w, 0.0, t.x));
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| 	float ltcspec = ltcEvaluate(n, v, dotNV, p, invM, lightArea0, lightArea1, lightArea2, lightArea3);
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| 	ltcspec *= textureLod(sltcMag, tuv, 0.0).a;
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| 	float ltcdiff = ltcEvaluate(n, v, dotNV, p, mat3(1.0), lightArea0, lightArea1, lightArea2, lightArea3);
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| 	vec3 direct = albedo * ltcdiff + ltcspec * spec * 0.05;
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| 	#else
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| 	vec3 direct = lambertDiffuseBRDF(albedo, dotNL) +
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| 				  specularBRDF(f0, rough, dotNL, dotNH, dotNV, dotVH) * spec;
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| 	#endif
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| 
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| 	direct *= attenuate(distance(p, lp));
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| 	direct *= lightCol;
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| 
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| 	#ifdef _MicroShadowing
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| 	direct *= clamp(dotNL + 2.0 * occ * occ - 1.0, 0.0, 1.0);
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| 	#endif
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| 
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| 	#ifdef _SSRS
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| 	direct *= traceShadowSS(l, p, gbufferD, invVP, eye);
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| 	#endif
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| 
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| 	#ifdef _VoxelShadow
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| 	direct *= (1.0 - traceShadow(p, n, voxels, voxelsSDF, l, clipmaps, gl_FragCoord.xy).r) * voxelgiShad;
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| 	#endif
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| 
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| 	#ifdef _LTC
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| 	#ifdef _ShadowMap
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| 		if (receiveShadow) {
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| 			#ifdef _SinglePoint
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| 			vec4 lPos = LWVPSpotArray[0] * vec4(p + n * bias * 10, 1.0);
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| 			direct *= shadowTest(shadowMapSpot[0], shadowMapSpotTransparent[0], lPos.xyz / lPos.w, bias, transparent);
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| 			#endif
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| 			#ifdef _Clusters
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| 			vec4 lPos = LWVPSpotArray[index] * vec4(p + n * bias * 10, 1.0);
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| 			if (index == 0) direct *= shadowTest(shadowMapSpot[0], shadowMapSpotTransparent[0], lPos.xyz / lPos.w, bias, transparent);
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| 			else if (index == 1) direct *= shadowTest(shadowMapSpot[1], shadowMapSpotTransparent[1], lPos.xyz / lPos.w, bias, transparent);
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| 			else if (index == 2) direct *= shadowTest(shadowMapSpot[2], shadowMapSpotTransparent[2], lPos.xyz / lPos.w, bias, transparent);
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| 			else if (index == 3) direct *= shadowTest(shadowMapSpot[3], shadowMapSpotTransparent[3], lPos.xyz / lPos.w, bias, transparent);
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| 			#endif
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| 		}
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| 	#endif
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| 	return direct;
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| 	#endif
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| 
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| 	#ifdef _Spot
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| 	if (isSpot) {
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| 		direct *= spotlightMask(l, spotDir, right, scale, spotSize, spotBlend);
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| 
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| 		#ifdef _ShadowMap
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| 			if (receiveShadow) {
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| 				#ifdef _SinglePoint
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| 				vec4 lPos = LWVPSpot[0] * vec4(p + n * bias * 10, 1.0);
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| 				direct *= shadowTest(shadowMapSpot[0], shadowMapSpotTransparent[0], lPos.xyz / lPos.w, bias, transparent);
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| 				#endif
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| 				#ifdef _Clusters
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| 					vec4 lPos = LWVPSpotArray[index] * vec4(p + n * bias * 10, 1.0);
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| 					#ifdef _ShadowMapAtlas
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| 						direct *= shadowTest(
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| 							#ifndef _SingleAtlas
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| 							shadowMapAtlasSpot, shadowMapAtlasSpotTransparent
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| 							#else
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| 							shadowMapAtlas, shadowMapAtlasTransparent
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| 							#endif
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| 							, lPos.xyz / lPos.w, bias, transparent
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| 						);
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| 					#else
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| 							 if (index == 0) direct *= shadowTest(shadowMapSpot[0], shadowMapSpotTransparent[0], lPos.xyz / lPos.w, bias, transparent);
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| 						else if (index == 1) direct *= shadowTest(shadowMapSpot[1], shadowMapSpotTransparent[1], lPos.xyz / lPos.w, bias, transparent);
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| 						else if (index == 2) direct *= shadowTest(shadowMapSpot[2], shadowMapSpotTransparent[2], lPos.xyz / lPos.w, bias, transparent);
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| 						else if (index == 3) direct *= shadowTest(shadowMapSpot[3], shadowMapSpotTransparent[3], lPos.xyz / lPos.w, bias, transparent);
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| 					#endif
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| 				#endif
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| 			}
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| 		#endif
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| 		return direct;
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| 	}
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| 	#endif
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| 
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| 	#ifdef _LightIES
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| 	direct *= iesAttenuation(-l);
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| 	#endif
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| 
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| 	#ifdef _ShadowMap
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| 		if (receiveShadow) {
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| 			#ifdef _SinglePoint
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| 			#ifndef _Spot
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| 			direct *= PCFCube(shadowMapPoint[0], shadowMapPointTransparent[0], ld, -l, bias, lightProj, n, transparent);
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| 			#endif
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| 			#endif
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| 			#ifdef _Clusters
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| 				#ifdef _ShadowMapAtlas
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| 				direct *= PCFFakeCube(
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| 					#ifndef _SingleAtlas
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| 					shadowMapAtlasPoint, shadowMapAtlasPointTransparent
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| 					#else
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| 					shadowMapAtlas, shadowMapAtlasTransparent
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| 					#endif
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| 					, ld, -l, bias, lightProj, n, index, transparent
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| 				);
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| 				#else
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| 					 if (index == 0) direct *= PCFCube(shadowMapPoint[0], shadowMapPointTransparent[0], ld, -l, bias, lightProj, n, transparent);
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| 				else if (index == 1) direct *= PCFCube(shadowMapPoint[1], shadowMapPointTransparent[1], ld, -l, bias, lightProj, n, transparent);
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| 				else if (index == 2) direct *= PCFCube(shadowMapPoint[2], shadowMapPointTransparent[2], ld, -l, bias, lightProj, n, transparent);
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| 				else if (index == 3) direct *= PCFCube(shadowMapPoint[3], shadowMapPointTransparent[3], ld, -l, bias, lightProj, n, transparent);
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| 				#endif
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| 			#endif
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| 		}
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| 	#endif
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| 
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| 	return direct;
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| }
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| 
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| #endif
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