forked from LeenkxTeam/LNXSDK
		
	
		
			
	
	
		
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			6.5 KiB
		
	
	
	
		
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			284 lines
		
	
	
		
			6.5 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
|  | #version 450 | ||
|  | 
 | ||
|  | #include "compiled.inc" | ||
|  | #include "std/gbuffer.glsl" | ||
|  | #include "std/math.glsl" | ||
|  | #ifdef _Clusters | ||
|  | #include "std/clusters.glsl" | ||
|  | #endif | ||
|  | #ifdef _Irr | ||
|  | #include "std/shirr.glsl" | ||
|  | #endif | ||
|  | 
 | ||
|  | uniform sampler2D gbufferD; | ||
|  | uniform sampler2D gbuffer0; | ||
|  | uniform sampler2D gbuffer1; | ||
|  | 
 | ||
|  | 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 LWVPSpot[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 | ||
|  | 	#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); | ||
|  | 
 | ||
|  | 	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 _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 | ||
|  | 	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 _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 | ||
|  | 
 | ||
|  | 	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; | ||
|  | 	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 | ||
|  | 					#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 | ||
|  | 	); | ||
|  | #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 | ||
|  | 		); | ||
|  | 	} | ||
|  | #endif // _Clusters | ||
|  | } |