forked from LeenkxTeam/LNXSDK
Patch_2
This commit is contained in:
4
.gitignore
vendored
4
.gitignore
vendored
@ -1,3 +1,5 @@
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__pycache__/
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__pycache__/
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*.pyc
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*.pyc
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*.DS_Store
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*.DS_Store
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**/workspace.xml
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**/vcs.xml
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@ -14,7 +14,7 @@ out vec4 fragColor;
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vec2 barrelDistortion(vec2 coord, float amt) {
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vec2 barrelDistortion(vec2 coord, float amt) {
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vec2 cc = coord - 0.5;
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vec2 cc = coord - 0.5;
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float dist = dot(cc, cc);
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float dist = dot(cc, cc);
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return coord + cc * dist * amt;
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return coord - cc * dist * amt;
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}
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}
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float sat(float value)
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float sat(float value)
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{
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{
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@ -56,8 +56,6 @@ void main() {
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if (CAType == 1) {
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if (CAType == 1) {
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float reci_num_iter_f = 1.0 / float(num_iter);
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float reci_num_iter_f = 1.0 / float(num_iter);
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vec2 resolution = vec2(1,1);
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vec2 uv = (texCoord.xy/resolution.xy);
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vec4 sumcol = vec4(0.0);
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vec4 sumcol = vec4(0.0);
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vec4 sumw = vec4(0.0);
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vec4 sumw = vec4(0.0);
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for (int i=0; i < num_iter; ++i)
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for (int i=0; i < num_iter; ++i)
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@ -65,19 +63,21 @@ void main() {
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float t = float(i) * reci_num_iter_f;
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float t = float(i) * reci_num_iter_f;
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vec4 w = spectrum_offset(t);
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vec4 w = spectrum_offset(t);
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sumw += w;
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sumw += w;
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sumcol += w * texture(tex, barrelDistortion(uv, 0.6 * max_distort * t));
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vec2 distortedUV = barrelDistortion(texCoord, 0.6 * max_distort * t);
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sumcol += w * texture(tex, distortedUV);
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}
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}
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if (on == 1) fragColor = sumcol / sumw; else fragColor = texture(tex, texCoord);
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if (on == 1) fragColor = sumcol / sumw; else fragColor = texture(tex, texCoord);
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}
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}
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// Simple
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// inward sampling to avoid edge artifacts
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else {
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else {
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vec3 col = vec3(0.0);
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vec3 col = vec3(0.0);
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col.x = texture(tex, texCoord + ((vec2(0.0, 1.0) * max_distort) / vec2(1000.0))).x;
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vec2 toCenter = (vec2(0.5) - texCoord) * max_distort / 500.0;
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col.y = texture(tex, texCoord + ((vec2(-0.85, -0.5) * max_distort) / vec2(1000.0))).y;
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col.x = texture(tex, texCoord + toCenter * 0.0).x;
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col.z = texture(tex, texCoord + ((vec2(0.85, -0.5) * max_distort) / vec2(1000.0))).z;
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col.y = texture(tex, texCoord + toCenter * 0.5).y;
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if (on == 1) fragColor = vec4(col.x, col.y, col.z, fragColor.w);
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col.z = texture(tex, texCoord + toCenter * 1.0).z;
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if (on == 1) fragColor = vec4(col.x, col.y, col.z, 1.0);
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else fragColor = texture(tex, texCoord);
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else fragColor = texture(tex, texCoord);
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}
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}
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}
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}
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@ -357,6 +357,12 @@ void main() {
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#else
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#else
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fragColor = textureLod(tex, texCo, 0.0);
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fragColor = textureLod(tex, texCo, 0.0);
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#endif
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#endif
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// TODO: re-investigate white artifacts
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fragColor.rgb = clamp(fragColor.rgb, vec3(0.0), vec3(65504.0));
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if (any(isnan(fragColor.rgb)) || any(isinf(fragColor.rgb))) {
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fragColor.rgb = vec3(0.0);
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}
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#endif
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#endif
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@ -57,10 +57,10 @@ uniform vec3 backgroundCol;
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#ifdef _SSAO
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#ifdef _SSAO
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uniform sampler2D ssaotex;
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uniform sampler2D ssaotex;
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#else
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#ifdef _SSGI
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uniform sampler2D ssaotex;
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#endif
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#endif
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#ifdef _SSGI
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uniform sampler2D ssgitex;
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#endif
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#endif
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#ifdef _SSS
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#ifdef _SSS
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@ -102,8 +102,23 @@ uniform mat4 invVP;
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#endif
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#endif
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uniform vec2 cameraProj;
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uniform vec2 cameraProj;
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#ifdef _VRStereo
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uniform vec3 eye; // center camera position
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uniform vec3 eyeLook; // center camera look
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uniform vec3 eyeLeft;
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uniform vec3 eyeRight;
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uniform vec3 eyeLookLeft;
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uniform vec3 eyeLookRight;
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uniform mat4 invVPLeft;
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uniform mat4 invVPRight;
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#ifdef _SinglePoint
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uniform vec3 pointPosLeft;
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uniform vec3 pointPosRight;
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#endif
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#else
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uniform vec3 eye;
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uniform vec3 eye;
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uniform vec3 eyeLook;
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uniform vec3 eyeLook;
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#endif
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#ifdef _Clusters
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#ifdef _Clusters
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uniform vec4 lightsArray[maxLights * 3];
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uniform vec4 lightsArray[maxLights * 3];
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@ -200,7 +215,9 @@ uniform vec3 sunCol;
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#endif
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#endif
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#ifdef _SinglePoint // Fast path for single light
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#ifdef _SinglePoint // Fast path for single light
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#ifndef _VRStereo
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uniform vec3 pointPos;
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uniform vec3 pointPos;
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#endif
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uniform vec3 pointCol;
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uniform vec3 pointCol;
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#ifdef _ShadowMap
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#ifdef _ShadowMap
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uniform float pointBias;
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uniform float pointBias;
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@ -225,6 +242,8 @@ out vec4 fragColor;
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void main() {
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void main() {
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vec4 g0 = textureLod(gbuffer0, texCoord, 0.0); // Normal.xy, roughness, metallic/matid
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vec4 g0 = textureLod(gbuffer0, texCoord, 0.0); // Normal.xy, roughness, metallic/matid
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vec4 g1 = textureLod(gbuffer1, texCoord, 0.0); // Basecolor.rgb, spec/occ
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float depth = textureLod(gbufferD, texCoord, 0.0).r * 2.0 - 1.0;
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vec3 n;
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vec3 n;
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n.z = 1.0 - abs(g0.x) - abs(g0.y);
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n.z = 1.0 - abs(g0.x) - abs(g0.y);
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@ -236,14 +255,28 @@ void main() {
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uint matid;
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uint matid;
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unpackFloatInt16(g0.a, metallic, matid);
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unpackFloatInt16(g0.a, metallic, matid);
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vec4 g1 = textureLod(gbuffer1, texCoord, 0.0); // Basecolor.rgb, spec/occ
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vec2 occspec = unpackFloat2(g1.a);
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vec2 occspec = unpackFloat2(g1.a);
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vec3 albedo = surfaceAlbedo(g1.rgb, metallic); // g1.rgb - basecolor
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// re-investigate clamp basecolor to prevent extreme values causing glitches
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vec3 f0 = surfaceF0(g1.rgb, metallic);
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vec3 basecolor = min(g1.rgb, vec3(2.0));
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vec3 albedo = surfaceAlbedo(basecolor, metallic);
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float depth = textureLod(gbufferD, texCoord, 0.0).r * 2.0 - 1.0;
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vec3 f0 = surfaceF0(basecolor, metallic);
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#ifdef _VRStereo
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bool isLeftEye = texCoord.x < 0.5;
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vec3 eyePos = isLeftEye ? eyeLeft : eyeRight;
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mat4 invVP_eye = isLeftEye ? invVPLeft : invVPRight;
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vec2 eyeTexCoord = vec2(
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isLeftEye ? texCoord.x * 2.0 : (texCoord.x - 0.5) * 2.0,
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texCoord.y
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);
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vec3 p = getPos2(invVP_eye, depth, eyeTexCoord);
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vec3 v = normalize(eyePos - p);
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#else
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vec3 p = getPos(eye, eyeLook, normalize(viewRay), depth, cameraProj);
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vec3 p = getPos(eye, eyeLook, normalize(viewRay), depth, cameraProj);
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vec3 v = normalize(eye - p);
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vec3 v = normalize(eye - p);
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#endif
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float dotNV = max(dot(n, v), 0.0);
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float dotNV = max(dot(n, v), 0.0);
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#ifdef _gbuffer2
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#ifdef _gbuffer2
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@ -287,6 +320,7 @@ void main() {
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vec3 reflectionWorld = reflect(-v, n);
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vec3 reflectionWorld = reflect(-v, n);
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float lod = getMipFromRoughness(roughness, envmapNumMipmaps);
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float lod = getMipFromRoughness(roughness, envmapNumMipmaps);
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vec3 prefilteredColor = textureLod(senvmapRadiance, envMapEquirect(reflectionWorld), lod).rgb;
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vec3 prefilteredColor = textureLod(senvmapRadiance, envMapEquirect(reflectionWorld), lod).rgb;
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prefilteredColor = min(prefilteredColor, vec3(20.0));
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#endif
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#endif
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#ifdef _EnvLDR
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#ifdef _EnvLDR
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@ -340,15 +374,12 @@ void main() {
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// fragColor.rgb = texture(ssaotex, texCoord).rrr;
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// fragColor.rgb = texture(ssaotex, texCoord).rrr;
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#ifdef _SSAO
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#ifdef _SSAO
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// #ifdef _RTGI
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// fragColor.rgb *= textureLod(ssaotex, texCoord, 0.0).rgb;
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// #else
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fragColor.rgb *= textureLod(ssaotex, texCoord, 0.0).r;
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fragColor.rgb *= textureLod(ssaotex, texCoord, 0.0).r;
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// #endif
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#else
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#ifdef _SSGI
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fragColor.rgb += textureLod(ssaotex, texCoord, 0.0).rgb;
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#endif
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#endif
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#ifdef _SSGI
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vec3 ssgiColor = textureLod(ssgitex, texCoord, 0.0).rgb;
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fragColor.rgb += ssgiColor * albedo;
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#endif
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#endif
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#ifdef _EmissionShadeless
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#ifdef _EmissionShadeless
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@ -381,62 +412,62 @@ void main() {
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#ifdef _ShadowMap
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#ifdef _ShadowMap
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#ifdef _CSM
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#ifdef _CSM
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svisibility = shadowTestCascade(
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svisibility = shadowTestCascade(
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#ifdef _ShadowMapAtlas
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#ifdef _ShadowMapAtlas
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#ifdef _ShadowMapTransparent
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#ifdef _ShadowMapTransparent
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#ifndef _SingleAtlas
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#ifndef _SingleAtlas
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shadowMapAtlasSun, shadowMapAtlasSunTransparent
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shadowMapAtlasSun, shadowMapAtlasSunTransparent
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#else
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#else
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shadowMapAtlas, shadowMapAtlasTransparent
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shadowMapAtlas, shadowMapAtlasTransparent
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#endif
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#endif
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#else
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#else
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#ifndef _SingleAtlas
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#ifndef _SingleAtlas
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shadowMapAtlasSun
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shadowMapAtlasSun
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#else
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#else
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shadowMapAtlas
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shadowMapAtlas
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#endif
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#endif
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#endif
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#endif
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#else
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#else
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#ifdef _ShadowMapTransparent
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#ifdef _ShadowMapTransparent
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shadowMap, shadowMapTransparent
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shadowMap, shadowMapTransparent
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#else
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#else
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shadowMap
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shadowMap
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#endif
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#endif
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#endif
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#endif
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, eye, p + n * shadowsBias * 10, shadowsBias
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, eye, p + n * shadowsBias * 2, shadowsBias
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#ifdef _ShadowMapTransparent
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#ifdef _ShadowMapTransparent
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, false
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, false
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#endif
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#endif
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);
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);
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#else
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#else
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vec4 lPos = LWVP * vec4(p + n * shadowsBias * 100, 1.0);
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vec4 lPos = LWVP * vec4(p + n * shadowsBias * 2, 1.0);
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if (lPos.w > 0.0) {
|
if (lPos.w > 0.0) {
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svisibility = shadowTest(
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svisibility = shadowTest(
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#ifdef _ShadowMapAtlas
|
#ifdef _ShadowMapAtlas
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#ifdef _ShadowMapTransparent
|
#ifdef _ShadowMapTransparent
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#ifndef _SingleAtlas
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#ifndef _SingleAtlas
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shadowMapAtlasSun, shadowMapAtlasSunTransparent
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shadowMapAtlasSun, shadowMapAtlasSunTransparent
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#else
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#else
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shadowMapAtlas, shadowMapAtlasTransparent
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shadowMapAtlas, shadowMapAtlasTransparent
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#endif
|
#endif
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#else
|
#else
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#ifndef _SingleAtlas
|
#ifndef _SingleAtlas
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shadowMapAtlasSun
|
shadowMapAtlasSun
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#else
|
#else
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shadowMapAtlas
|
shadowMapAtlas
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#endif
|
#endif
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#endif
|
#endif
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#else
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#else
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#ifdef _ShadowMapTransparent
|
#ifdef _ShadowMapTransparent
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shadowMap, shadowMapTransparent
|
shadowMap, shadowMapTransparent
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#else
|
#else
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shadowMap
|
shadowMap
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#endif
|
#endif
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#endif
|
#endif
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, lPos.xyz / lPos.w, shadowsBias
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, lPos.xyz / lPos.w, shadowsBias
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#ifdef _ShadowMapTransparent
|
#ifdef _ShadowMapTransparent
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, false
|
, false
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#endif
|
#endif
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);
|
);
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}
|
}
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#endif
|
#endif
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#endif
|
#endif
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@ -498,8 +529,14 @@ void main() {
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|
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#ifdef _SinglePoint
|
#ifdef _SinglePoint
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|
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|
#ifdef _VRStereo
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|
vec3 lightPos = pointPosLeft;
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|
#else
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|
vec3 lightPos = pointPos;
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|
#endif
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|
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fragColor.rgb += sampleLight(
|
fragColor.rgb += sampleLight(
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p, n, v, dotNV, pointPos, pointCol, albedo, roughness, occspec.y, f0
|
p, n, v, dotNV, lightPos, pointCol, albedo, roughness, occspec.y, f0
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||||||
#ifdef _ShadowMap
|
#ifdef _ShadowMap
|
||||||
, 0, pointBias, true
|
, 0, pointBias, true
|
||||||
#ifdef _ShadowMapTransparent
|
#ifdef _ShadowMapTransparent
|
||||||
@ -522,7 +559,9 @@ void main() {
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|||||||
|
|
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#ifdef _Spot
|
#ifdef _Spot
|
||||||
#ifdef _SSS
|
#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()
|
#ifdef _ShadowMap
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||||||
|
if (matid == 2) fragColor.rgb += fragColor.rgb * SSSSTransmittance(LWVPSpot[0], p, n, normalize(lightPos - p), lightPlane.y, shadowMapSpot[0]);//TODO implement transparent shadowmaps into the SSSSTransmittance()
|
||||||
|
#endif
|
||||||
#endif
|
#endif
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
@ -582,5 +621,11 @@ void main() {
|
|||||||
);
|
);
|
||||||
}
|
}
|
||||||
#endif // _Clusters
|
#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);
|
||||||
|
}
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||||||
|
|
||||||
fragColor.a = 1.0; // Mark as opaque
|
fragColor.a = 1.0; // Mark as opaque
|
||||||
}
|
}
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@ -20,6 +20,36 @@
|
|||||||
"name": "eyeLook",
|
"name": "eyeLook",
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||||||
"link": "_cameraLook"
|
"link": "_cameraLook"
|
||||||
},
|
},
|
||||||
|
{
|
||||||
|
"name": "eyeLeft",
|
||||||
|
"link": "_eyeLeft",
|
||||||
|
"ifdef": ["_VRStereo"]
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"name": "eyeRight",
|
||||||
|
"link": "_eyeRight",
|
||||||
|
"ifdef": ["_VRStereo"]
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"name": "eyeLookLeft",
|
||||||
|
"link": "_eyeLookLeft",
|
||||||
|
"ifdef": ["_VRStereo"]
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"name": "eyeLookRight",
|
||||||
|
"link": "_eyeLookRight",
|
||||||
|
"ifdef": ["_VRStereo"]
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"name": "invVPLeft",
|
||||||
|
"link": "_inverseViewProjectionMatrixLeft",
|
||||||
|
"ifdef": ["_VRStereo"]
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"name": "invVPRight",
|
||||||
|
"link": "_inverseViewProjectionMatrixRight",
|
||||||
|
"ifdef": ["_VRStereo"]
|
||||||
|
},
|
||||||
{
|
{
|
||||||
"name": "clipmaps",
|
"name": "clipmaps",
|
||||||
"link": "_clipmaps",
|
"link": "_clipmaps",
|
||||||
@ -176,8 +206,19 @@
|
|||||||
{
|
{
|
||||||
"name": "pointPos",
|
"name": "pointPos",
|
||||||
"link": "_pointPosition",
|
"link": "_pointPosition",
|
||||||
|
"ifndef": ["_VRStereo"],
|
||||||
"ifdef": ["_SinglePoint"]
|
"ifdef": ["_SinglePoint"]
|
||||||
},
|
},
|
||||||
|
{
|
||||||
|
"name": "pointPosLeft",
|
||||||
|
"link": "_pointPositionLeft",
|
||||||
|
"ifdef": ["_VRStereo", "_SinglePoint"]
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"name": "pointPosRight",
|
||||||
|
"link": "_pointPositionRight",
|
||||||
|
"ifdef": ["_VRStereo", "_SinglePoint"]
|
||||||
|
},
|
||||||
{
|
{
|
||||||
"name": "pointCol",
|
"name": "pointCol",
|
||||||
"link": "_pointColor",
|
"link": "_pointColor",
|
||||||
|
|||||||
@ -97,6 +97,31 @@
|
|||||||
"link": "_cascadeData",
|
"link": "_cascadeData",
|
||||||
"ifdef": ["_Sun", "_ShadowMap", "_CSM"]
|
"ifdef": ["_Sun", "_ShadowMap", "_CSM"]
|
||||||
},
|
},
|
||||||
|
{
|
||||||
|
"name": "eyeLookRight",
|
||||||
|
"link": "_eyeLookRight",
|
||||||
|
"ifdef": ["_VRStereo"]
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"name": "invVPLeft",
|
||||||
|
"link": "_inverseViewProjectionMatrixLeft",
|
||||||
|
"ifdef": ["_VRStereo"]
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"name": "invVPRight",
|
||||||
|
"link": "_inverseViewProjectionMatrixRight",
|
||||||
|
"ifdef": ["_VRStereo"]
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"name": "invVP",
|
||||||
|
"link": "_viewProjectionMatrix",
|
||||||
|
"ifdef": ["_SSRS"]
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"name": "smSizeUniform",
|
||||||
|
"link": "_shadowMapSize",
|
||||||
|
"ifdef": ["_SMSizeUniform"]
|
||||||
|
},
|
||||||
{
|
{
|
||||||
"name": "lightPlane",
|
"name": "lightPlane",
|
||||||
"link": "_lightPlane",
|
"link": "_lightPlane",
|
||||||
@ -108,8 +133,6 @@
|
|||||||
"ifdef": ["_SSRS"]
|
"ifdef": ["_SSRS"]
|
||||||
},
|
},
|
||||||
{
|
{
|
||||||
"name": "smSizeUniform",
|
|
||||||
"link": "_shadowMapSize",
|
|
||||||
"ifdef": ["_SMSizeUniform"]
|
"ifdef": ["_SMSizeUniform"]
|
||||||
},
|
},
|
||||||
{
|
{
|
||||||
@ -120,8 +143,19 @@
|
|||||||
{
|
{
|
||||||
"name": "pointPos",
|
"name": "pointPos",
|
||||||
"link": "_pointPosition",
|
"link": "_pointPosition",
|
||||||
|
"ifndef": ["_VRStereo"],
|
||||||
"ifdef": ["_SinglePoint"]
|
"ifdef": ["_SinglePoint"]
|
||||||
},
|
},
|
||||||
|
{
|
||||||
|
"name": "pointPosLeft",
|
||||||
|
"link": "_pointPositionLeft",
|
||||||
|
"ifdef": ["_VRStereo", "_SinglePoint"]
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"name": "pointPosRight",
|
||||||
|
"link": "_pointPositionRight",
|
||||||
|
"ifdef": ["_VRStereo", "_SinglePoint"]
|
||||||
|
},
|
||||||
{
|
{
|
||||||
"name": "pointCol",
|
"name": "pointCol",
|
||||||
"link": "_pointColor",
|
"link": "_pointColor",
|
||||||
|
|||||||
9
leenkx/Shaders/fsr1_easu_pass/LICENSE.txt
Normal file
9
leenkx/Shaders/fsr1_easu_pass/LICENSE.txt
Normal file
@ -0,0 +1,9 @@
|
|||||||
|
https://gpuopen.com/manuals/fidelityfx_sdk/license/
|
||||||
|
|
||||||
|
Copyright © 2024 Advanced Micro Devices, Inc.
|
||||||
|
|
||||||
|
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files(the “Software”), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and /or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions :
|
||||||
|
|
||||||
|
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
|
||||||
|
|
||||||
|
THE SOFTWARE IS PROVIDED “AS IS”, WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
|
||||||
157
leenkx/Shaders/fsr1_easu_pass/fsr1_easu_pass.frag.glsl
Normal file
157
leenkx/Shaders/fsr1_easu_pass/fsr1_easu_pass.frag.glsl
Normal file
@ -0,0 +1,157 @@
|
|||||||
|
#version 450
|
||||||
|
|
||||||
|
// AMD FidelityFX Super Resolution 1.0.2 - EASU (Edge Adaptive Spatial Upsampling)
|
||||||
|
|
||||||
|
#include "compiled.inc"
|
||||||
|
|
||||||
|
uniform sampler2D tex;
|
||||||
|
uniform vec2 screenSize;
|
||||||
|
|
||||||
|
in vec2 texCoord;
|
||||||
|
out vec4 fragColor;
|
||||||
|
|
||||||
|
// Helper functions from AMD ffx_a.h
|
||||||
|
float APrxLoRcpF1(float a) {
|
||||||
|
return uintBitsToFloat(uint(0x7ef07ebb) - floatBitsToUint(a));
|
||||||
|
}
|
||||||
|
|
||||||
|
float AMax3F1(float x, float y, float z) {
|
||||||
|
return max(x, max(y, z));
|
||||||
|
}
|
||||||
|
|
||||||
|
float AMin3F1(float x, float y, float z) {
|
||||||
|
return min(x, min(y, z));
|
||||||
|
}
|
||||||
|
|
||||||
|
// Attempt to use textureGather for efficiency when available
|
||||||
|
#if __VERSION__ >= 400
|
||||||
|
|
||||||
|
void FsrEasuTap(
|
||||||
|
inout vec3 aC,
|
||||||
|
inout float aW,
|
||||||
|
vec2 off,
|
||||||
|
vec2 dir,
|
||||||
|
vec2 len,
|
||||||
|
float lob,
|
||||||
|
float clp,
|
||||||
|
vec3 c
|
||||||
|
) {
|
||||||
|
vec2 v = off * dir;
|
||||||
|
float d2 = v.x + v.y;
|
||||||
|
d2 = clamp(d2 * APrxLoRcpF1(max(abs(v.x), abs(v.y))), 0.0, 1.0);
|
||||||
|
d2 = d2 * d2;
|
||||||
|
d2 = d2 * len.x + len.y;
|
||||||
|
float wB = 2.0 / 5.0 * d2 - 1.0;
|
||||||
|
float wA = lob * d2 - 1.0;
|
||||||
|
wB *= wB;
|
||||||
|
wA *= wA;
|
||||||
|
float w = 25.0 / 16.0 * wA * wB;
|
||||||
|
w = min(w, clp);
|
||||||
|
w = max(w, 0.0);
|
||||||
|
aC += c * w;
|
||||||
|
aW += w;
|
||||||
|
}
|
||||||
|
|
||||||
|
vec3 FsrEasuF(vec2 ip) {
|
||||||
|
vec2 inputSize = textureSize(tex, 0);
|
||||||
|
vec2 inputRcp = 1.0 / inputSize;
|
||||||
|
|
||||||
|
// Position in input pixels
|
||||||
|
vec2 pp = ip * inputSize - 0.5;
|
||||||
|
vec2 fp = floor(pp);
|
||||||
|
pp -= fp;
|
||||||
|
|
||||||
|
// 12-tap kernel
|
||||||
|
// b c
|
||||||
|
// e f g h
|
||||||
|
// i j k l
|
||||||
|
// n o
|
||||||
|
ivec2 sp = ivec2(fp);
|
||||||
|
|
||||||
|
vec3 b = texelFetch(tex, sp + ivec2(0, -1), 0).rgb;
|
||||||
|
vec3 c = texelFetch(tex, sp + ivec2(1, -1), 0).rgb;
|
||||||
|
vec3 e = texelFetch(tex, sp + ivec2(-1, 0), 0).rgb;
|
||||||
|
vec3 f = texelFetch(tex, sp + ivec2(0, 0), 0).rgb;
|
||||||
|
vec3 g = texelFetch(tex, sp + ivec2(1, 0), 0).rgb;
|
||||||
|
vec3 h = texelFetch(tex, sp + ivec2(2, 0), 0).rgb;
|
||||||
|
vec3 i = texelFetch(tex, sp + ivec2(-1, 1), 0).rgb;
|
||||||
|
vec3 j = texelFetch(tex, sp + ivec2(0, 1), 0).rgb;
|
||||||
|
vec3 k = texelFetch(tex, sp + ivec2(1, 1), 0).rgb;
|
||||||
|
vec3 l = texelFetch(tex, sp + ivec2(2, 1), 0).rgb;
|
||||||
|
vec3 n = texelFetch(tex, sp + ivec2(0, 2), 0).rgb;
|
||||||
|
vec3 o = texelFetch(tex, sp + ivec2(1, 2), 0).rgb;
|
||||||
|
|
||||||
|
// Luma for edge detection (using green channel approximation)
|
||||||
|
float bL = b.g + 0.5 * (b.r + b.b);
|
||||||
|
float cL = c.g + 0.5 * (c.r + c.b);
|
||||||
|
float eL = e.g + 0.5 * (e.r + e.b);
|
||||||
|
float fL = f.g + 0.5 * (f.r + f.b);
|
||||||
|
float gL = g.g + 0.5 * (g.r + g.b);
|
||||||
|
float hL = h.g + 0.5 * (h.r + h.b);
|
||||||
|
float iL = i.g + 0.5 * (i.r + i.b);
|
||||||
|
float jL = j.g + 0.5 * (j.r + j.b);
|
||||||
|
float kL = k.g + 0.5 * (k.r + k.b);
|
||||||
|
float lL = l.g + 0.5 * (l.r + l.b);
|
||||||
|
float nL = n.g + 0.5 * (n.r + n.b);
|
||||||
|
float oL = o.g + 0.5 * (o.r + o.b);
|
||||||
|
|
||||||
|
// Gradient detection
|
||||||
|
float dirX = (cL - bL) + (gL - fL) + (kL - jL) + (oL - nL);
|
||||||
|
float dirY = (eL - iL) + (fL - jL) + (gL - kL) + (hL - lL);
|
||||||
|
|
||||||
|
// Normalize direction
|
||||||
|
float dirR = APrxLoRcpF1(max(abs(dirX), abs(dirY)));
|
||||||
|
dirX *= dirR;
|
||||||
|
dirY *= dirR;
|
||||||
|
|
||||||
|
// Calculate stretch based on edge direction
|
||||||
|
float len = length(vec2(dirX, dirY));
|
||||||
|
len = len * 0.5;
|
||||||
|
len *= len;
|
||||||
|
float stretch = (dirX * dirX + dirY * dirY) * APrxLoRcpF1(max(abs(dirX), abs(dirY)));
|
||||||
|
vec2 len2 = vec2(1.0 + (stretch - 1.0) * len, 1.0 - 0.5 * len);
|
||||||
|
float lob = 0.5 + (0.25 - 0.04 - 0.5) * len;
|
||||||
|
float clp = APrxLoRcpF1(lob);
|
||||||
|
|
||||||
|
// Accumulate samples
|
||||||
|
vec3 aC = vec3(0.0);
|
||||||
|
float aW = 0.0;
|
||||||
|
vec2 dir = vec2(dirX, dirY);
|
||||||
|
|
||||||
|
FsrEasuTap(aC, aW, vec2(0.0, -1.0) - pp, dir, len2, lob, clp, b);
|
||||||
|
FsrEasuTap(aC, aW, vec2(1.0, -1.0) - pp, dir, len2, lob, clp, c);
|
||||||
|
FsrEasuTap(aC, aW, vec2(-1.0, 0.0) - pp, dir, len2, lob, clp, e);
|
||||||
|
FsrEasuTap(aC, aW, vec2(0.0, 0.0) - pp, dir, len2, lob, clp, f);
|
||||||
|
FsrEasuTap(aC, aW, vec2(1.0, 0.0) - pp, dir, len2, lob, clp, g);
|
||||||
|
FsrEasuTap(aC, aW, vec2(2.0, 0.0) - pp, dir, len2, lob, clp, h);
|
||||||
|
FsrEasuTap(aC, aW, vec2(-1.0, 1.0) - pp, dir, len2, lob, clp, i);
|
||||||
|
FsrEasuTap(aC, aW, vec2(0.0, 1.0) - pp, dir, len2, lob, clp, j);
|
||||||
|
FsrEasuTap(aC, aW, vec2(1.0, 1.0) - pp, dir, len2, lob, clp, k);
|
||||||
|
FsrEasuTap(aC, aW, vec2(2.0, 1.0) - pp, dir, len2, lob, clp, l);
|
||||||
|
FsrEasuTap(aC, aW, vec2(0.0, 2.0) - pp, dir, len2, lob, clp, n);
|
||||||
|
FsrEasuTap(aC, aW, vec2(1.0, 2.0) - pp, dir, len2, lob, clp, o);
|
||||||
|
|
||||||
|
// Normalize
|
||||||
|
vec3 pix = aC / aW;
|
||||||
|
|
||||||
|
// Clamp to neighborhood min/max to prevent ringing
|
||||||
|
vec3 mn = min(min(min(f, g), j), k);
|
||||||
|
vec3 mx = max(max(max(f, g), j), k);
|
||||||
|
pix = clamp(pix, mn, mx);
|
||||||
|
|
||||||
|
return pix;
|
||||||
|
}
|
||||||
|
|
||||||
|
#else
|
||||||
|
|
||||||
|
// Fallback for older GLSL - simple bilinear
|
||||||
|
vec3 FsrEasuF(vec2 ip) {
|
||||||
|
return texture(tex, ip).rgb;
|
||||||
|
}
|
||||||
|
|
||||||
|
#endif
|
||||||
|
|
||||||
|
void main() {
|
||||||
|
vec3 col = FsrEasuF(texCoord);
|
||||||
|
fragColor = vec4(col, 1.0);
|
||||||
|
}
|
||||||
19
leenkx/Shaders/fsr1_easu_pass/fsr1_easu_pass.json
Normal file
19
leenkx/Shaders/fsr1_easu_pass/fsr1_easu_pass.json
Normal file
@ -0,0 +1,19 @@
|
|||||||
|
{
|
||||||
|
"contexts": [
|
||||||
|
{
|
||||||
|
"name": "fsr1_easu_pass",
|
||||||
|
"depth_write": false,
|
||||||
|
"compare_mode": "always",
|
||||||
|
"cull_mode": "none",
|
||||||
|
"links": [
|
||||||
|
{
|
||||||
|
"name": "screenSize",
|
||||||
|
"link": "_screenSize"
|
||||||
|
}
|
||||||
|
],
|
||||||
|
"texture_params": [],
|
||||||
|
"vertex_shader": "../include/pass.vert.glsl",
|
||||||
|
"fragment_shader": "fsr1_easu_pass.frag.glsl"
|
||||||
|
}
|
||||||
|
]
|
||||||
|
}
|
||||||
9
leenkx/Shaders/fsr1_rcas_pass/LICENSE.txt
Normal file
9
leenkx/Shaders/fsr1_rcas_pass/LICENSE.txt
Normal file
@ -0,0 +1,9 @@
|
|||||||
|
https://gpuopen.com/manuals/fidelityfx_sdk/license/
|
||||||
|
|
||||||
|
Copyright © 2024 Advanced Micro Devices, Inc.
|
||||||
|
|
||||||
|
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files(the “Software”), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and /or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions :
|
||||||
|
|
||||||
|
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
|
||||||
|
|
||||||
|
THE SOFTWARE IS PROVIDED “AS IS”, WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
|
||||||
116
leenkx/Shaders/fsr1_rcas_pass/fsr1_rcas_pass.frag.glsl
Normal file
116
leenkx/Shaders/fsr1_rcas_pass/fsr1_rcas_pass.frag.glsl
Normal file
@ -0,0 +1,116 @@
|
|||||||
|
#version 450
|
||||||
|
|
||||||
|
// AMD FidelityFX Super Resolution 1.0.2 - RCAS (Robust Contrast Adaptive Sharpening)
|
||||||
|
|
||||||
|
#include "compiled.inc"
|
||||||
|
|
||||||
|
uniform sampler2D tex;
|
||||||
|
|
||||||
|
// Sharpness in "stops": 0.0 = maximum sharpness, higher = less sharp
|
||||||
|
// Converted to linear via exp2(-sharpness)
|
||||||
|
#ifdef _FSR1_Ultra_Quality
|
||||||
|
const float SHARPNESS_STOPS = 0.0;
|
||||||
|
#elif defined(_FSR1_Balanced)
|
||||||
|
const float SHARPNESS_STOPS = 1.0;
|
||||||
|
#elif defined(_FSR1_Performance)
|
||||||
|
const float SHARPNESS_STOPS = 2.0;
|
||||||
|
#elif defined(_FSR1_Custom)
|
||||||
|
uniform vec4 PPComp15;
|
||||||
|
#define SHARPNESS_STOPS (PPComp15.x * 2.0)
|
||||||
|
#else
|
||||||
|
const float SHARPNESS_STOPS = 0.5; // Quality (default)
|
||||||
|
#endif
|
||||||
|
|
||||||
|
// FSR RCAS limit - prevents unnatural sharpening artifacts
|
||||||
|
#define FSR_RCAS_LIMIT (0.25 - (1.0 / 16.0))
|
||||||
|
|
||||||
|
in vec2 texCoord;
|
||||||
|
out vec4 fragColor;
|
||||||
|
|
||||||
|
// AMD helper functions from ffx_a.h
|
||||||
|
float AMin3F1(float x, float y, float z) { return min(x, min(y, z)); }
|
||||||
|
float AMax3F1(float x, float y, float z) { return max(x, max(y, z)); }
|
||||||
|
|
||||||
|
// High precision reciprocal (required for limiters per AMD docs)
|
||||||
|
// Added epsilon to prevent division by zero in dark areas
|
||||||
|
float ARcpF1(float a) {
|
||||||
|
return 1.0 / max(a, 1e-8);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Medium precision reciprocal approximation (from AMD ffx_a.h)
|
||||||
|
// Only used for noise detection and final resolve
|
||||||
|
float APrxMedRcpF1(float a) {
|
||||||
|
return uintBitsToFloat(uint(0x7ef19fff) - floatBitsToUint(a));
|
||||||
|
}
|
||||||
|
|
||||||
|
void main() {
|
||||||
|
// Get texture size and texel offset
|
||||||
|
vec2 texSize = vec2(textureSize(tex, 0));
|
||||||
|
vec2 texelSize = 1.0 / texSize;
|
||||||
|
|
||||||
|
// Algorithm uses minimal 3x3 pixel neighborhood
|
||||||
|
// b
|
||||||
|
// d e f
|
||||||
|
// h
|
||||||
|
// Clamp inputs to [0,1] - FSR expects sRGB normalized input
|
||||||
|
vec3 b = clamp(texture(tex, texCoord + vec2(0.0, -texelSize.y)).rgb, 0.0, 1.0);
|
||||||
|
vec3 d = clamp(texture(tex, texCoord + vec2(-texelSize.x, 0.0)).rgb, 0.0, 1.0);
|
||||||
|
vec4 ee = texture(tex, texCoord);
|
||||||
|
vec3 e = clamp(ee.rgb, 0.0, 1.0);
|
||||||
|
vec3 f = clamp(texture(tex, texCoord + vec2(texelSize.x, 0.0)).rgb, 0.0, 1.0);
|
||||||
|
vec3 h = clamp(texture(tex, texCoord + vec2(0.0, texelSize.y)).rgb, 0.0, 1.0);
|
||||||
|
|
||||||
|
// Luma times 2 (AMD's luma calculation: B*0.5 + R*0.5 + G)
|
||||||
|
float bL = b.b * 0.5 + (b.r * 0.5 + b.g);
|
||||||
|
float dL = d.b * 0.5 + (d.r * 0.5 + d.g);
|
||||||
|
float eL = e.b * 0.5 + (e.r * 0.5 + e.g);
|
||||||
|
float fL = f.b * 0.5 + (f.r * 0.5 + f.g);
|
||||||
|
float hL = h.b * 0.5 + (h.r * 0.5 + h.g);
|
||||||
|
|
||||||
|
// Noise detection (official AMD algorithm with safety for flat areas)
|
||||||
|
float nz = 0.25 * bL + 0.25 * dL + 0.25 * fL + 0.25 * hL - eL;
|
||||||
|
float range = AMax3F1(AMax3F1(bL, dL, eL), fL, hL) - AMin3F1(AMin3F1(bL, dL, eL), fL, hL);
|
||||||
|
// Use safe division instead of APrxMedRcpF1 for range to avoid NaN in flat areas
|
||||||
|
nz = clamp(abs(nz) / max(range, 1e-5), 0.0, 1.0);
|
||||||
|
nz = -0.5 * nz + 1.0;
|
||||||
|
|
||||||
|
// Min and max of ring (per channel)
|
||||||
|
float mn4R = min(AMin3F1(b.r, d.r, f.r), h.r);
|
||||||
|
float mn4G = min(AMin3F1(b.g, d.g, f.g), h.g);
|
||||||
|
float mn4B = min(AMin3F1(b.b, d.b, f.b), h.b);
|
||||||
|
float mx4R = max(AMax3F1(b.r, d.r, f.r), h.r);
|
||||||
|
float mx4G = max(AMax3F1(b.g, d.g, f.g), h.g);
|
||||||
|
float mx4B = max(AMax3F1(b.b, d.b, f.b), h.b);
|
||||||
|
|
||||||
|
// Immediate constants for peak range
|
||||||
|
vec2 peakC = vec2(1.0, -4.0);
|
||||||
|
|
||||||
|
// Limiters - these need HIGH PRECISION reciprocals (per AMD docs)
|
||||||
|
float hitMinR = min(mn4R, e.r) * ARcpF1(4.0 * mx4R);
|
||||||
|
float hitMinG = min(mn4G, e.g) * ARcpF1(4.0 * mx4G);
|
||||||
|
float hitMinB = min(mn4B, e.b) * ARcpF1(4.0 * mx4B);
|
||||||
|
float hitMaxR = (peakC.x - max(mx4R, e.r)) * ARcpF1(4.0 * mn4R + peakC.y);
|
||||||
|
float hitMaxG = (peakC.x - max(mx4G, e.g)) * ARcpF1(4.0 * mn4G + peakC.y);
|
||||||
|
float hitMaxB = (peakC.x - max(mx4B, e.b)) * ARcpF1(4.0 * mn4B + peakC.y);
|
||||||
|
float lobeR = max(-hitMinR, hitMaxR);
|
||||||
|
float lobeG = max(-hitMinG, hitMaxG);
|
||||||
|
float lobeB = max(-hitMinB, hitMaxB);
|
||||||
|
|
||||||
|
// Apply sharpness (convert from stops to linear)
|
||||||
|
float sharpness = exp2(-SHARPNESS_STOPS);
|
||||||
|
float lobe = max(-FSR_RCAS_LIMIT, min(AMax3F1(lobeR, lobeG, lobeB), 0.0)) * sharpness;
|
||||||
|
|
||||||
|
// Apply noise removal
|
||||||
|
lobe *= nz;
|
||||||
|
|
||||||
|
// Resolve using safe reciprocal to avoid any edge case issues
|
||||||
|
float denom = 4.0 * lobe + 1.0;
|
||||||
|
float rcpL = 1.0 / max(denom, 0.25); // denom should be in [0.25, 1.0] range
|
||||||
|
vec3 pix;
|
||||||
|
pix.r = (lobe * b.r + lobe * d.r + lobe * h.r + lobe * f.r + e.r) * rcpL;
|
||||||
|
pix.g = (lobe * b.g + lobe * d.g + lobe * h.g + lobe * f.g + e.g) * rcpL;
|
||||||
|
pix.b = (lobe * b.b + lobe * d.b + lobe * h.b + lobe * f.b + e.b) * rcpL;
|
||||||
|
|
||||||
|
// Ensure output is clamped to valid range
|
||||||
|
fragColor = vec4(clamp(pix, 0.0, 1.0), ee.a);
|
||||||
|
}
|
||||||
24
leenkx/Shaders/fsr1_rcas_pass/fsr1_rcas_pass.json
Normal file
24
leenkx/Shaders/fsr1_rcas_pass/fsr1_rcas_pass.json
Normal file
@ -0,0 +1,24 @@
|
|||||||
|
{
|
||||||
|
"contexts": [
|
||||||
|
{
|
||||||
|
"name": "fsr1_rcas_pass",
|
||||||
|
"depth_write": false,
|
||||||
|
"compare_mode": "always",
|
||||||
|
"cull_mode": "none",
|
||||||
|
"links": [
|
||||||
|
{
|
||||||
|
"name": "screenSize",
|
||||||
|
"link": "_screenSize"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"name": "PPComp15",
|
||||||
|
"link": "_PPComp15",
|
||||||
|
"ifdef": ["_FSR1_Custom"]
|
||||||
|
}
|
||||||
|
],
|
||||||
|
"texture_params": [],
|
||||||
|
"vertex_shader": "../include/pass.vert.glsl",
|
||||||
|
"fragment_shader": "fsr1_rcas_pass.frag.glsl"
|
||||||
|
}
|
||||||
|
]
|
||||||
|
}
|
||||||
@ -8,6 +8,7 @@ uniform sampler2D gbufferD;
|
|||||||
uniform sampler2D gbuffer0;
|
uniform sampler2D gbuffer0;
|
||||||
uniform sampler2D gbuffer1;
|
uniform sampler2D gbuffer1;
|
||||||
uniform mat4 invVP;
|
uniform mat4 invVP;
|
||||||
|
uniform mat4 invW;
|
||||||
uniform vec3 probep;
|
uniform vec3 probep;
|
||||||
uniform vec3 eye;
|
uniform vec3 eye;
|
||||||
|
|
||||||
@ -25,19 +26,27 @@ void main() {
|
|||||||
|
|
||||||
float roughness = g0.b;
|
float roughness = g0.b;
|
||||||
if (roughness > 0.95) {
|
if (roughness > 0.95) {
|
||||||
fragColor.rgb = vec3(0.0);
|
fragColor = vec4(0.0);
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
float spec = fract(textureLod(gbuffer1, texCoord, 0.0).a);
|
float spec = fract(textureLod(gbuffer1, texCoord, 0.0).a);
|
||||||
if (spec == 0.0) {
|
if (spec == 0.0) {
|
||||||
fragColor.rgb = vec3(0.0);
|
fragColor = vec4(0.0);
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
float depth = textureLod(gbufferD, texCoord, 0.0).r * 2.0 - 1.0;
|
float depth = textureLod(gbufferD, texCoord, 0.0).r * 2.0 - 1.0;
|
||||||
vec3 wp = getPos2(invVP, depth, texCoord);
|
vec3 wp = getPos2(invVP, depth, texCoord);
|
||||||
|
|
||||||
|
vec3 localPos = (invW * vec4(wp, 1.0)).xyz;
|
||||||
|
|
||||||
|
// return if surface is inside probe volume bounds
|
||||||
|
if (abs(localPos.x) > 1.0 || abs(localPos.y) > 1.0 || abs(localPos.z) > 1.0) {
|
||||||
|
fragColor = vec4(0.0);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
vec2 enc = g0.rg;
|
vec2 enc = g0.rg;
|
||||||
vec3 n;
|
vec3 n;
|
||||||
n.z = 1.0 - abs(enc.x) - abs(enc.y);
|
n.z = 1.0 - abs(enc.x) - abs(enc.y);
|
||||||
@ -50,5 +59,5 @@ void main() {
|
|||||||
r.y = -r.y;
|
r.y = -r.y;
|
||||||
#endif
|
#endif
|
||||||
float intensity = clamp((1.0 - roughness) * dot(wp - probep, n), 0.0, 1.0);
|
float intensity = clamp((1.0 - roughness) * dot(wp - probep, n), 0.0, 1.0);
|
||||||
fragColor.rgb = texture(probeTex, r).rgb * intensity;
|
fragColor = vec4(texture(probeTex, r).rgb * intensity, 1.0);
|
||||||
}
|
}
|
||||||
|
|||||||
@ -20,6 +20,10 @@
|
|||||||
"name": "invVP",
|
"name": "invVP",
|
||||||
"link": "_inverseViewProjectionMatrix"
|
"link": "_inverseViewProjectionMatrix"
|
||||||
},
|
},
|
||||||
|
{
|
||||||
|
"name": "invW",
|
||||||
|
"link": "_inverseWorldMatrix"
|
||||||
|
},
|
||||||
{
|
{
|
||||||
"name": "probep",
|
"name": "probep",
|
||||||
"link": "_probePosition"
|
"link": "_probePosition"
|
||||||
|
|||||||
@ -25,13 +25,13 @@ void main() {
|
|||||||
|
|
||||||
float roughness = g0.b;
|
float roughness = g0.b;
|
||||||
if (roughness > 0.95) {
|
if (roughness > 0.95) {
|
||||||
fragColor.rgb = vec3(0.0);
|
fragColor = vec4(0.0);
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
float spec = fract(textureLod(gbuffer1, texCoord, 0.0).a);
|
float spec = fract(textureLod(gbuffer1, texCoord, 0.0).a);
|
||||||
if (spec == 0.0) {
|
if (spec == 0.0) {
|
||||||
fragColor.rgb = vec3(0.0);
|
fragColor = vec4(0.0);
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -50,5 +50,5 @@ void main() {
|
|||||||
n = normalize(n);
|
n = normalize(n);
|
||||||
|
|
||||||
float intensity = clamp((1.0 - roughness) * dot(n, proben), 0.0, 1.0);
|
float intensity = clamp((1.0 - roughness) * dot(n, proben), 0.0, 1.0);
|
||||||
fragColor.rgb = texture(probeTex, tc).rgb * intensity;
|
fragColor = vec4(texture(probeTex, tc).rgb * intensity, 1.0);
|
||||||
}
|
}
|
||||||
|
|||||||
@ -5,42 +5,56 @@
|
|||||||
|
|
||||||
uniform sampler2D tex;
|
uniform sampler2D tex;
|
||||||
uniform sampler2D gbuffer0;
|
uniform sampler2D gbuffer0;
|
||||||
|
uniform sampler2D gbufferD;
|
||||||
|
|
||||||
uniform vec2 dirInv; // texStep
|
uniform vec2 dirInv; // texStep
|
||||||
|
|
||||||
in vec2 texCoord;
|
in vec2 texCoord;
|
||||||
out float fragColor;
|
out vec3 fragColor;
|
||||||
|
|
||||||
const float blurWeights[5] = float[] (0.227027, 0.1945946, 0.1216216, 0.054054, 0.016216);
|
const int KERNEL_SIZE = 13;
|
||||||
// const float blurWeights[10] = float[] (0.132572, 0.125472, 0.106373, 0.08078, 0.05495, 0.033482, 0.018275, 0.008934, 0.003912, 0.001535);
|
const float blurWeights[13] = float[](0.1, 0.09, 0.08, 0.07, 0.06, 0.05, 0.04, 0.03, 0.025, 0.02, 0.015, 0.01, 0.005);
|
||||||
const float discardThreshold = 0.95;
|
|
||||||
|
|
||||||
float doBlur(const float blurWeight, const int pos, const vec3 nor, const vec2 texCoord) {
|
|
||||||
const float posadd = pos + 0.5;
|
|
||||||
|
|
||||||
vec3 nor2 = getNor(textureLod(gbuffer0, texCoord + pos * dirInv, 0.0).rg);
|
|
||||||
float influenceFactor = step(discardThreshold, dot(nor2, nor));
|
|
||||||
float col = textureLod(tex, texCoord + posadd * dirInv, 0.0).r;
|
|
||||||
fragColor += col * blurWeight * influenceFactor;
|
|
||||||
float weight = blurWeight * influenceFactor;
|
|
||||||
|
|
||||||
nor2 = getNor(textureLod(gbuffer0, texCoord - pos * dirInv, 0.0).rg);
|
|
||||||
influenceFactor = step(discardThreshold, dot(nor2, nor));
|
|
||||||
col = textureLod(tex, texCoord - posadd * dirInv, 0.0).r;
|
|
||||||
fragColor += col * blurWeight * influenceFactor;
|
|
||||||
weight += blurWeight * influenceFactor;
|
|
||||||
|
|
||||||
return weight;
|
|
||||||
}
|
|
||||||
|
|
||||||
void main() {
|
void main() {
|
||||||
vec3 nor = getNor(textureLod(gbuffer0, texCoord, 0.0).rg);
|
vec3 centerNor = getNor(textureLod(gbuffer0, texCoord, 0.0).rg);
|
||||||
|
float centerDepth = textureLod(gbufferD, texCoord, 0.0).r;
|
||||||
|
|
||||||
fragColor = textureLod(tex, texCoord, 0.0).r * blurWeights[0];
|
// skip sky pixels
|
||||||
float weight = blurWeights[0];
|
if (centerDepth == 1.0) {
|
||||||
for (int i = 1; i < 5; i++) {
|
fragColor = vec3(0.0);
|
||||||
weight += doBlur(blurWeights[i], i, nor, texCoord);
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
fragColor = textureLod(tex, texCoord, 0.0).rgb * blurWeights[0];
|
||||||
|
float totalWeight = blurWeights[0];
|
||||||
|
|
||||||
|
for (int i = 1; i < KERNEL_SIZE; i++) {
|
||||||
|
vec2 offset = float(i) * dirInv;
|
||||||
|
|
||||||
|
vec2 uvPos = texCoord + offset;
|
||||||
|
vec3 norPos = getNor(textureLod(gbuffer0, uvPos, 0.0).rg);
|
||||||
|
float depthPos = textureLod(gbufferD, uvPos, 0.0).r;
|
||||||
|
|
||||||
|
float normalWeight = max(0.0, dot(norPos, centerNor));
|
||||||
|
normalWeight = pow(normalWeight, 8.0); // Softer normal falloff for better blending
|
||||||
|
float depthWeight = 1.0 - smoothstep(0.0, 0.02, abs(depthPos - centerDepth));
|
||||||
|
float w = blurWeights[i] * normalWeight * depthWeight;
|
||||||
|
|
||||||
|
fragColor += textureLod(tex, uvPos, 0.0).rgb * w;
|
||||||
|
totalWeight += w;
|
||||||
|
|
||||||
|
vec2 uvNeg = texCoord - offset;
|
||||||
|
vec3 norNeg = getNor(textureLod(gbuffer0, uvNeg, 0.0).rg);
|
||||||
|
float depthNeg = textureLod(gbufferD, uvNeg, 0.0).r;
|
||||||
|
|
||||||
|
normalWeight = max(0.0, dot(norNeg, centerNor));
|
||||||
|
normalWeight = pow(normalWeight, 8.0);
|
||||||
|
depthWeight = 1.0 - smoothstep(0.0, 0.02, abs(depthNeg - centerDepth));
|
||||||
|
w = blurWeights[i] * normalWeight * depthWeight;
|
||||||
|
|
||||||
|
fragColor += textureLod(tex, uvNeg, 0.0).rgb * w;
|
||||||
|
totalWeight += w;
|
||||||
}
|
}
|
||||||
|
|
||||||
fragColor = fragColor / weight;
|
fragColor /= totalWeight;
|
||||||
}
|
}
|
||||||
@ -1,25 +1,8 @@
|
|||||||
#version 450
|
#version 450
|
||||||
|
|
||||||
#include "compiled.inc"
|
#include "compiled.inc"
|
||||||
#include "std/gbuffer.glsl"
|
|
||||||
#include "std/brdf.glsl"
|
|
||||||
#include "std/math.glsl"
|
#include "std/math.glsl"
|
||||||
#ifdef _Clusters
|
#include "std/gbuffer.glsl"
|
||||||
#include "std/clusters.glsl"
|
|
||||||
#endif
|
|
||||||
#ifdef _ShadowMap
|
|
||||||
#include "std/shadows.glsl"
|
|
||||||
#endif
|
|
||||||
#ifdef _LTC
|
|
||||||
#include "std/ltc.glsl"
|
|
||||||
#endif
|
|
||||||
#ifdef _LightIES
|
|
||||||
#include "std/ies.glsl"
|
|
||||||
#endif
|
|
||||||
#ifdef _Spot
|
|
||||||
#include "std/light_common.glsl"
|
|
||||||
#endif
|
|
||||||
#include "std/constants.glsl"
|
|
||||||
|
|
||||||
uniform sampler2D gbuffer0;
|
uniform sampler2D gbuffer0;
|
||||||
uniform sampler2D gbuffer1;
|
uniform sampler2D gbuffer1;
|
||||||
@ -27,480 +10,179 @@ uniform sampler2D gbufferD;
|
|||||||
#ifdef _EmissionShaded
|
#ifdef _EmissionShaded
|
||||||
uniform sampler2D gbufferEmission;
|
uniform sampler2D gbufferEmission;
|
||||||
#endif
|
#endif
|
||||||
uniform sampler2D sveloc;
|
|
||||||
uniform vec2 cameraProj;
|
|
||||||
uniform vec3 eye;
|
|
||||||
uniform vec3 eyeLook;
|
|
||||||
uniform vec2 screenSize;
|
|
||||||
uniform mat4 invVP;
|
|
||||||
|
|
||||||
in vec2 texCoord;
|
uniform mat4 P;
|
||||||
in vec3 viewRay;
|
uniform mat4 invP;
|
||||||
out vec3 fragColor;
|
uniform mat3 V3;
|
||||||
|
|
||||||
float metallic;
|
|
||||||
uint matid;
|
|
||||||
|
|
||||||
#ifdef _SMSizeUniform
|
|
||||||
//!uniform vec2 smSizeUniform;
|
|
||||||
#endif
|
|
||||||
|
|
||||||
#ifdef _Clusters
|
|
||||||
uniform vec4 lightsArray[maxLights * 3];
|
|
||||||
#ifdef _Spot
|
|
||||||
uniform vec4 lightsArraySpot[maxLights * 2];
|
|
||||||
#endif
|
|
||||||
uniform sampler2D clustersData;
|
|
||||||
uniform vec2 cameraPlane;
|
|
||||||
#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 _CPostprocess
|
|
||||||
uniform vec3 PPComp12;
|
|
||||||
#endif
|
|
||||||
|
|
||||||
#ifdef _ShadowMap
|
|
||||||
#ifdef _SinglePoint
|
|
||||||
#ifdef _Spot
|
|
||||||
#ifndef _LTC
|
|
||||||
uniform sampler2DShadow shadowMapSpot[1];
|
|
||||||
uniform sampler2D shadowMapSpotTransparent[1];
|
|
||||||
uniform mat4 LWVPSpot[1];
|
|
||||||
#endif
|
|
||||||
#else
|
|
||||||
uniform samplerCubeShadow shadowMapPoint[1];
|
|
||||||
uniform samplerCube shadowMapPointTransparent[1];
|
|
||||||
uniform vec2 lightProj;
|
|
||||||
#endif
|
|
||||||
#endif
|
|
||||||
#ifdef _Clusters
|
|
||||||
#ifdef _SingleAtlas
|
|
||||||
uniform sampler2DShadow shadowMapAtlas;
|
|
||||||
uniform sampler2D shadowMapAtlasTransparent;
|
|
||||||
#endif
|
|
||||||
uniform vec2 lightProj;
|
|
||||||
#ifdef _ShadowMapAtlas
|
|
||||||
#ifndef _SingleAtlas
|
|
||||||
uniform sampler2DShadow shadowMapAtlasPoint;
|
|
||||||
uniform sampler2D shadowMapAtlasPointTransparent;
|
|
||||||
//!uniform vec4 pointLightDataArray[maxLightsCluster * 6];
|
|
||||||
#else
|
|
||||||
uniform samplerCubeShadow shadowMapPoint[4];
|
|
||||||
uniform samplerCube shadowMapPointTransparent[4];
|
|
||||||
#endif
|
|
||||||
#endif
|
|
||||||
#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 _LTC
|
|
||||||
uniform vec3 lightArea0;
|
|
||||||
uniform vec3 lightArea1;
|
|
||||||
uniform vec3 lightArea2;
|
|
||||||
uniform vec3 lightArea3;
|
|
||||||
uniform sampler2D sltcMat;
|
|
||||||
uniform sampler2D sltcMag;
|
|
||||||
#ifdef _ShadowMap
|
|
||||||
#ifndef _Spot
|
|
||||||
#ifdef _SinglePoint
|
|
||||||
uniform sampler2DShadow shadowMapSpot[1];
|
|
||||||
uniform sampler2D shadowMapSpotTransparent[1];
|
|
||||||
uniform mat4 LWVPSpot[1];
|
|
||||||
#endif
|
|
||||||
#ifdef _Clusters
|
|
||||||
uniform sampler2DShadow shadowMapSpot[maxLightsCluster];
|
|
||||||
uniform mat4 LWVPSpotArray[maxLightsCluster];
|
|
||||||
#endif
|
|
||||||
#endif
|
|
||||||
#endif
|
|
||||||
#endif
|
|
||||||
|
|
||||||
#ifdef _Sun
|
#ifdef _Sun
|
||||||
uniform vec3 sunDir;
|
uniform vec3 sunDir;
|
||||||
uniform vec3 sunCol;
|
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
|
#endif
|
||||||
|
|
||||||
vec3 sampleLight(const vec3 p, const vec3 n, const vec3 lp, const vec3 lightCol
|
#ifdef _CPostprocess
|
||||||
#ifdef _ShadowMap
|
uniform vec3 PPComp12;
|
||||||
, int index, float bias, bool receiveShadow, bool transparent
|
|
||||||
#endif
|
|
||||||
#ifdef _Spot
|
|
||||||
, const bool isSpot, const float spotSize, float spotBlend, vec3 spotDir, vec2 scale, vec3 right
|
|
||||||
#endif
|
|
||||||
) {
|
|
||||||
|
|
||||||
vec3 ld = lp - p;
|
|
||||||
vec3 l = normalize(ld);
|
|
||||||
|
|
||||||
vec3 visibility = lightCol;
|
|
||||||
visibility *= attenuate(distance(p, lp));
|
|
||||||
|
|
||||||
#ifdef _LTC
|
|
||||||
#ifdef _ShadowMap
|
|
||||||
if (receiveShadow) {
|
|
||||||
#ifdef _SinglePoint
|
|
||||||
vec4 lPos = LWVPSpotArray[0] * vec4(p + n * bias * 10, 1.0);
|
|
||||||
visibility *= shadowTest(shadowMapSpot[0],
|
|
||||||
shadowMapSpotTransparent[0],
|
|
||||||
lPos.xyz / lPos.w, bias, transparent);
|
|
||||||
#endif
|
|
||||||
#ifdef _Clusters
|
|
||||||
vec4 lPos = LWVPSpotArray[index] * vec4(p + n * bias * 10, 1.0);
|
|
||||||
if (index == 0) visibility *= shadowTest(shadowMapSpot[0],
|
|
||||||
shadowMapSpotTransparent[0],
|
|
||||||
lPos.xyz / lPos.w, bias, transparent);
|
|
||||||
else if (index == 1) visibility *= shadowTest(shadowMapSpot[1],
|
|
||||||
shadowMapSpotTransparent[1],
|
|
||||||
, lPos.xyz / lPos.w, bias, transparent);
|
|
||||||
else if (index == 2) visibility *= shadowTest(shadowMapSpot[2],
|
|
||||||
shadowMapSpotTransparent[2],
|
|
||||||
lPos.xyz / lPos.w, bias, transparent);
|
|
||||||
else if (index == 3) visibility *= shadowTest(shadowMapSpot[3],
|
|
||||||
shadowMapSpotTransparent[3],
|
|
||||||
lPos.xyz / lPos.w, bias, transparent);
|
|
||||||
#endif
|
|
||||||
}
|
|
||||||
#endif
|
|
||||||
return visibility;
|
|
||||||
#endif
|
|
||||||
|
|
||||||
#ifdef _Spot
|
|
||||||
if (isSpot) {
|
|
||||||
visibility *= spotlightMask(l, spotDir, right, scale, spotSize, spotBlend);
|
|
||||||
|
|
||||||
#ifdef _ShadowMap
|
|
||||||
if (receiveShadow) {
|
|
||||||
#ifdef _SinglePoint
|
|
||||||
vec4 lPos = LWVPSpot[0] * vec4(p + n * bias * 10, 1.0);
|
|
||||||
visibility *= shadowTest(shadowMapSpot[0],
|
|
||||||
shadowMapSpotTransparent[0],
|
|
||||||
lPos.xyz / lPos.w, bias, transparent);
|
|
||||||
#endif
|
|
||||||
#ifdef _Clusters
|
|
||||||
vec4 lPos = LWVPSpotArray[index] * vec4(p + n * bias * 10, 1.0);
|
|
||||||
#ifdef _ShadowMapAtlas
|
|
||||||
visibility *= shadowTest(
|
|
||||||
#ifndef _SingleAtlas
|
|
||||||
shadowMapAtlasSpot, shadowMapAtlasSpotTransparent
|
|
||||||
#else
|
|
||||||
shadowMapAtlas, shadowMapAtlasTransparent
|
|
||||||
#endif
|
|
||||||
, lPos.xyz / lPos.w, bias, transparent
|
|
||||||
);
|
|
||||||
#else
|
|
||||||
if (index == 0) visibility *= shadowTest(shadowMapSpot[0],
|
|
||||||
shadowMapSpotTransparent[0],
|
|
||||||
lPos.xyz / lPos.w, bias, transparent);
|
|
||||||
else if (index == 1) visibility *= shadowTest(shadowMapSpot[1],
|
|
||||||
shadowMapSpotTransparent[1],
|
|
||||||
lPos.xyz / lPos.w, bias, transparent);
|
|
||||||
else if (index == 2) visibility *= shadowTest(shadowMapSpot[2],
|
|
||||||
shadowMapSpotTransparent[2],
|
|
||||||
lPos.xyz / lPos.w, bias, transparent);
|
|
||||||
else if (index == 3) visibility *= shadowTest(shadowMapSpot[3],
|
|
||||||
shadowMapSpotTransparent[3],
|
|
||||||
lPos.xyz / lPos.w, bias, transparent);
|
|
||||||
#endif
|
|
||||||
#endif
|
|
||||||
}
|
|
||||||
#endif
|
|
||||||
return visibility;
|
|
||||||
}
|
|
||||||
#endif
|
|
||||||
|
|
||||||
#ifdef _LightIES
|
|
||||||
visibility *= iesAttenuation(-l);
|
|
||||||
#endif
|
|
||||||
|
|
||||||
#ifdef _ShadowMap
|
|
||||||
if (receiveShadow) {
|
|
||||||
#ifdef _SinglePoint
|
|
||||||
#ifndef _Spot
|
|
||||||
visibility *= PCFCube(shadowMapPoint[0],
|
|
||||||
shadowMapPointTransparent[0],
|
|
||||||
ld, -l, bias, lightProj, n, transparent);
|
|
||||||
#endif
|
|
||||||
#endif
|
|
||||||
#ifdef _Clusters
|
|
||||||
#ifdef _ShadowMapAtlas
|
|
||||||
visibility *= PCFFakeCube(
|
|
||||||
#ifndef _SingleAtlas
|
|
||||||
shadowMapAtlasPoint, shadowMapAtlasPointTransparent
|
|
||||||
#else
|
|
||||||
shadowMapAtlas, shadowMapAtlasTransparent
|
|
||||||
#endif
|
|
||||||
, ld, -l, bias, lightProj, n, index, transparent
|
|
||||||
);
|
|
||||||
#else
|
|
||||||
if (index == 0) visibility *= PCFCube(shadowMapPoint[0],
|
|
||||||
shadowMapPointTransparent[0],
|
|
||||||
ld, -l, bias, lightProj, n, transparent);
|
|
||||||
else if (index == 1) visibility *= PCFCube(shadowMapPoint[1],
|
|
||||||
shadowMapPointTransparent[1],
|
|
||||||
ld, -l, bias, lightProj, n, transparent);
|
|
||||||
else if (index == 2) visibility *= PCFCube(shadowMapPoint[2],
|
|
||||||
shadowMapPointTransparent[2],
|
|
||||||
ld, -l, bias, lightProj, n, transparent);
|
|
||||||
else if (index == 3) visibility *= PCFCube(shadowMapPoint[3],
|
|
||||||
shadowMapPointTransparent[3],
|
|
||||||
ld, -l, bias, lightProj, n, transparent);
|
|
||||||
#endif
|
|
||||||
#endif
|
|
||||||
}
|
|
||||||
#endif
|
|
||||||
|
|
||||||
return visibility;
|
|
||||||
}
|
|
||||||
|
|
||||||
vec3 getVisibility(vec3 p, vec3 n, float depth, vec2 uv) {
|
|
||||||
vec3 visibility = vec3(0.0);
|
|
||||||
#ifdef _Sun
|
|
||||||
#ifdef _ShadowMap
|
|
||||||
#ifdef _CSM
|
|
||||||
visibility = 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) {
|
|
||||||
visibility = shadowTest(
|
|
||||||
#ifdef _ShadowMapAtlas
|
|
||||||
#ifndef _SingleAtlas
|
|
||||||
shadowMapAtlasSun, shadowMapAtlasSunTransparent
|
|
||||||
#else
|
|
||||||
shadowMapAtlas, shadowMapAtlasTransparent
|
|
||||||
#endif
|
|
||||||
#else
|
|
||||||
shadowMap, shadowMapTransparent
|
|
||||||
#endif
|
|
||||||
, lPos.xyz / lPos.w, shadowsBias, false
|
|
||||||
);
|
|
||||||
}
|
|
||||||
#endif
|
|
||||||
#endif
|
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
#ifdef _SinglePoint
|
in vec2 texCoord;
|
||||||
visibility += sampleLight(
|
out vec4 fragColor;
|
||||||
p, n, pointPos, pointCol
|
|
||||||
#ifdef _ShadowMap
|
|
||||||
, 0, pointBias, true, false
|
|
||||||
#endif
|
|
||||||
#ifdef _Spot
|
|
||||||
, true, spotData.x, spotData.y, spotDir, spotData.zw, spotRight
|
|
||||||
#endif
|
|
||||||
);
|
|
||||||
#endif
|
|
||||||
|
|
||||||
#ifdef _Clusters
|
|
||||||
float viewz = linearize(depth, cameraProj);
|
|
||||||
int clusterI = getClusterI(uv, 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);
|
|
||||||
visibility += sampleLight(
|
|
||||||
p,
|
|
||||||
n,
|
|
||||||
lightsArray[li * 3].xyz, // lp
|
|
||||||
lightsArray[li * 3 + 1].xyz // lightCol
|
|
||||||
#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
|
|
||||||
);
|
|
||||||
}
|
|
||||||
#endif // _Clusters
|
|
||||||
return visibility;
|
|
||||||
}
|
|
||||||
|
|
||||||
vec3 getWorldPos(vec2 uv, float depth) {
|
|
||||||
vec4 pos = invVP * vec4(uv * 2.0 - 1.0, depth * 2.0 - 1.0, 1.0);
|
|
||||||
return pos.xyz / pos.w;
|
|
||||||
}
|
|
||||||
|
|
||||||
vec3 getNormal(vec2 uv) {
|
|
||||||
vec4 g0 = textureLod(gbuffer0, uv, 0.0);
|
|
||||||
vec2 enc = g0.rg;
|
|
||||||
vec3 n;
|
|
||||||
n.z = 1.0 - abs(enc.x) - abs(enc.y);
|
|
||||||
n.xy = n.z >= 0.0 ? enc.xy : octahedronWrap(enc.xy);
|
|
||||||
return normalize(n);
|
|
||||||
}
|
|
||||||
|
|
||||||
vec3 calculateIndirectLight(vec2 uv, vec3 pos, vec3 normal, float depth) {
|
|
||||||
// Simplified visibility - replace with your full visibility function if needed
|
|
||||||
vec3 sampleColor = textureLod(gbuffer1, uv, 0.0).rgb * getVisibility(pos, normal, depth, uv);
|
|
||||||
|
|
||||||
#ifdef _EmissionShadeless
|
|
||||||
if (matid == 1) { // pure emissive material, color stored in basecol
|
|
||||||
sampleColor += textureLod(gbuffer1, uv, 0.0).rgb;
|
|
||||||
}
|
|
||||||
#endif
|
|
||||||
#ifdef _EmissionShaded
|
|
||||||
#ifdef _EmissionShadeless
|
|
||||||
else {
|
|
||||||
#endif
|
|
||||||
vec3 sampleEmission = textureLod(gbufferEmission, uv, 0.0).rgb;
|
|
||||||
sampleColor += sampleEmission; // Emission should be added directly
|
|
||||||
#ifdef _EmissionShadeless
|
|
||||||
}
|
|
||||||
#endif
|
|
||||||
#endif
|
|
||||||
|
|
||||||
return sampleColor;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Improved sampling parameters
|
|
||||||
const float GOLDEN_ANGLE = 2.39996323;
|
const float GOLDEN_ANGLE = 2.39996323;
|
||||||
const float MAX_DEPTH_DIFFERENCE = 0.9; // More conservative depth threshold
|
const int RAY_STEPS = 12;
|
||||||
const float SAMPLE_BIAS = 0.01; // Small offset to avoid self-occlusion
|
|
||||||
|
vec2 getProjectedCoord(const vec3 viewPos) {
|
||||||
|
vec4 projectedCoord = P * vec4(viewPos, 1.0);
|
||||||
|
projectedCoord.xy /= projectedCoord.w;
|
||||||
|
projectedCoord.xy = projectedCoord.xy * 0.5 + 0.5;
|
||||||
|
#ifdef _InvY
|
||||||
|
projectedCoord.y = 1.0 - projectedCoord.y;
|
||||||
|
#endif
|
||||||
|
return projectedCoord.xy;
|
||||||
|
}
|
||||||
|
|
||||||
|
vec3 cosineSampleHemisphere(vec3 n, vec2 rand) {
|
||||||
|
float phi = PI * 2.0 * rand.x;
|
||||||
|
float cosTheta = sqrt(1.0 - rand.y);
|
||||||
|
float sinTheta = sqrt(rand.y);
|
||||||
|
|
||||||
|
vec3 h = vec3(cos(phi) * sinTheta, sin(phi) * sinTheta, cosTheta);
|
||||||
|
|
||||||
|
vec3 tangent, bitangent;
|
||||||
|
vec3 absN = abs(n);
|
||||||
|
|
||||||
|
if (absN.x <= absN.y && absN.x <= absN.z) {
|
||||||
|
tangent = normalize(cross(n, vec3(1.0, 0.0, 0.0)));
|
||||||
|
} else if (absN.y <= absN.z) {
|
||||||
|
tangent = normalize(cross(n, vec3(0.0, 1.0, 0.0)));
|
||||||
|
} else {
|
||||||
|
tangent = normalize(cross(n, vec3(0.0, 0.0, 1.0)));
|
||||||
|
}
|
||||||
|
bitangent = cross(n, tangent);
|
||||||
|
|
||||||
|
return normalize(tangent * h.x + bitangent * h.y + n * h.z);
|
||||||
|
}
|
||||||
|
|
||||||
|
vec3 traceRay(vec3 origin, vec3 dir, float maxDist, float minDist) {
|
||||||
|
float stepSize = maxDist / float(RAY_STEPS);
|
||||||
|
vec3 pos = origin + dir * minDist;
|
||||||
|
|
||||||
|
float prevDepthDiff = 0.0;
|
||||||
|
float hadValidPrev = 0.0;
|
||||||
|
|
||||||
|
for (int i = 1; i <= RAY_STEPS; i++) {
|
||||||
|
pos += dir * stepSize;
|
||||||
|
vec2 uv = getProjectedCoord(pos);
|
||||||
|
|
||||||
|
vec2 sampleUV = clamp(uv, vec2(0.001), vec2(0.999));
|
||||||
|
|
||||||
|
float sampleDepth = textureLod(gbufferD, sampleUV, 0.0).r * 2.0 - 1.0;
|
||||||
|
if (sampleDepth == 1.0) {
|
||||||
|
hadValidPrev = 0.0;
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
|
||||||
|
vec3 sampleViewPos = getPosView2(invP, sampleDepth, sampleUV);
|
||||||
|
float depthDiff = pos.z - sampleViewPos.z;
|
||||||
|
float rayDist = length(pos - origin);
|
||||||
|
float thickness = 0.15 + rayDist * 0.25;
|
||||||
|
|
||||||
|
float crossed = hadValidPrev * step(0.0, prevDepthDiff) * step(depthDiff, 0.0);
|
||||||
|
float withinThickness = step(abs(depthDiff), thickness);
|
||||||
|
|
||||||
|
if (crossed > 0.5 || withinThickness > 0.5) {
|
||||||
|
float distWeight = 1.0 - (rayDist / maxDist);
|
||||||
|
distWeight = max(0.0, distWeight * distWeight);
|
||||||
|
|
||||||
|
return vec3(sampleUV, distWeight);
|
||||||
|
}
|
||||||
|
|
||||||
|
prevDepthDiff = depthDiff;
|
||||||
|
hadValidPrev = 1.0;
|
||||||
|
}
|
||||||
|
|
||||||
|
return vec3(-1.0);
|
||||||
|
}
|
||||||
|
|
||||||
void main() {
|
void main() {
|
||||||
float depth = textureLod(gbufferD, texCoord, 0.0).r;
|
float depth = textureLod(gbufferD, texCoord, 0.0).r * 2.0 - 1.0;
|
||||||
if (depth >= 1.0) {
|
if (depth == 1.0) {
|
||||||
fragColor = vec3(0.0);
|
fragColor = vec4(0.0, 0.0, 0.0, 1.0);
|
||||||
return;
|
return;
|
||||||
}
|
|
||||||
|
|
||||||
vec4 g0 = textureLod(gbuffer0, texCoord, 0.0); // Normal.xy, roughness, metallic/matid
|
|
||||||
unpackFloatInt16(g0.a, metallic, matid);
|
|
||||||
|
|
||||||
vec2 velocity = -textureLod(sveloc, texCoord, 0.0).rg;
|
|
||||||
|
|
||||||
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);
|
|
||||||
|
|
||||||
vec3 pos = getWorldPos(texCoord, depth);
|
|
||||||
vec3 normal = getNormal(texCoord);
|
|
||||||
vec3 centerColor = textureLod(gbuffer1, texCoord, 0.0).rgb;
|
|
||||||
|
|
||||||
float radius = ssaoRadius;
|
|
||||||
|
|
||||||
vec3 gi = vec3(0.0);
|
|
||||||
float totalWeight = 0.0;
|
|
||||||
float angle = fract(sin(dot(texCoord, vec2(12.9898, 78.233))) * 100.0);
|
|
||||||
|
|
||||||
for (int i = 0; i < ssgiSamples; i++) {
|
|
||||||
// Use quasi-random sequence for better coverage
|
|
||||||
float r = sqrt((float(i) + 0.5) / float(ssgiSamples)) * radius;
|
|
||||||
float a = (float(i) * GOLDEN_ANGLE) + angle;
|
|
||||||
|
|
||||||
vec2 offset = vec2(cos(a), sin(a)) * r * radius;
|
|
||||||
vec2 sampleUV = clamp(texCoord + offset * (BayerMatrix8[int(gl_FragCoord.x + velocity.x) % 8][int(gl_FragCoord.y + velocity.y) % 8] - 0.5) / screenSize, vec2(0.001), vec2(0.999));
|
|
||||||
|
|
||||||
float sampleDepth = textureLod(gbufferD, sampleUV, 0.0).r;
|
|
||||||
if (sampleDepth >= 1.0) continue;
|
|
||||||
|
|
||||||
vec3 samplePos = getWorldPos(sampleUV, sampleDepth);
|
|
||||||
vec3 sampleNormal = getNormal(sampleUV);
|
|
||||||
|
|
||||||
// Apply small bias to sample position to avoid self-occlusion
|
|
||||||
samplePos += sampleNormal * SAMPLE_BIAS;
|
|
||||||
|
|
||||||
vec3 dir = pos - samplePos;
|
|
||||||
float dist = length(dir);
|
|
||||||
|
|
||||||
if (abs(pos.z - samplePos.z) > MAX_DEPTH_DIFFERENCE) continue;;
|
|
||||||
|
|
||||||
vec3 sampleColor = calculateIndirectLight(sampleUV, samplePos, sampleNormal, sampleDepth);
|
|
||||||
float weight = 1.0 / (1.0 + dist * dist * 2.0) * max(dot(sampleNormal, n), 0.0);
|
|
||||||
|
|
||||||
gi += sampleColor * weight;
|
|
||||||
totalWeight += weight;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
// Normalize and apply intensity
|
vec4 g0 = textureLod(gbuffer0, texCoord, 0.0);
|
||||||
if (totalWeight > 0.0) {
|
vec2 enc = g0.rg;
|
||||||
gi /= totalWeight;
|
vec3 n;
|
||||||
#ifdef _CPostprocess
|
n.z = 1.0 - abs(enc.x) - abs(enc.y);
|
||||||
gi *= PPComp12.x;
|
n.xy = n.z >= 0.0 ? enc.xy : octahedronWrap(enc.xy);
|
||||||
#else
|
n = normalize(n);
|
||||||
gi *= ssaoStrength;
|
|
||||||
#endif
|
|
||||||
}
|
|
||||||
|
|
||||||
#ifdef _EmissionShadeless
|
vec3 viewNormal = V3 * n;
|
||||||
if (matid == 1) { // pure emissive material, color stored in basecol
|
vec3 viewPos = getPosView2(invP, depth, texCoord);
|
||||||
gi += textureLod(gbuffer1, texCoord, 0.0).rgb;
|
|
||||||
}
|
#ifdef _CPostprocess
|
||||||
|
float radius = PPComp12.y;
|
||||||
|
float strength = PPComp12.x;
|
||||||
|
#else
|
||||||
|
float radius = ssgiRadius;
|
||||||
|
float strength = ssgiStrength;
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
|
float noise = fract(52.9829189 * fract(0.06711056 * texCoord.x * 1000.0 + 0.00583715 * texCoord.y * 1000.0));
|
||||||
|
|
||||||
|
vec3 gi = vec3(0.0);
|
||||||
|
int validSamples = 0;
|
||||||
|
|
||||||
|
// min distance to avoid self shadowing artiffacts
|
||||||
|
float minDist = radius * 0.05;
|
||||||
|
|
||||||
|
for (int i = 0; i < ssgiSamples; i++) {
|
||||||
|
float fi = float(i) + noise;
|
||||||
|
vec2 rand = vec2(
|
||||||
|
fract(fi * 0.7548776662 + noise),
|
||||||
|
fract(fi * 0.5698402909 + noise * 1.5)
|
||||||
|
);
|
||||||
|
|
||||||
|
vec3 rayDir = cosineSampleHemisphere(viewNormal, rand);
|
||||||
|
vec3 hitResult = traceRay(viewPos, rayDir, radius, minDist);
|
||||||
|
|
||||||
|
if (hitResult.x < 0.0) continue;
|
||||||
|
|
||||||
|
vec2 hitUV = hitResult.xy;
|
||||||
|
float distWeight = hitResult.z;
|
||||||
|
|
||||||
|
vec3 hitAlbedo = textureLod(gbuffer1, hitUV, 1.0).rgb;
|
||||||
|
|
||||||
|
#ifdef _Sun
|
||||||
|
vec4 hitG0 = textureLod(gbuffer0, hitUV, 0.0);
|
||||||
|
vec2 hitEnc = hitG0.rg;
|
||||||
|
vec3 hitN;
|
||||||
|
hitN.z = 1.0 - abs(hitEnc.x) - abs(hitEnc.y);
|
||||||
|
hitN.xy = hitN.z >= 0.0 ? hitEnc.xy : octahedronWrap(hitEnc.xy);
|
||||||
|
hitN = normalize(hitN);
|
||||||
|
float hitNdotL = max(0.0, dot(hitN, sunDir));
|
||||||
|
vec3 hitRadiance = hitAlbedo * sunCol * hitNdotL;
|
||||||
|
#else
|
||||||
|
vec3 hitRadiance = hitAlbedo * 0.5;
|
||||||
|
#endif
|
||||||
|
|
||||||
|
#ifdef _EmissionShaded
|
||||||
|
hitRadiance += textureLod(gbufferEmission, hitUV, 0.0).rgb;
|
||||||
|
#endif
|
||||||
|
|
||||||
|
gi += hitRadiance * distWeight;
|
||||||
|
validSamples++;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (validSamples > 0) {
|
||||||
|
gi /= float(validSamples);
|
||||||
|
}
|
||||||
|
|
||||||
|
gi *= strength;
|
||||||
|
|
||||||
#ifdef _EmissionShaded
|
#ifdef _EmissionShaded
|
||||||
#ifdef _EmissionShadeless
|
gi += textureLod(gbufferEmission, texCoord, 0.0).rgb * 0.3;
|
||||||
else {
|
|
||||||
#endif
|
|
||||||
gi += textureLod(gbufferEmission, texCoord, 0.0).rgb;
|
|
||||||
#ifdef _EmissionShadeless
|
|
||||||
}
|
|
||||||
#endif
|
|
||||||
#endif
|
#endif
|
||||||
fragColor = gi / (gi + vec3(1.0)); // Reinhard tone mapping
|
|
||||||
|
fragColor = vec4(min(gi, vec3(2.0)), 1.0);
|
||||||
}
|
}
|
||||||
|
|||||||
@ -6,60 +6,18 @@
|
|||||||
"compare_mode": "always",
|
"compare_mode": "always",
|
||||||
"cull_mode": "none",
|
"cull_mode": "none",
|
||||||
"links": [
|
"links": [
|
||||||
{
|
|
||||||
"name": "invVP",
|
|
||||||
"link": "_inverseViewProjectionMatrix"
|
|
||||||
},
|
|
||||||
{
|
{
|
||||||
"name": "P",
|
"name": "P",
|
||||||
"link": "_projectionMatrix"
|
"link": "_projectionMatrix"
|
||||||
},
|
},
|
||||||
|
{
|
||||||
|
"name": "invP",
|
||||||
|
"link": "_inverseProjectionMatrix"
|
||||||
|
},
|
||||||
{
|
{
|
||||||
"name": "V3",
|
"name": "V3",
|
||||||
"link": "_viewMatrix3"
|
"link": "_viewMatrix3"
|
||||||
},
|
},
|
||||||
{
|
|
||||||
"name": "eye",
|
|
||||||
"link": "_cameraPosition"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"name": "eyeLook",
|
|
||||||
"link": "_cameraLook"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"name": "cameraProj",
|
|
||||||
"link": "_cameraPlaneProj"
|
|
||||||
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"name": "screenSize",
|
|
||||||
"link": "_screenSize"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"name": "PPComp12",
|
|
||||||
"link": "_PPComp12",
|
|
||||||
"ifdef": ["_CPostprocess"]
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"name": "lightsArraySpot",
|
|
||||||
"link": "_lightsArraySpot",
|
|
||||||
"ifdef": ["_Clusters", "_Spot"]
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"name": "lightsArray",
|
|
||||||
"link": "_lightsArray",
|
|
||||||
"ifdef": ["_Clusters"]
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"name": "clustersData",
|
|
||||||
"link": "_clustersData",
|
|
||||||
"ifdef": ["_Clusters"]
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"name": "cameraPlane",
|
|
||||||
"link": "_cameraPlane",
|
|
||||||
"ifdef": ["_Clusters"]
|
|
||||||
},
|
|
||||||
{
|
{
|
||||||
"name": "sunDir",
|
"name": "sunDir",
|
||||||
"link": "_sunDirection",
|
"link": "_sunDirection",
|
||||||
@ -71,128 +29,13 @@
|
|||||||
"ifdef": ["_Sun"]
|
"ifdef": ["_Sun"]
|
||||||
},
|
},
|
||||||
{
|
{
|
||||||
"name": "shadowsBias",
|
"name": "PPComp12",
|
||||||
"link": "_sunShadowsBias",
|
"link": "_PPComp12",
|
||||||
"ifdef": ["_Sun", "_ShadowMap"]
|
"ifdef": ["_CPostprocess"]
|
||||||
},
|
|
||||||
{
|
|
||||||
"name": "LWVP",
|
|
||||||
"link": "_biasLightWorldViewProjectionMatrixSun",
|
|
||||||
"ifndef": ["_CSM"],
|
|
||||||
"ifdef": ["_Sun", "_ShadowMap"]
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"name": "casData",
|
|
||||||
"link": "_cascadeData",
|
|
||||||
"ifdef": ["_Sun", "_ShadowMap", "_CSM"]
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"name": "lightArea0",
|
|
||||||
"link": "_lightArea0",
|
|
||||||
"ifdef": ["_LTC"]
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"name": "lightArea1",
|
|
||||||
"link": "_lightArea1",
|
|
||||||
"ifdef": ["_LTC"]
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"name": "lightArea2",
|
|
||||||
"link": "_lightArea2",
|
|
||||||
"ifdef": ["_LTC"]
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"name": "lightArea3",
|
|
||||||
"link": "_lightArea3",
|
|
||||||
"ifdef": ["_LTC"]
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"name": "sltcMat",
|
|
||||||
"link": "_ltcMat",
|
|
||||||
"ifdef": ["_LTC"]
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"name": "sltcMag",
|
|
||||||
"link": "_ltcMag",
|
|
||||||
"ifdef": ["_LTC"]
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"name": "smSizeUniform",
|
|
||||||
"link": "_shadowMapSize",
|
|
||||||
"ifdef": ["_SMSizeUniform"]
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"name": "lightProj",
|
|
||||||
"link": "_lightPlaneProj",
|
|
||||||
"ifdef": ["_ShadowMap"]
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"name": "pointPos",
|
|
||||||
"link": "_pointPosition",
|
|
||||||
"ifdef": ["_SinglePoint"]
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"name": "pointCol",
|
|
||||||
"link": "_pointColor",
|
|
||||||
"ifdef": ["_SinglePoint"]
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"name": "pointBias",
|
|
||||||
"link": "_pointShadowsBias",
|
|
||||||
"ifdef": ["_SinglePoint", "_ShadowMap"]
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"name": "spotDir",
|
|
||||||
"link": "_spotDirection",
|
|
||||||
"ifdef": ["_SinglePoint", "_Spot"]
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"name": "spotData",
|
|
||||||
"link": "_spotData",
|
|
||||||
"ifdef": ["_SinglePoint", "_Spot"]
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"name": "spotRight",
|
|
||||||
"link": "_spotRight",
|
|
||||||
"ifdef": ["_SinglePoint", "_Spot"]
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"name": "LWVPSpotArray",
|
|
||||||
"link": "_biasLightWorldViewProjectionMatrixSpotArray",
|
|
||||||
"ifdef": ["_Clusters", "_ShadowMap", "_Spot"]
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"name": "pointLightDataArray",
|
|
||||||
"link": "_pointLightsAtlasArray",
|
|
||||||
"ifdef": ["_Clusters", "_ShadowMap", "_ShadowMapAtlas"]
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"name": "LWVPSpot[0]",
|
|
||||||
"link": "_biasLightWorldViewProjectionMatrixSpot0",
|
|
||||||
"ifndef": ["_ShadowMapAtlas"],
|
|
||||||
"ifdef": ["_LTC", "_ShadowMap"]
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"name": "LWVPSpot[1]",
|
|
||||||
"link": "_biasLightWorldViewProjectionMatrixSpot1",
|
|
||||||
"ifndef": ["_ShadowMapAtlas"],
|
|
||||||
"ifdef": ["_LTC", "_ShadowMap"]
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"name": "LWVPSpot[2]",
|
|
||||||
"link": "_biasLightWorldViewProjectionMatrixSpot2",
|
|
||||||
"ifndef": ["_ShadowMapAtlas"],
|
|
||||||
"ifdef": ["_LTC", "_ShadowMap"]
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"name": "LWVPSpot[3]",
|
|
||||||
"link": "_biasLightWorldViewProjectionMatrixSpot3",
|
|
||||||
"ifndef": ["_ShadowMapAtlas"],
|
|
||||||
"ifdef": ["_LTC", "_ShadowMap"]
|
|
||||||
}
|
}
|
||||||
],
|
],
|
||||||
"texture_params": [],
|
"texture_params": [],
|
||||||
"vertex_shader": "../include/pass_viewray.vert.glsl",
|
"vertex_shader": "../include/pass.vert.glsl",
|
||||||
"fragment_shader": "ssgi_pass.frag.glsl"
|
"fragment_shader": "ssgi_pass.frag.glsl"
|
||||||
}
|
}
|
||||||
]
|
]
|
||||||
|
|||||||
@ -64,21 +64,26 @@ vec4 rayCast(vec3 dir) {
|
|||||||
ddepth = getDeltaDepth(hitCoord);
|
ddepth = getDeltaDepth(hitCoord);
|
||||||
if (ddepth > 0.0) return binarySearch(dir);
|
if (ddepth > 0.0) return binarySearch(dir);
|
||||||
}
|
}
|
||||||
return vec4(texCoord, 0.0, 1.0);
|
return vec4(texCoord, 0.0, 0.0);
|
||||||
}
|
}
|
||||||
|
|
||||||
void main() {
|
void main() {
|
||||||
vec4 g0 = textureLod(gbuffer0, texCoord, 0.0);
|
|
||||||
float roughness = g0.z;
|
|
||||||
vec4 gr = textureLod(gbuffer_refraction, texCoord, 0.0);
|
vec4 gr = textureLod(gbuffer_refraction, texCoord, 0.0);
|
||||||
float ior = gr.x;
|
float ior = gr.x;
|
||||||
float opac = 1.0 - gr.y;
|
float transmittance = gr.y;
|
||||||
float d = textureLod(gbufferD, texCoord, 0.0).r * 2.0 - 1.0;
|
float surfaceDepth = gr.z;
|
||||||
if (d == 0.0 || d == 1.0 || opac == 1.0 || ior == 1.0) {
|
float d = surfaceDepth * 2.0 - 1.0;
|
||||||
fragColor.rgb = textureLod(tex1, texCoord, 0.0).rgb;
|
|
||||||
fragColor.a = opac;
|
vec4 sceneSample = textureLod(tex, texCoord, 0.0);
|
||||||
|
if (surfaceDepth == 0.0 || transmittance == 0.0 || ior == 1.0) {
|
||||||
|
vec3 background = textureLod(tex1, texCoord, 0.0).rgb;
|
||||||
|
fragColor.rgb = sceneSample.rgb + background * (1.0 - sceneSample.a);
|
||||||
|
fragColor.a = 1.0;
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
vec4 g0 = textureLod(gbuffer0, texCoord, 0.0);
|
||||||
|
float roughness = g0.z;
|
||||||
vec2 enc = g0.rg;
|
vec2 enc = g0.rg;
|
||||||
vec3 n;
|
vec3 n;
|
||||||
n.z = 1.0 - abs(enc.x) - abs(enc.y);
|
n.z = 1.0 - abs(enc.x) - abs(enc.y);
|
||||||
@ -87,24 +92,32 @@ void main() {
|
|||||||
|
|
||||||
vec3 viewNormal = V3 * n;
|
vec3 viewNormal = V3 * n;
|
||||||
vec3 viewPos = getPosView(viewRay, d, cameraProj);
|
vec3 viewPos = getPosView(viewRay, d, cameraProj);
|
||||||
vec3 refracted = refract(normalize(viewPos), viewNormal, 1.0 / ior);
|
vec3 incident = normalize(viewPos);
|
||||||
|
vec3 refracted = refract(incident, viewNormal, 1.0 / ior);
|
||||||
|
if (length(refracted) < 0.001) {
|
||||||
|
vec3 background = textureLod(tex1, texCoord, 0.0).rgb;
|
||||||
|
fragColor.rgb = sceneSample.rgb + background * (1.0 - sceneSample.a);
|
||||||
|
fragColor.a = 1.0;
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
hitCoord = viewPos;
|
hitCoord = viewPos;
|
||||||
|
|
||||||
vec3 dir = refracted * (1.0 - rand(texCoord) * ss_refractionJitter * roughness) * 2.0;
|
vec3 dir = refracted * (1.0 - rand(texCoord) * ss_refractionJitter * roughness) * 2.0;
|
||||||
vec4 coords = rayCast(dir);
|
vec4 coords = rayCast(dir);
|
||||||
vec2 deltaCoords = abs(vec2(0.5, 0.5) - coords.xy);
|
|
||||||
float screenEdgeFactor = clamp(1.0 - (deltaCoords.x + deltaCoords.y), 0.0, 1.0);
|
vec2 screenEdge = smoothstep(0.0, 0.1, coords.xy) * smoothstep(0.0, 0.1, 1.0 - coords.xy);
|
||||||
|
float screenEdgeFactor = screenEdge.x * screenEdge.y;
|
||||||
float refractivity = 1.0 - roughness;
|
float refractivity = 1.0 - roughness;
|
||||||
float intensity = pow(refractivity, ss_refractionFalloffExp) * screenEdgeFactor * \
|
|
||||||
clamp(-refracted.z, 0.0, 1.0) * clamp((length(viewPos - hitCoord)), 0.0, 1.0) * coords.w;
|
float intensity = pow(refractivity, ss_refractionFalloffExp) * screenEdgeFactor * coords.w;
|
||||||
intensity = clamp(intensity, 0.0, 1.0);
|
intensity = clamp(intensity, 0.0, 1.0);
|
||||||
|
|
||||||
vec4 refractionCol = textureLod(tex1, coords.xy, 0.0).rgba;
|
vec3 refractedBackground = textureLod(tex1, coords.xy, 0.0).rgb;
|
||||||
refractionCol.a = opac;
|
vec3 straightBackground = textureLod(tex1, texCoord, 0.0).rgb;
|
||||||
//refractionCol *= intensity;
|
|
||||||
vec4 color = textureLod(tex, texCoord.xy, 0.0).rgba;
|
vec3 behindColor = mix(straightBackground, refractedBackground, intensity);
|
||||||
color.a = opac;
|
|
||||||
|
fragColor.rgb = sceneSample.rgb + behindColor * (1.0 - sceneSample.a);
|
||||||
fragColor.rgba = mix(refractionCol, color, opac);
|
fragColor.a = 1.0;
|
||||||
fragColor.a = opac;
|
|
||||||
}
|
}
|
||||||
|
|||||||
@ -5,12 +5,9 @@
|
|||||||
"depth_write": false,
|
"depth_write": false,
|
||||||
"compare_mode": "always",
|
"compare_mode": "always",
|
||||||
"cull_mode": "none",
|
"cull_mode": "none",
|
||||||
"blend_source": "source_alpha",
|
"blend_source": "blend_one",
|
||||||
"blend_destination": "inverse_source_alpha",
|
"blend_destination": "blend_zero",
|
||||||
"blend_operation": "add",
|
"blend_operation": "add",
|
||||||
"alpha_blend_source": "blend_one",
|
|
||||||
"alpha_blend_destination": "blend_one",
|
|
||||||
"alpha_blend_operation": "add",
|
|
||||||
"links": [
|
"links": [
|
||||||
{
|
{
|
||||||
"name": "P",
|
"name": "P",
|
||||||
|
|||||||
@ -1,7 +1,6 @@
|
|||||||
//
|
//
|
||||||
// Copyright (C) 2012 Jorge Jimenez (jorge@iryoku.com)
|
// Copyright (C) 2012 Jorge Jimenez (jorge@iryoku.com)
|
||||||
// Copyright (C) 2012 Diego Gutierrez (diegog@unizar.es)
|
// Copyright (C) 2012 Diego Gutierrez (diegog@unizar.es)
|
||||||
// Copyright (C) 2025 Onek8 (info@leenkx.com)
|
|
||||||
// All rights reserved.
|
// All rights reserved.
|
||||||
//
|
//
|
||||||
// Redistribution and use in source and binary forms, with or without
|
// Redistribution and use in source and binary forms, with or without
|
||||||
@ -34,17 +33,10 @@
|
|||||||
// policies, either expressed or implied, of the copyright holders.
|
// policies, either expressed or implied, of the copyright holders.
|
||||||
//
|
//
|
||||||
|
|
||||||
// TODO:
|
|
||||||
// Add real sss radius
|
|
||||||
// Add real sss scale
|
|
||||||
// Move temp hash, reorganize shader utility functions
|
|
||||||
// Add compiler flag for quality presets or with samples parameter
|
|
||||||
// Clean up + Document comment
|
|
||||||
|
|
||||||
|
|
||||||
#version 450
|
#version 450
|
||||||
|
|
||||||
#include "compiled.inc"
|
#include "compiled.inc"
|
||||||
|
#include "std/gbuffer.glsl"
|
||||||
|
|
||||||
uniform sampler2D gbufferD;
|
uniform sampler2D gbufferD;
|
||||||
uniform sampler2D gbuffer0;
|
uniform sampler2D gbuffer0;
|
||||||
@ -56,7 +48,8 @@ uniform vec2 cameraProj;
|
|||||||
in vec2 texCoord;
|
in vec2 texCoord;
|
||||||
out vec4 fragColor;
|
out vec4 fragColor;
|
||||||
|
|
||||||
const float SSSS_FOVY = 108.0;
|
const vec3 SKIN_SSS_RADIUS = vec3(4.8, 2.4, 1.5);
|
||||||
|
const float SSS_DISTANCE_SCALE = 0.001;
|
||||||
|
|
||||||
// Temp hash func -
|
// Temp hash func -
|
||||||
float hash13(vec3 p3) {
|
float hash13(vec3 p3) {
|
||||||
@ -69,63 +62,54 @@ vec4 SSSSBlur() {
|
|||||||
const int SSSS_N_SAMPLES = 15;
|
const int SSSS_N_SAMPLES = 15;
|
||||||
vec4 kernel[SSSS_N_SAMPLES];
|
vec4 kernel[SSSS_N_SAMPLES];
|
||||||
|
|
||||||
// color neutral kernel weights to prevent color shifting
|
kernel[0] = vec4(0.233, 0.455, 0.649, 0.0); // Center sample
|
||||||
kernel[0] = vec4(0.2, 0.2, 0.2, 0.0);
|
kernel[1] = vec4(0.100, 0.336, 0.344, 0.37); // +0.37mm
|
||||||
kernel[1] = vec4(0.12, 0.12, 0.12, 0.2);
|
kernel[2] = vec4(0.118, 0.198, 0.0, 0.97); // +0.97mm
|
||||||
kernel[2] = vec4(0.09, 0.09, 0.09, 0.4);
|
kernel[3] = vec4(0.113, 0.007, 0.007, 1.93); // +1.93mm
|
||||||
kernel[3] = vec4(0.06, 0.06, 0.06, 0.8);
|
kernel[4] = vec4(0.358, 0.004, 0.0, 3.87); // +3.87mm
|
||||||
kernel[4] = vec4(0.04, 0.04, 0.04, 1.2);
|
kernel[5] = vec4(0.078, 0.0, 0.0, 6.53); // +6.53mm (red only)
|
||||||
kernel[5] = vec4(0.025, 0.025, 0.025, 1.6);
|
kernel[6] = vec4(0.0, 0.0, 0.0, 0.0); // Unused
|
||||||
kernel[6] = vec4(0.015, 0.015, 0.015, 2.0);
|
kernel[7] = vec4(0.0, 0.0, 0.0, 0.0); // Unused
|
||||||
kernel[7] = vec4(0.005, 0.005, 0.005, 2.5);
|
kernel[8] = vec4(0.100, 0.336, 0.344, -0.37); // -0.37mm
|
||||||
kernel[8] = vec4(0.12, 0.12, 0.12, -0.2);
|
kernel[9] = vec4(0.118, 0.198, 0.0, -0.97); // -0.97mm
|
||||||
kernel[9] = vec4(0.09, 0.09, 0.09, -0.4);
|
kernel[10] = vec4(0.113, 0.007, 0.007, -1.93); // -1.93mm
|
||||||
kernel[10] = vec4(0.06, 0.06, 0.06, -0.8);
|
kernel[11] = vec4(0.358, 0.004, 0.0, -3.87); // -3.87mm
|
||||||
kernel[11] = vec4(0.04, 0.04, 0.04, -1.2);
|
kernel[12] = vec4(0.078, 0.0, 0.0, -6.53); // -6.53mm (red only)
|
||||||
kernel[12] = vec4(0.025, 0.025, 0.025, -1.6);
|
kernel[13] = vec4(0.0, 0.0, 0.0, 0.0); // Unused
|
||||||
kernel[13] = vec4(0.015, 0.015, 0.015, -2.0);
|
kernel[14] = vec4(0.0, 0.0, 0.0, 0.0); // Unused
|
||||||
kernel[14] = vec4(0.005, 0.005, 0.005, -2.5);
|
|
||||||
|
|
||||||
vec4 colorM = textureLod(tex, texCoord, 0.0);
|
vec4 colorM = textureLod(tex, texCoord, 0.0);
|
||||||
|
|
||||||
float depth = textureLod(gbufferD, texCoord, 0.0).r;
|
float depth = textureLod(gbufferD, texCoord, 0.0).r;
|
||||||
float depthM = cameraProj.y / (depth - cameraProj.x);
|
float depthM = cameraProj.y / (depth - cameraProj.x);
|
||||||
|
|
||||||
float distanceToProjectionWindow = 1.0 / tan(0.5 * radians(SSSS_FOVY));
|
float distanceScale = 1.0 / max(depthM, 0.1);
|
||||||
float scale = distanceToProjectionWindow / depthM;
|
|
||||||
|
vec2 finalStep = sssWidth * distanceScale * dir * SSS_DISTANCE_SCALE;
|
||||||
vec2 finalStep = sssWidth * scale * dir;
|
|
||||||
|
|
||||||
|
|
||||||
vec3 jitterSeed = vec3(texCoord.xy * 1000.0, fract(cameraProj.x * 0.0001));
|
vec3 jitterSeed = vec3(texCoord.xy * 1000.0, fract(cameraProj.x * 0.0001));
|
||||||
float jitterOffset = (hash13(jitterSeed) * 2.0 - 1.0) * 0.15; // 15% jitteR
|
float jitterOffset = (hash13(jitterSeed) * 2.0 - 1.0) * 0.15;
|
||||||
|
|
||||||
finalStep *= (1.0 + jitterOffset);
|
finalStep *= (1.0 + jitterOffset);
|
||||||
finalStep *= 0.05;
|
|
||||||
vec3 colorBlurred = vec3(0.0);
|
vec3 colorBlurred = vec3(0.0);
|
||||||
vec3 weightSum = vec3(0.0);
|
vec3 weightSum = vec3(0.0);
|
||||||
colorBlurred += colorM.rgb * kernel[0].rgb;
|
colorBlurred += colorM.rgb * kernel[0].rgb;
|
||||||
weightSum += kernel[0].rgb;
|
weightSum += kernel[0].rgb;
|
||||||
|
|
||||||
// Accumulate the other samples with per-pixel jittering to reduce banding
|
|
||||||
for (int i = 1; i < SSSS_N_SAMPLES; i++) {
|
for (int i = 1; i < SSSS_N_SAMPLES; i++) {
|
||||||
float sampleJitter = hash13(vec3(texCoord.xy * 720.0, float(i) * 37.45)) * 0.1 - 0.05;
|
float sampleJitter = hash13(vec3(texCoord.xy * 720.0, float(i) * 37.45)) * 0.1 - 0.05;
|
||||||
|
|
||||||
vec2 offset = texCoord + (kernel[i].a + sampleJitter) * finalStep;
|
vec2 offset = texCoord + (kernel[i].a + sampleJitter) * finalStep;
|
||||||
vec4 color = textureLod(tex, offset, 0.0);
|
vec4 color = textureLod(tex, offset, 0.0);
|
||||||
|
const float DEPTH_THRESHOLD = 0.05;
|
||||||
|
float sampleDepth = textureLod(gbufferD, offset, 0.0).r;
|
||||||
|
float sampleDepthM = cameraProj.y / (sampleDepth - cameraProj.x);
|
||||||
|
|
||||||
// ADJUST FOR SURFACE FOLLOWING
|
float depthDiff = abs(depthM - sampleDepthM);
|
||||||
// 0.0 = disabled (maximum SSS but with bleeding), 1.0 = fully enabled (prevents bleeding but might reduce SSS effect)
|
float depthWeight = exp(-depthDiff * 10.0);
|
||||||
const float SURFACE_FOLLOWING_STRENGTH = 0.15; // Reduced to preserve more SSS effect
|
|
||||||
|
|
||||||
if (SURFACE_FOLLOWING_STRENGTH > 0.0) {
|
if (depthDiff > DEPTH_THRESHOLD) {
|
||||||
float sampleDepth = textureLod(gbufferD, offset, 0.0).r;
|
color.rgb = mix(colorM.rgb, color.rgb, depthWeight);
|
||||||
float depthScale = 5.0;
|
|
||||||
float depthDiff = abs(depth - sampleDepth) * depthScale;
|
|
||||||
if (depthDiff > 0.3) {
|
|
||||||
float blendFactor = clamp(depthDiff - 0.3, 0.0, 1.0) * SURFACE_FOLLOWING_STRENGTH;
|
|
||||||
color.rgb = mix(color.rgb, colorM.rgb, blendFactor);
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
colorBlurred += color.rgb * kernel[i].rgb;
|
colorBlurred += color.rgb * kernel[i].rgb;
|
||||||
@ -133,17 +117,22 @@ vec4 SSSSBlur() {
|
|||||||
}
|
}
|
||||||
vec3 normalizedColor = colorBlurred / max(weightSum, vec3(0.00001));
|
vec3 normalizedColor = colorBlurred / max(weightSum, vec3(0.00001));
|
||||||
float dither = hash13(vec3(texCoord * 1333.0, 0.0)) * 0.003 - 0.0015;
|
float dither = hash13(vec3(texCoord * 1333.0, 0.0)) * 0.003 - 0.0015;
|
||||||
return vec4(normalizedColor + vec3(dither), colorM.a);
|
normalizedColor = max(normalizedColor + vec3(dither), vec3(0.0));
|
||||||
|
return vec4(normalizedColor, colorM.a);
|
||||||
}
|
}
|
||||||
|
|
||||||
void main() {
|
void main() {
|
||||||
|
vec4 g0 = textureLod(gbuffer0, texCoord, 0.0);
|
||||||
|
float metallic;
|
||||||
|
uint matid;
|
||||||
|
unpackFloatInt16(g0.a, metallic, matid);
|
||||||
|
|
||||||
if (textureLod(gbuffer0, texCoord, 0.0).a == 8192.0) {
|
if (matid == 2u) {
|
||||||
vec4 originalColor = textureLod(tex, texCoord, 0.0);
|
vec4 originalColor = textureLod(tex, texCoord, 0.0);
|
||||||
vec4 blurredColor = SSSSBlur();
|
vec4 blurredColor = SSSSBlur();
|
||||||
vec4 finalColor = mix(blurredColor, originalColor, 0.15);
|
vec4 sssContribution = blurredColor - originalColor;
|
||||||
|
vec4 combined = originalColor + max(vec4(0.0), sssContribution) * 0.8;
|
||||||
fragColor = clamp(finalColor, 0.0, 1.0);
|
fragColor = max(vec4(0.0), min(combined, vec4(10.0)));
|
||||||
} else {
|
} else {
|
||||||
fragColor = textureLod(tex, texCoord, 0.0);
|
fragColor = textureLod(tex, texCoord, 0.0);
|
||||||
}
|
}
|
||||||
|
|||||||
@ -36,7 +36,8 @@ float d_ggx(const float nh, const float a) {
|
|||||||
|
|
||||||
vec3 specularBRDF(const vec3 f0, const float roughness, const float nl, const float nh, const float nv, const float vh) {
|
vec3 specularBRDF(const vec3 f0, const float roughness, const float nl, const float nh, const float nv, const float vh) {
|
||||||
float a = roughness * roughness;
|
float a = roughness * roughness;
|
||||||
return d_ggx(nh, a) * g2_approx(nl, nv, a) * f_schlick(f0, vh) / max(4.0 * nv, 1e-5); //NdotL cancels out later
|
vec3 result = d_ggx(nh, a) * g2_approx(nl, nv, a) * f_schlick(f0, vh) / max(4.0 * nv, 1e-5); //NdotL cancels out later
|
||||||
|
return min(result, vec3(200.0));
|
||||||
}
|
}
|
||||||
|
|
||||||
// John Hable - Optimizing GGX Shaders
|
// John Hable - Optimizing GGX Shaders
|
||||||
|
|||||||
@ -24,7 +24,7 @@ const int DIFFUSE_CONE_COUNT = 16;
|
|||||||
|
|
||||||
const float SHADOW_CONE_APERTURE = radians(15.0);
|
const float SHADOW_CONE_APERTURE = radians(15.0);
|
||||||
|
|
||||||
const float DIFFUSE_CONE_APERTURE = 0.872665; // 50 degrees in radians
|
const float DIFFUSE_CONE_APERTURE = 0.872665;
|
||||||
|
|
||||||
mat3 makeTangentBasis(const vec3 normal) {
|
mat3 makeTangentBasis(const vec3 normal) {
|
||||||
// Create a tangent basis from normal vector
|
// Create a tangent basis from normal vector
|
||||||
|
|||||||
@ -8,10 +8,10 @@
|
|||||||
// const float compoDOFLength = 160.0; // Focal length in mm 18-200
|
// const float compoDOFLength = 160.0; // Focal length in mm 18-200
|
||||||
// const float compoDOFFstop = 128.0; // F-stop value
|
// const float compoDOFFstop = 128.0; // F-stop value
|
||||||
|
|
||||||
const int samples = 6; // Samples on the first ring
|
const int samples = 8; // Samples on the first ring
|
||||||
const int rings = 6; // Ring count
|
const int rings = 6; // Ring count
|
||||||
const vec2 focus = vec2(0.5, 0.5);
|
const vec2 focus = vec2(0.5, 0.5);
|
||||||
const float coc = 0.11; // Circle of confusion size in mm (35mm film = 0.03mm)
|
const float coc = 0.03; // Circle of confusion size in mm (35mm film = 0.03mm)
|
||||||
const float maxblur = 1.0;
|
const float maxblur = 1.0;
|
||||||
const float threshold = 0.5; // Highlight threshold
|
const float threshold = 0.5; // Highlight threshold
|
||||||
const float gain = 2.0; // Highlight gain
|
const float gain = 2.0; // Highlight gain
|
||||||
@ -55,21 +55,26 @@ vec3 dof(
|
|||||||
float f = DOFLength; // Focal length in mm
|
float f = DOFLength; // Focal length in mm
|
||||||
float d = fDepth * 1000.0; // Focal plane in mm
|
float d = fDepth * 1000.0; // Focal plane in mm
|
||||||
float o = depth * 1000.0; // Depth in mm
|
float o = depth * 1000.0; // Depth in mm
|
||||||
float a = (o * f) / (o - f);
|
float a = (o > f) ? (o * f) / (o - f) : 0.0;
|
||||||
float b = (d * f) / (d - f);
|
float b = (d > f) ? (d * f) / (d - f) : 0.0;
|
||||||
float c = (d - f) / (d * DOFFStop * coc);
|
float sensorSize = max(DOFFStop, 10.0);
|
||||||
|
float c = (d - f) / (d * sensorSize * coc);
|
||||||
|
|
||||||
float blur = abs(a - b) * c;
|
float blur = abs(a - b) * c;
|
||||||
blur = clamp(blur, 0.0, 1.0);
|
blur = clamp(blur, 0.0, 1.0);
|
||||||
|
|
||||||
vec2 noise = rand2(texCoord) * namount * blur;
|
vec2 noise = rand2(texCoord) * namount * blur;
|
||||||
float w = (texStep.x) * blur * maxblur + noise.x;
|
float w = (texStep.x) * blur * maxblur + noise.x;
|
||||||
float h = (texStep.y) * blur * maxblur + noise.y;
|
float h = (texStep.y) * blur * maxblur + noise.y;
|
||||||
vec3 col = vec3(0.0);
|
vec3 sharpCol = textureLod(tex, texCoord, 0.0).rgb;
|
||||||
if (blur < 0.05) {
|
vec3 col = sharpCol;
|
||||||
col = textureLod(tex, texCoord, 0.0).rgb;
|
float blurThreshold = 0.02;
|
||||||
}
|
float blurRange = 0.06;
|
||||||
else {
|
|
||||||
col = textureLod(tex, texCoord, 0.0).rgb;
|
if (blur > blurThreshold) {
|
||||||
|
float blurAmount = smoothstep(blurThreshold, blurThreshold + blurRange, blur);
|
||||||
|
|
||||||
|
vec3 blurredCol = sharpCol;
|
||||||
float s = 1.0;
|
float s = 1.0;
|
||||||
int ringsamples;
|
int ringsamples;
|
||||||
|
|
||||||
@ -81,11 +86,12 @@ vec3 dof(
|
|||||||
float ph = (sin(float(j) * step) * float(i));
|
float ph = (sin(float(j) * step) * float(i));
|
||||||
float p = 1.0;
|
float p = 1.0;
|
||||||
// if (pentagon) p = penta(vec2(pw, ph));
|
// if (pentagon) p = penta(vec2(pw, ph));
|
||||||
col += color(texCoord + vec2(pw * w, ph * h), blur, tex, texStep) * mix(1.0, (float(i)) / (float(rings)), bias) * p;
|
blurredCol += color(texCoord + vec2(pw * w, ph * h), blur, tex, texStep) * mix(1.0, (float(i)) / (float(rings)), bias) * p;
|
||||||
s += 1.0 * mix(1.0, (float(i)) / (float(rings)), bias) * p;
|
s += 1.0 * mix(1.0, (float(i)) / (float(rings)), bias) * p;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
col /= s;
|
blurredCol /= s;
|
||||||
|
col = mix(sharpCol, blurredCol, blurAmount);
|
||||||
}
|
}
|
||||||
return col;
|
return col;
|
||||||
}
|
}
|
||||||
|
|||||||
@ -1,11 +1,11 @@
|
|||||||
#ifndef _GBUFFER_GLSL_
|
#ifndef _GBUFFER_GLSL_
|
||||||
#define _GBUFFER_GLSL_
|
#define _GBUFFER_GLSL_
|
||||||
|
|
||||||
vec2 octahedronWrap(const vec2 v) {
|
vec2 octahedronWrap(vec2 v) {
|
||||||
return (1.0 - abs(v.yx)) * (vec2(v.x >= 0.0 ? 1.0 : -1.0, v.y >= 0.0 ? 1.0 : -1.0));
|
return (1.0 - abs(v.yx)) * (vec2(v.x >= 0.0 ? 1.0 : -1.0, v.y >= 0.0 ? 1.0 : -1.0));
|
||||||
}
|
}
|
||||||
|
|
||||||
vec3 getNor(const vec2 enc) {
|
vec3 getNor(vec2 enc) {
|
||||||
vec3 n;
|
vec3 n;
|
||||||
n.z = 1.0 - abs(enc.x) - abs(enc.y);
|
n.z = 1.0 - abs(enc.x) - abs(enc.y);
|
||||||
n.xy = n.z >= 0.0 ? enc.xy : octahedronWrap(enc.xy);
|
n.xy = n.z >= 0.0 ? enc.xy : octahedronWrap(enc.xy);
|
||||||
@ -13,13 +13,13 @@ vec3 getNor(const vec2 enc) {
|
|||||||
return n;
|
return n;
|
||||||
}
|
}
|
||||||
|
|
||||||
vec3 getPosView(const vec3 viewRay, const float depth, const vec2 cameraProj) {
|
vec3 getPosView(vec3 viewRay, float depth, vec2 cameraProj) {
|
||||||
float linearDepth = cameraProj.y / (cameraProj.x - depth);
|
float linearDepth = cameraProj.y / (cameraProj.x - depth);
|
||||||
//float linearDepth = cameraProj.y / ((depth * 0.5 + 0.5) - cameraProj.x);
|
//float linearDepth = cameraProj.y / ((depth * 0.5 + 0.5) - cameraProj.x);
|
||||||
return viewRay * linearDepth;
|
return viewRay * linearDepth;
|
||||||
}
|
}
|
||||||
|
|
||||||
vec3 getPos(const vec3 eye, const vec3 eyeLook, const vec3 viewRay, const float depth, const vec2 cameraProj) {
|
vec3 getPos(vec3 eye, vec3 eyeLook, vec3 viewRay, float depth, vec2 cameraProj) {
|
||||||
// eyeLook, viewRay should be normalized
|
// eyeLook, viewRay should be normalized
|
||||||
float linearDepth = cameraProj.y / ((depth * 0.5 + 0.5) - cameraProj.x);
|
float linearDepth = cameraProj.y / ((depth * 0.5 + 0.5) - cameraProj.x);
|
||||||
float viewZDist = dot(eyeLook, viewRay);
|
float viewZDist = dot(eyeLook, viewRay);
|
||||||
@ -27,7 +27,7 @@ vec3 getPos(const vec3 eye, const vec3 eyeLook, const vec3 viewRay, const float
|
|||||||
return wposition;
|
return wposition;
|
||||||
}
|
}
|
||||||
|
|
||||||
vec3 getPosNoEye(const vec3 eyeLook, const vec3 viewRay, const float depth, const vec2 cameraProj) {
|
vec3 getPosNoEye(vec3 eyeLook, vec3 viewRay, float depth, vec2 cameraProj) {
|
||||||
// eyeLook, viewRay should be normalized
|
// eyeLook, viewRay should be normalized
|
||||||
float linearDepth = cameraProj.y / ((depth * 0.5 + 0.5) - cameraProj.x);
|
float linearDepth = cameraProj.y / ((depth * 0.5 + 0.5) - cameraProj.x);
|
||||||
float viewZDist = dot(eyeLook, viewRay);
|
float viewZDist = dot(eyeLook, viewRay);
|
||||||
@ -36,10 +36,10 @@ vec3 getPosNoEye(const vec3 eyeLook, const vec3 viewRay, const float depth, cons
|
|||||||
}
|
}
|
||||||
|
|
||||||
#if defined(HLSL) || defined(METAL)
|
#if defined(HLSL) || defined(METAL)
|
||||||
vec3 getPos2(const mat4 invVP, const float depth, vec2 coord) {
|
vec3 getPos2(mat4 invVP, float depth, vec2 coord) {
|
||||||
coord.y = 1.0 - coord.y;
|
coord.y = 1.0 - coord.y;
|
||||||
#else
|
#else
|
||||||
vec3 getPos2(const mat4 invVP, const float depth, const vec2 coord) {
|
vec3 getPos2(mat4 invVP, float depth, vec2 coord) {
|
||||||
#endif
|
#endif
|
||||||
vec4 pos = vec4(coord * 2.0 - 1.0, depth, 1.0);
|
vec4 pos = vec4(coord * 2.0 - 1.0, depth, 1.0);
|
||||||
pos = invVP * pos;
|
pos = invVP * pos;
|
||||||
@ -48,10 +48,10 @@ vec3 getPos2(const mat4 invVP, const float depth, const vec2 coord) {
|
|||||||
}
|
}
|
||||||
|
|
||||||
#if defined(HLSL) || defined(METAL)
|
#if defined(HLSL) || defined(METAL)
|
||||||
vec3 getPosView2(const mat4 invP, const float depth, vec2 coord) {
|
vec3 getPosView2(mat4 invP, float depth, vec2 coord) {
|
||||||
coord.y = 1.0 - coord.y;
|
coord.y = 1.0 - coord.y;
|
||||||
#else
|
#else
|
||||||
vec3 getPosView2(const mat4 invP, const float depth, const vec2 coord) {
|
vec3 getPosView2(mat4 invP, float depth, vec2 coord) {
|
||||||
#endif
|
#endif
|
||||||
vec4 pos = vec4(coord * 2.0 - 1.0, depth, 1.0);
|
vec4 pos = vec4(coord * 2.0 - 1.0, depth, 1.0);
|
||||||
pos = invP * pos;
|
pos = invP * pos;
|
||||||
@ -60,10 +60,10 @@ vec3 getPosView2(const mat4 invP, const float depth, const vec2 coord) {
|
|||||||
}
|
}
|
||||||
|
|
||||||
#if defined(HLSL) || defined(METAL)
|
#if defined(HLSL) || defined(METAL)
|
||||||
vec3 getPos2NoEye(const vec3 eye, const mat4 invVP, const float depth, vec2 coord) {
|
vec3 getPos2NoEye(vec3 eye, mat4 invVP, float depth, vec2 coord) {
|
||||||
coord.y = 1.0 - coord.y;
|
coord.y = 1.0 - coord.y;
|
||||||
#else
|
#else
|
||||||
vec3 getPos2NoEye(const vec3 eye, const mat4 invVP, const float depth, const vec2 coord) {
|
vec3 getPos2NoEye(vec3 eye, mat4 invVP, float depth, vec2 coord) {
|
||||||
#endif
|
#endif
|
||||||
vec4 pos = vec4(coord * 2.0 - 1.0, depth, 1.0);
|
vec4 pos = vec4(coord * 2.0 - 1.0, depth, 1.0);
|
||||||
pos = invVP * pos;
|
pos = invVP * pos;
|
||||||
@ -71,24 +71,24 @@ vec3 getPos2NoEye(const vec3 eye, const mat4 invVP, const float depth, const vec
|
|||||||
return pos.xyz - eye;
|
return pos.xyz - eye;
|
||||||
}
|
}
|
||||||
|
|
||||||
float packFloat(const float f1, const float f2) {
|
float packFloat(float f1, float f2) {
|
||||||
return floor(f1 * 100.0) + min(f2, 1.0 - 1.0 / 100.0);
|
return floor(f1 * 100.0) + min(f2, 1.0 - 1.0 / 100.0);
|
||||||
}
|
}
|
||||||
|
|
||||||
vec2 unpackFloat(const float f) {
|
vec2 unpackFloat(float f) {
|
||||||
return vec2(floor(f) / 100.0, fract(f));
|
return vec2(floor(f) / 100.0, fract(f));
|
||||||
}
|
}
|
||||||
|
|
||||||
float packFloat2(const float f1, const float f2) {
|
float packFloat2(float f1, float f2) {
|
||||||
// Higher f1 = less precise f2
|
// Higher f1 = less precise f2
|
||||||
return floor(f1 * 255.0) + min(f2, 1.0 - 1.0 / 100.0);
|
return floor(f1 * 255.0) + min(f2, 1.0 - 1.0 / 100.0);
|
||||||
}
|
}
|
||||||
|
|
||||||
vec2 unpackFloat2(const float f) {
|
vec2 unpackFloat2(float f) {
|
||||||
return vec2(floor(f) / 255.0, fract(f));
|
return vec2(floor(f) / 255.0, fract(f));
|
||||||
}
|
}
|
||||||
|
|
||||||
vec4 encodeRGBM(const vec3 rgb) {
|
vec4 encodeRGBM(vec3 rgb) {
|
||||||
const float maxRange = 6.0;
|
const float maxRange = 6.0;
|
||||||
float maxRGB = max(rgb.x, max(rgb.g, rgb.b));
|
float maxRGB = max(rgb.x, max(rgb.g, rgb.b));
|
||||||
float m = maxRGB / maxRange;
|
float m = maxRGB / maxRange;
|
||||||
@ -96,7 +96,7 @@ vec4 encodeRGBM(const vec3 rgb) {
|
|||||||
return vec4(rgb / (m * maxRange), m);
|
return vec4(rgb / (m * maxRange), m);
|
||||||
}
|
}
|
||||||
|
|
||||||
vec3 decodeRGBM(const vec4 rgbm) {
|
vec3 decodeRGBM(vec4 rgbm) {
|
||||||
const float maxRange = 6.0;
|
const float maxRange = 6.0;
|
||||||
return rgbm.rgb * rgbm.a * maxRange;
|
return rgbm.rgb * rgbm.a * maxRange;
|
||||||
}
|
}
|
||||||
@ -150,7 +150,7 @@ vec3 decNor(uint val) {
|
|||||||
/**
|
/**
|
||||||
Packs a float in [0, 1] and an integer in [0..15] into a single 16 bit float value.
|
Packs a float in [0, 1] and an integer in [0..15] into a single 16 bit float value.
|
||||||
**/
|
**/
|
||||||
float packFloatInt16(const float f, const uint i) {
|
float packFloatInt16(float f, uint i) {
|
||||||
const uint numBitFloat = 12;
|
const uint numBitFloat = 12;
|
||||||
const float maxValFloat = float((1 << numBitFloat) - 1);
|
const float maxValFloat = float((1 << numBitFloat) - 1);
|
||||||
|
|
||||||
@ -160,7 +160,7 @@ float packFloatInt16(const float f, const uint i) {
|
|||||||
return float(bitsInt | bitsFloat);
|
return float(bitsInt | bitsFloat);
|
||||||
}
|
}
|
||||||
|
|
||||||
void unpackFloatInt16(const float val, out float f, out uint i) {
|
void unpackFloatInt16(float val, out float f, out uint i) {
|
||||||
const uint numBitFloat = 12;
|
const uint numBitFloat = 12;
|
||||||
const float maxValFloat = float((1 << numBitFloat) - 1);
|
const float maxValFloat = float((1 << numBitFloat) - 1);
|
||||||
|
|
||||||
|
|||||||
@ -158,7 +158,7 @@ vec3 sampleLight(const vec3 p, const vec3 n, const vec3 v, const float dotNV, co
|
|||||||
#endif
|
#endif
|
||||||
|
|
||||||
direct *= attenuate(distance(p, lp));
|
direct *= attenuate(distance(p, lp));
|
||||||
direct *= lightCol;
|
direct *= min(lightCol, vec3(100.0));
|
||||||
|
|
||||||
#ifdef _MicroShadowing
|
#ifdef _MicroShadowing
|
||||||
direct *= clamp(dotNL + 2.0 * occ * occ - 1.0, 0.0, 1.0);
|
direct *= clamp(dotNL + 2.0 * occ * occ - 1.0, 0.0, 1.0);
|
||||||
@ -181,55 +181,55 @@ vec3 sampleLight(const vec3 p, const vec3 n, const vec3 v, const float dotNV, co
|
|||||||
#ifdef _ShadowMap
|
#ifdef _ShadowMap
|
||||||
if (receiveShadow) {
|
if (receiveShadow) {
|
||||||
#ifdef _SinglePoint
|
#ifdef _SinglePoint
|
||||||
vec4 lPos = LWVPSpot[0] * vec4(p + n * bias * 10, 1.0);
|
vec4 lPos = LWVPSpot[0] * vec4(p + n * bias * 2, 1.0);
|
||||||
direct *= shadowTest(shadowMapSpot[0],
|
direct *= shadowTest(shadowMapSpot[0],
|
||||||
#ifdef _ShadowMapTransparent
|
#ifdef _ShadowMapTransparent
|
||||||
shadowMapSpotTransparent[0],
|
shadowMapSpotTransparent[0],
|
||||||
#endif
|
#endif
|
||||||
lPos.xyz / lPos.w, bias
|
lPos.xyz / lPos.w, bias
|
||||||
#ifdef _ShadowMapTransparent
|
#ifdef _ShadowMapTransparent
|
||||||
, transparent
|
, transparent
|
||||||
#endif
|
#endif
|
||||||
);
|
);
|
||||||
#endif
|
#endif
|
||||||
#ifdef _Clusters
|
#ifdef _Clusters
|
||||||
vec4 lPos = LWVPSpot[index] * vec4(p + n * bias * 10, 1.0);
|
vec4 lPos = LWVPSpot[index] * vec4(p + n * bias * 2, 1.0);
|
||||||
if (index == 0) direct *= shadowTest(shadowMapSpot[0],
|
if (index == 0) direct *= shadowTest(shadowMapSpot[0],
|
||||||
#ifdef _ShadowMapTransparent
|
#ifdef _ShadowMapTransparent
|
||||||
shadowMapSpotTransparent[0],
|
shadowMapSpotTransparent[0],
|
||||||
#endif
|
#endif
|
||||||
lPos.xyz / lPos.w, bias
|
lPos.xyz / lPos.w, bias
|
||||||
#ifdef _ShadowMapTransparent
|
#ifdef _ShadowMapTransparent
|
||||||
, transparent
|
, transparent
|
||||||
#endif
|
#endif
|
||||||
);
|
);
|
||||||
else if (index == 1) direct *= shadowTest(shadowMapSpot[1],
|
else if (index == 1) direct *= shadowTest(shadowMapSpot[1],
|
||||||
#ifdef _ShadowMapTransparent
|
#ifdef _ShadowMapTransparent
|
||||||
shadowMapSpotTransparent[1],
|
shadowMapSpotTransparent[1],
|
||||||
#endif
|
#endif
|
||||||
lPos.xyz / lPos.w, bias
|
lPos.xyz / lPos.w, bias
|
||||||
#ifdef _ShadowMapTransparent
|
#ifdef _ShadowMapTransparent
|
||||||
, transparent
|
, transparent
|
||||||
#endif
|
#endif
|
||||||
);
|
);
|
||||||
else if (index == 2) direct *= shadowTest(shadowMapSpot[2],
|
else if (index == 2) direct *= shadowTest(shadowMapSpot[2],
|
||||||
#ifdef _ShadowMapTransparent
|
#ifdef _ShadowMapTransparent
|
||||||
shadowMapSpotTransparent[2],
|
shadowMapSpotTransparent[2],
|
||||||
#endif
|
#endif
|
||||||
lPos.xyz / lPos.w, bias
|
lPos.xyz / lPos.w, bias
|
||||||
#ifdef _ShadowMapTransparent
|
#ifdef _ShadowMapTransparent
|
||||||
, transparent
|
, transparent
|
||||||
#endif
|
#endif
|
||||||
);
|
);
|
||||||
else if (index == 3) direct *= shadowTest(shadowMapSpot[3],
|
else if (index == 3) direct *= shadowTest(shadowMapSpot[3],
|
||||||
#ifdef _ShadowMapTransparent
|
#ifdef _ShadowMapTransparent
|
||||||
shadowMapSpotTransparent[3],
|
shadowMapSpotTransparent[3],
|
||||||
#endif
|
#endif
|
||||||
lPos.xyz / lPos.w, bias
|
lPos.xyz / lPos.w, bias
|
||||||
#ifdef _ShadowMapTransparent
|
#ifdef _ShadowMapTransparent
|
||||||
, transparent
|
, transparent
|
||||||
#endif
|
#endif
|
||||||
);
|
);
|
||||||
#endif
|
#endif
|
||||||
}
|
}
|
||||||
#endif
|
#endif
|
||||||
@ -243,76 +243,76 @@ vec3 sampleLight(const vec3 p, const vec3 n, const vec3 v, const float dotNV, co
|
|||||||
#ifdef _ShadowMap
|
#ifdef _ShadowMap
|
||||||
if (receiveShadow) {
|
if (receiveShadow) {
|
||||||
#ifdef _SinglePoint
|
#ifdef _SinglePoint
|
||||||
vec4 lPos = LWVPSpotArray[0] * vec4(p + n * bias * 10, 1.0);
|
vec4 lPos = LWVPSpotArray[0] * vec4(p + n * bias * 2, 1.0);
|
||||||
direct *= shadowTest(shadowMapSpot[0],
|
direct *= shadowTest(shadowMapSpot[0],
|
||||||
#ifdef _ShadowMapTransparent
|
#ifdef _ShadowMapTransparent
|
||||||
shadowMapSpotTransparent[0],
|
shadowMapSpotTransparent[0],
|
||||||
#endif
|
#endif
|
||||||
lPos.xyz / lPos.w, bias
|
lPos.xyz / lPos.w, bias
|
||||||
#ifdef _ShadowMapTransparent
|
#ifdef _ShadowMapTransparent
|
||||||
, transparent
|
, transparent
|
||||||
#endif
|
#endif
|
||||||
);
|
);
|
||||||
#endif
|
#endif
|
||||||
#ifdef _Clusters
|
#ifdef _Clusters
|
||||||
vec4 lPos = LWVPSpotArray[index] * vec4(p + n * bias * 10, 1.0);
|
vec4 lPos = LWVPSpotArray[index] * vec4(p + n * bias * 2, 1.0);
|
||||||
#ifdef _ShadowMapAtlas
|
#ifdef _ShadowMapAtlas
|
||||||
direct *= shadowTest(
|
direct *= shadowTest(
|
||||||
#ifdef _ShadowMapTransparent
|
#ifdef _ShadowMapTransparent
|
||||||
#ifndef _SingleAtlas
|
#ifndef _SingleAtlas
|
||||||
shadowMapAtlasSpot, shadowMapAtlasSpotTransparent
|
shadowMapAtlasSpot, shadowMapAtlasSpotTransparent
|
||||||
#else
|
#else
|
||||||
shadowMapAtlas, shadowMapAtlasTransparent
|
shadowMapAtlas, shadowMapAtlasTransparent
|
||||||
#endif
|
#endif
|
||||||
#else
|
#else
|
||||||
#ifndef _SingleAtlas
|
#ifndef _SingleAtlas
|
||||||
shadowMapAtlasSpot
|
shadowMapAtlasSpot
|
||||||
#else
|
#else
|
||||||
shadowMapAtlas
|
shadowMapAtlas
|
||||||
#endif
|
#endif
|
||||||
#endif
|
#endif
|
||||||
, lPos.xyz / lPos.w, bias
|
, lPos.xyz / lPos.w, bias
|
||||||
#ifdef _ShadowMapTransparent
|
#ifdef _ShadowMapTransparent
|
||||||
, transparent
|
, transparent
|
||||||
#endif
|
#endif
|
||||||
);
|
);
|
||||||
#else
|
#else
|
||||||
if (index == 0) direct *= shadowTest(shadowMapSpot[0],
|
if (index == 0) direct *= shadowTest(shadowMapSpot[0],
|
||||||
#ifdef _ShadowMapTransparent
|
#ifdef _ShadowMapTransparent
|
||||||
shadowMapSpotTransparent[0],
|
shadowMapSpotTransparent[0],
|
||||||
#endif
|
#endif
|
||||||
lPos.xyz / lPos.w, bias
|
lPos.xyz / lPos.w, bias
|
||||||
#ifdef _ShadowMapTransparent
|
#ifdef _ShadowMapTransparent
|
||||||
, transparent
|
, transparent
|
||||||
#endif
|
#endif
|
||||||
);
|
);
|
||||||
else if (index == 1) direct *= shadowTest(shadowMapSpot[1],
|
else if (index == 1) direct *= shadowTest(shadowMapSpot[1],
|
||||||
#ifdef _ShadowMapTransparent
|
#ifdef _ShadowMapTransparent
|
||||||
shadowMapSpotTransparent[1],
|
shadowMapSpotTransparent[1],
|
||||||
#endif
|
#endif
|
||||||
lPos.xyz / lPos.w, bias
|
lPos.xyz / lPos.w, bias
|
||||||
#ifdef _ShadowMapTransparent
|
#ifdef _ShadowMapTransparent
|
||||||
, transparent
|
, transparent
|
||||||
#endif
|
#endif
|
||||||
);
|
);
|
||||||
else if (index == 2) direct *= shadowTest(shadowMapSpot[2],
|
else if (index == 2) direct *= shadowTest(shadowMapSpot[2],
|
||||||
#ifdef _ShadowMapTransparent
|
#ifdef _ShadowMapTransparent
|
||||||
shadowMapSpotTransparent[2],
|
shadowMapSpotTransparent[2],
|
||||||
#endif
|
#endif
|
||||||
lPos.xyz / lPos.w, bias
|
lPos.xyz / lPos.w, bias
|
||||||
#ifdef _ShadowMapTransparent
|
#ifdef _ShadowMapTransparent
|
||||||
, transparent
|
, transparent
|
||||||
#endif
|
#endif
|
||||||
);
|
);
|
||||||
else if (index == 3) direct *= shadowTest(shadowMapSpot[3],
|
else if (index == 3) direct *= shadowTest(shadowMapSpot[3],
|
||||||
#ifdef _ShadowMapTransparent
|
#ifdef _ShadowMapTransparent
|
||||||
shadowMapSpotTransparent[3],
|
shadowMapSpotTransparent[3],
|
||||||
#endif
|
#endif
|
||||||
lPos.xyz / lPos.w, bias
|
lPos.xyz / lPos.w, bias
|
||||||
#ifdef _ShadowMapTransparent
|
#ifdef _ShadowMapTransparent
|
||||||
, transparent
|
, transparent
|
||||||
#endif
|
#endif
|
||||||
);
|
);
|
||||||
#endif
|
#endif
|
||||||
#endif
|
#endif
|
||||||
}
|
}
|
||||||
@ -330,74 +330,74 @@ vec3 sampleLight(const vec3 p, const vec3 n, const vec3 v, const float dotNV, co
|
|||||||
#ifdef _SinglePoint
|
#ifdef _SinglePoint
|
||||||
#ifndef _Spot
|
#ifndef _Spot
|
||||||
direct *= PCFCube(shadowMapPoint[0],
|
direct *= PCFCube(shadowMapPoint[0],
|
||||||
#ifdef _ShadowMapTransparent
|
#ifdef _ShadowMapTransparent
|
||||||
shadowMapPointTransparent[0],
|
shadowMapPointTransparent[0],
|
||||||
#endif
|
#endif
|
||||||
ld, -l, bias, lightProj, n
|
ld, -l, bias, lightProj, n
|
||||||
#ifdef _ShadowMapTransparent
|
#ifdef _ShadowMapTransparent
|
||||||
, transparent
|
, transparent
|
||||||
#endif
|
#endif
|
||||||
);
|
);
|
||||||
#endif
|
#endif
|
||||||
#endif
|
#endif
|
||||||
#ifdef _Clusters
|
#ifdef _Clusters
|
||||||
#ifdef _ShadowMapAtlas
|
#ifdef _ShadowMapAtlas
|
||||||
direct *= PCFFakeCube(
|
direct *= PCFFakeCube(
|
||||||
#ifdef _ShadowMapTransparent
|
#ifdef _ShadowMapTransparent
|
||||||
#ifndef _SingleAtlas
|
#ifndef _SingleAtlas
|
||||||
shadowMapAtlasPoint, shadowMapAtlasPointTransparent
|
shadowMapAtlasPoint, shadowMapAtlasPointTransparent
|
||||||
#else
|
#else
|
||||||
shadowMapAtlas, shadowMapAtlasTransparent
|
shadowMapAtlas, shadowMapAtlasTransparent
|
||||||
#endif
|
#endif
|
||||||
#else
|
#else
|
||||||
#ifndef _SingleAtlas
|
#ifndef _SingleAtlas
|
||||||
shadowMapAtlasPoint
|
shadowMapAtlasPoint
|
||||||
#else
|
#else
|
||||||
shadowMapAtlas
|
shadowMapAtlas
|
||||||
#endif
|
#endif
|
||||||
#endif
|
#endif
|
||||||
, ld, -l, bias, lightProj, n, index
|
, ld, -l, bias, lightProj, n, index
|
||||||
#ifdef _ShadowMapTransparent
|
#ifdef _ShadowMapTransparent
|
||||||
, transparent
|
, transparent
|
||||||
#endif
|
#endif
|
||||||
);
|
);
|
||||||
#else
|
#else
|
||||||
if (index == 0) direct *= PCFCube(shadowMapPoint[0],
|
if (index == 0) direct *= PCFCube(shadowMapPoint[0],
|
||||||
#ifdef _ShadowMapTransparent
|
#ifdef _ShadowMapTransparent
|
||||||
shadowMapPointTransparent[0],
|
shadowMapPointTransparent[0],
|
||||||
#endif
|
#endif
|
||||||
ld, -l, bias, lightProj, n
|
ld, -l, bias, lightProj, n
|
||||||
#ifdef _ShadowMapTransparent
|
#ifdef _ShadowMapTransparent
|
||||||
, transparent
|
, transparent
|
||||||
#endif
|
#endif
|
||||||
);
|
);
|
||||||
else if (index == 1) direct *= PCFCube(shadowMapPoint[1],
|
else if (index == 1) direct *= PCFCube(shadowMapPoint[1],
|
||||||
#ifdef _ShadowMapTransparent
|
#ifdef _ShadowMapTransparent
|
||||||
shadowMapPointTransparent[1],
|
shadowMapPointTransparent[1],
|
||||||
#endif
|
#endif
|
||||||
ld, -l, bias, lightProj, n
|
ld, -l, bias, lightProj, n
|
||||||
#ifdef _ShadowMapTransparent
|
#ifdef _ShadowMapTransparent
|
||||||
, transparent
|
, transparent
|
||||||
#endif
|
#endif
|
||||||
);
|
);
|
||||||
else if (index == 2) direct *= PCFCube(shadowMapPoint[2],
|
else if (index == 2) direct *= PCFCube(shadowMapPoint[2],
|
||||||
#ifdef _ShadowMapTransparent
|
#ifdef _ShadowMapTransparent
|
||||||
shadowMapPointTransparent[2],
|
shadowMapPointTransparent[2],
|
||||||
#endif
|
#endif
|
||||||
ld, -l, bias, lightProj, n
|
ld, -l, bias, lightProj, n
|
||||||
#ifdef _ShadowMapTransparent
|
#ifdef _ShadowMapTransparent
|
||||||
, transparent
|
, transparent
|
||||||
#endif
|
#endif
|
||||||
);
|
);
|
||||||
else if (index == 3) direct *= PCFCube(shadowMapPoint[3],
|
else if (index == 3) direct *= PCFCube(shadowMapPoint[3],
|
||||||
#ifdef _ShadowMapTransparent
|
#ifdef _ShadowMapTransparent
|
||||||
shadowMapPointTransparent[3],
|
shadowMapPointTransparent[3],
|
||||||
#endif
|
#endif
|
||||||
ld, -l, bias, lightProj, n
|
ld, -l, bias, lightProj, n
|
||||||
#ifdef _ShadowMapTransparent
|
#ifdef _ShadowMapTransparent
|
||||||
, transparent
|
, transparent
|
||||||
#endif
|
#endif
|
||||||
);
|
);
|
||||||
#endif
|
#endif
|
||||||
#endif
|
#endif
|
||||||
}
|
}
|
||||||
@ -445,61 +445,62 @@ vec3 sampleLightVoxels(const vec3 p, const vec3 n, const vec3 v, const float dot
|
|||||||
#endif
|
#endif
|
||||||
|
|
||||||
direct *= attenuate(distance(p, lp));
|
direct *= attenuate(distance(p, lp));
|
||||||
direct *= lightCol;
|
// CRITICAL: Clamp light color to prevent extreme HDR values causing white sphere artifacts
|
||||||
|
direct *= min(lightCol, vec3(100.0));
|
||||||
|
|
||||||
#ifdef _LTC
|
#ifdef _LTC
|
||||||
#ifdef _ShadowMap
|
#ifdef _ShadowMap
|
||||||
if (receiveShadow) {
|
if (receiveShadow) {
|
||||||
#ifdef _SinglePoint
|
#ifdef _SinglePoint
|
||||||
vec4 lPos = LWVPSpot[0] * vec4(p + n * bias * 10, 1.0);
|
vec4 lPos = LWVPSpot[0] * vec4(p + n * bias * 2, 1.0);
|
||||||
direct *= shadowTest(shadowMapSpot[0],
|
direct *= shadowTest(shadowMapSpot[0],
|
||||||
#ifdef _ShadowMapTransparent
|
#ifdef _ShadowMapTransparent
|
||||||
shadowMapSpotTransparent[0],
|
shadowMapSpotTransparent[0],
|
||||||
#endif
|
#endif
|
||||||
lPos.xyz / lPos.w, bias
|
lPos.xyz / lPos.w, bias
|
||||||
#ifdef _ShadowMapTransparent
|
#ifdef _ShadowMapTransparent
|
||||||
, transparent
|
, transparent
|
||||||
#endif
|
#endif
|
||||||
);
|
);
|
||||||
#endif
|
#endif
|
||||||
#ifdef _Clusters
|
#ifdef _Clusters
|
||||||
vec4 lPos = LWVPSpot[index] * vec4(p + n * bias * 10, 1.0);
|
vec4 lPos = LWVPSpot[index] * vec4(p + n * bias * 2, 1.0);
|
||||||
if (index == 0) direct *= shadowTest(shadowMapSpot[0],
|
if (index == 0) direct *= shadowTest(shadowMapSpot[0],
|
||||||
#ifdef _ShadowMapTransparent
|
#ifdef _ShadowMapTransparent
|
||||||
shadowMapSpotTransparent[0],
|
shadowMapSpotTransparent[0],
|
||||||
#endif
|
#endif
|
||||||
lPos.xyz / lPos.w, bias
|
lPos.xyz / lPos.w, bias
|
||||||
#ifdef _ShadowMapTransparent
|
#ifdef _ShadowMapTransparent
|
||||||
, transparent
|
, transparent
|
||||||
#endif
|
#endif
|
||||||
);
|
);
|
||||||
else if (index == 1) direct *= shadowTest(shadowMapSpot[1],
|
else if (index == 1) direct *= shadowTest(shadowMapSpot[1],
|
||||||
#ifdef _ShadowMapTransparent
|
#ifdef _ShadowMapTransparent
|
||||||
shadowMapSpotTransparent[1],
|
shadowMapSpotTransparent[1],
|
||||||
#endif
|
#endif
|
||||||
lPos.xyz / lPos.w, bias
|
lPos.xyz / lPos.w, bias
|
||||||
#ifdef _ShadowMapTransparent
|
#ifdef _ShadowMapTransparent
|
||||||
, transparent
|
, transparent
|
||||||
#endif
|
#endif
|
||||||
);
|
);
|
||||||
else if (index == 2) direct *= shadowTest(shadowMapSpot[2],
|
else if (index == 2) direct *= shadowTest(shadowMapSpot[2],
|
||||||
#ifdef _ShadowMapTransparent
|
#ifdef _ShadowMapTransparent
|
||||||
shadowMapSpotTransparent[2],
|
shadowMapSpotTransparent[2],
|
||||||
#endif
|
#endif
|
||||||
lPos.xyz / lPos.w, bias
|
lPos.xyz / lPos.w, bias
|
||||||
#ifdef _ShadowMapTransparent
|
#ifdef _ShadowMapTransparent
|
||||||
, transparent
|
, transparent
|
||||||
#endif
|
#endif
|
||||||
);
|
);
|
||||||
else if (index == 3) direct *= shadowTest(shadowMapSpot[3],
|
else if (index == 3) direct *= shadowTest(shadowMapSpot[3],
|
||||||
#ifdef _ShadowMapTransparent
|
#ifdef _ShadowMapTransparent
|
||||||
shadowMapSpotTransparent[3],
|
shadowMapSpotTransparent[3],
|
||||||
#endif
|
#endif
|
||||||
lPos.xyz / lPos.w, bias
|
lPos.xyz / lPos.w, bias
|
||||||
#ifdef _ShadowMapTransparent
|
#ifdef _ShadowMapTransparent
|
||||||
, transparent
|
, transparent
|
||||||
#endif
|
#endif
|
||||||
);
|
);
|
||||||
#endif
|
#endif
|
||||||
}
|
}
|
||||||
#endif
|
#endif
|
||||||
@ -513,76 +514,76 @@ vec3 sampleLightVoxels(const vec3 p, const vec3 n, const vec3 v, const float dot
|
|||||||
#ifdef _ShadowMap
|
#ifdef _ShadowMap
|
||||||
if (receiveShadow) {
|
if (receiveShadow) {
|
||||||
#ifdef _SinglePoint
|
#ifdef _SinglePoint
|
||||||
vec4 lPos = LWVPSpotArray[0] * vec4(p + n * bias * 10, 1.0);
|
vec4 lPos = LWVPSpotArray[0] * vec4(p + n * bias * 2, 1.0);
|
||||||
direct *= shadowTest(shadowMapSpot[0],
|
direct *= shadowTest(shadowMapSpot[0],
|
||||||
#ifdef _ShadowMapTransparent
|
#ifdef _ShadowMapTransparent
|
||||||
shadowMapSpotTransparent[0],
|
shadowMapSpotTransparent[0],
|
||||||
#endif
|
#endif
|
||||||
lPos.xyz / lPos.w, bias
|
lPos.xyz / lPos.w, bias
|
||||||
#ifdef _ShadowMapTransparent
|
#ifdef _ShadowMapTransparent
|
||||||
, transparent
|
, transparent
|
||||||
#endif
|
#endif
|
||||||
);
|
);
|
||||||
#endif
|
#endif
|
||||||
#ifdef _Clusters
|
#ifdef _Clusters
|
||||||
vec4 lPos = LWVPSpotArray[index] * vec4(p + n * bias * 10, 1.0);
|
vec4 lPos = LWVPSpotArray[index] * vec4(p + n * bias * 2, 1.0);
|
||||||
#ifdef _ShadowMapAtlas
|
#ifdef _ShadowMapAtlas
|
||||||
direct *= shadowTest(
|
direct *= shadowTest(
|
||||||
#ifdef _ShadowMapTransparent
|
#ifdef _ShadowMapTransparent
|
||||||
#ifndef _SingleAtlas
|
#ifndef _SingleAtlas
|
||||||
shadowMapAtlasSpot, shadowMapAtlasSpotTransparent
|
shadowMapAtlasSpot, shadowMapAtlasSpotTransparent
|
||||||
#else
|
#else
|
||||||
shadowMapAtlas, shadowMapAtlasTransparent
|
shadowMapAtlas, shadowMapAtlasTransparent
|
||||||
#endif
|
#endif
|
||||||
#else
|
#else
|
||||||
#ifndef _SingleAtlas
|
#ifndef _SingleAtlas
|
||||||
shadowMapAtlasSpot
|
shadowMapAtlasSpot
|
||||||
#else
|
#else
|
||||||
shadowMapAtlas
|
shadowMapAtlas
|
||||||
#endif
|
#endif
|
||||||
#endif
|
#endif
|
||||||
, lPos.xyz / lPos.w, bias
|
, lPos.xyz / lPos.w, bias
|
||||||
#ifdef _ShadowMapTransparent
|
#ifdef _ShadowMapTransparent
|
||||||
, transparent
|
, transparent
|
||||||
#endif
|
#endif
|
||||||
);
|
);
|
||||||
#else
|
#else
|
||||||
if (index == 0) direct *= shadowTest(shadowMapSpot[0],
|
if (index == 0) direct *= shadowTest(shadowMapSpot[0],
|
||||||
#ifdef _ShadowMapTransparent
|
#ifdef _ShadowMapTransparent
|
||||||
shadowMapSpotTransparent[0],
|
shadowMapSpotTransparent[0],
|
||||||
#endif
|
#endif
|
||||||
lPos.xyz / lPos.w, bias
|
lPos.xyz / lPos.w, bias
|
||||||
#ifdef _ShadowMapTransparent
|
#ifdef _ShadowMapTransparent
|
||||||
, transparent
|
, transparent
|
||||||
#endif
|
#endif
|
||||||
);
|
);
|
||||||
else if (index == 1) direct *= shadowTest(shadowMapSpot[1],
|
else if (index == 1) direct *= shadowTest(shadowMapSpot[1],
|
||||||
#ifdef _ShadowMapTransparent
|
#ifdef _ShadowMapTransparent
|
||||||
shadowMapSpotTransparent[1],
|
shadowMapSpotTransparent[1],
|
||||||
#endif
|
#endif
|
||||||
lPos.xyz / lPos.w, bias
|
lPos.xyz / lPos.w, bias
|
||||||
#ifdef _ShadowMapTransparent
|
#ifdef _ShadowMapTransparent
|
||||||
, transparent
|
, transparent
|
||||||
#endif
|
#endif
|
||||||
);
|
);
|
||||||
else if (index == 2) direct *= shadowTest(shadowMapSpot[2],
|
else if (index == 2) direct *= shadowTest(shadowMapSpot[2],
|
||||||
#ifdef _ShadowMapTransparent
|
#ifdef _ShadowMapTransparent
|
||||||
shadowMapSpotTransparent[2],
|
shadowMapSpotTransparent[2],
|
||||||
#endif
|
#endif
|
||||||
lPos.xyz / lPos.w, bias
|
lPos.xyz / lPos.w, bias
|
||||||
#ifdef _ShadowMapTransparent
|
#ifdef _ShadowMapTransparent
|
||||||
, transparent
|
, transparent
|
||||||
#endif
|
#endif
|
||||||
);
|
);
|
||||||
else if (index == 3) direct *= shadowTest(shadowMapSpot[3],
|
else if (index == 3) direct *= shadowTest(shadowMapSpot[3],
|
||||||
#ifdef _ShadowMapTransparent
|
#ifdef _ShadowMapTransparent
|
||||||
shadowMapSpotTransparent[3],
|
shadowMapSpotTransparent[3],
|
||||||
#endif
|
#endif
|
||||||
lPos.xyz / lPos.w, bias
|
lPos.xyz / lPos.w, bias
|
||||||
#ifdef _ShadowMapTransparent
|
#ifdef _ShadowMapTransparent
|
||||||
, transparent
|
, transparent
|
||||||
#endif
|
#endif
|
||||||
);
|
);
|
||||||
#endif
|
#endif
|
||||||
#endif
|
#endif
|
||||||
}
|
}
|
||||||
@ -600,74 +601,74 @@ vec3 sampleLightVoxels(const vec3 p, const vec3 n, const vec3 v, const float dot
|
|||||||
#ifdef _SinglePoint
|
#ifdef _SinglePoint
|
||||||
#ifndef _Spot
|
#ifndef _Spot
|
||||||
direct *= PCFCube(shadowMapPoint[0],
|
direct *= PCFCube(shadowMapPoint[0],
|
||||||
#ifdef _ShadowMapTransparent
|
#ifdef _ShadowMapTransparent
|
||||||
shadowMapPointTransparent[0],
|
shadowMapPointTransparent[0],
|
||||||
#endif
|
#endif
|
||||||
ld, -l, bias, lightProj, n
|
ld, -l, bias, lightProj, n
|
||||||
#ifdef _ShadowMapTransparent
|
#ifdef _ShadowMapTransparent
|
||||||
, transparent
|
, transparent
|
||||||
#endif
|
#endif
|
||||||
);
|
);
|
||||||
#endif
|
#endif
|
||||||
#endif
|
#endif
|
||||||
#ifdef _Clusters
|
#ifdef _Clusters
|
||||||
#ifdef _ShadowMapAtlas
|
#ifdef _ShadowMapAtlas
|
||||||
direct *= PCFFakeCube(
|
direct *= PCFFakeCube(
|
||||||
#ifdef _ShadowMapTransparent
|
#ifdef _ShadowMapTransparent
|
||||||
#ifndef _SingleAtlas
|
#ifndef _SingleAtlas
|
||||||
shadowMapAtlasPoint, shadowMapAtlasPointTransparent
|
shadowMapAtlasPoint, shadowMapAtlasPointTransparent
|
||||||
#else
|
#else
|
||||||
shadowMapAtlas, shadowMapAtlasTransparent
|
shadowMapAtlas, shadowMapAtlasTransparent
|
||||||
#endif
|
#endif
|
||||||
#else
|
#else
|
||||||
#ifndef _SingleAtlas
|
#ifndef _SingleAtlas
|
||||||
shadowMapAtlasPoint
|
shadowMapAtlasPoint
|
||||||
#else
|
#else
|
||||||
shadowMapAtlas
|
shadowMapAtlas
|
||||||
#endif
|
#endif
|
||||||
#endif
|
#endif
|
||||||
, ld, -l, bias, lightProj, n, index
|
, ld, -l, bias, lightProj, n, index
|
||||||
#ifdef _ShadowMapTransparent
|
#ifdef _ShadowMapTransparent
|
||||||
, transparent
|
, transparent
|
||||||
#endif
|
#endif
|
||||||
);
|
);
|
||||||
#else
|
#else
|
||||||
if (index == 0) direct *= PCFCube(shadowMapPoint[0],
|
if (index == 0) direct *= PCFCube(shadowMapPoint[0],
|
||||||
#ifdef _ShadowMapTransparent
|
#ifdef _ShadowMapTransparent
|
||||||
shadowMapPointTransparent[0],
|
shadowMapPointTransparent[0],
|
||||||
#endif
|
#endif
|
||||||
ld, -l, bias, lightProj, n
|
ld, -l, bias, lightProj, n
|
||||||
#ifdef _ShadowMapTransparent
|
#ifdef _ShadowMapTransparent
|
||||||
, transparent
|
, transparent
|
||||||
#endif
|
#endif
|
||||||
);
|
);
|
||||||
else if (index == 1) direct *= PCFCube(shadowMapPoint[1],
|
else if (index == 1) direct *= PCFCube(shadowMapPoint[1],
|
||||||
#ifdef _ShadowMapTransparent
|
#ifdef _ShadowMapTransparent
|
||||||
shadowMapPointTransparent[1],
|
shadowMapPointTransparent[1],
|
||||||
#endif
|
#endif
|
||||||
ld, -l, bias, lightProj, n
|
ld, -l, bias, lightProj, n
|
||||||
#ifdef _ShadowMapTransparent
|
#ifdef _ShadowMapTransparent
|
||||||
, transparent
|
, transparent
|
||||||
#endif
|
#endif
|
||||||
);
|
);
|
||||||
else if (index == 2) direct *= PCFCube(shadowMapPoint[2],
|
else if (index == 2) direct *= PCFCube(shadowMapPoint[2],
|
||||||
#ifdef _ShadowMapTransparent
|
#ifdef _ShadowMapTransparent
|
||||||
shadowMapPointTransparent[2],
|
shadowMapPointTransparent[2],
|
||||||
#endif
|
#endif
|
||||||
ld, -l, bias, lightProj, n
|
ld, -l, bias, lightProj, n
|
||||||
#ifdef _ShadowMapTransparent
|
#ifdef _ShadowMapTransparent
|
||||||
, transparent
|
, transparent
|
||||||
#endif
|
#endif
|
||||||
);
|
);
|
||||||
else if (index == 3) direct *= PCFCube(shadowMapPoint[3],
|
else if (index == 3) direct *= PCFCube(shadowMapPoint[3],
|
||||||
#ifdef _ShadowMapTransparent
|
#ifdef _ShadowMapTransparent
|
||||||
shadowMapPointTransparent[3],
|
shadowMapPointTransparent[3],
|
||||||
#endif
|
#endif
|
||||||
ld, -l, bias, lightProj, n
|
ld, -l, bias, lightProj, n
|
||||||
#ifdef _ShadowMapTransparent
|
#ifdef _ShadowMapTransparent
|
||||||
, transparent
|
, transparent
|
||||||
#endif
|
#endif
|
||||||
);
|
);
|
||||||
#endif
|
#endif
|
||||||
#endif
|
#endif
|
||||||
}
|
}
|
||||||
|
|||||||
@ -5,6 +5,7 @@ uniform vec2 morphDataDim;
|
|||||||
uniform vec4 morphWeights[8];
|
uniform vec4 morphWeights[8];
|
||||||
|
|
||||||
void getMorphedVertex(vec2 uvCoord, inout vec3 A){
|
void getMorphedVertex(vec2 uvCoord, inout vec3 A){
|
||||||
|
vec3 totalDelta = vec3(0.0);
|
||||||
for(int i = 0; i<8; i++ )
|
for(int i = 0; i<8; i++ )
|
||||||
{
|
{
|
||||||
vec4 tempCoordY = vec4( uvCoord.y - (i * 4) * morphDataDim.y,
|
vec4 tempCoordY = vec4( uvCoord.y - (i * 4) * morphDataDim.y,
|
||||||
@ -13,21 +14,28 @@ void getMorphedVertex(vec2 uvCoord, inout vec3 A){
|
|||||||
uvCoord.y - (i * 4 + 3) * morphDataDim.y);
|
uvCoord.y - (i * 4 + 3) * morphDataDim.y);
|
||||||
|
|
||||||
vec3 morph = texture(morphDataPos, vec2(uvCoord.x, tempCoordY.x)).rgb * morphScaleOffset.x + morphScaleOffset.y;
|
vec3 morph = texture(morphDataPos, vec2(uvCoord.x, tempCoordY.x)).rgb * morphScaleOffset.x + morphScaleOffset.y;
|
||||||
A += morphWeights[i].x * morph;
|
totalDelta += morphWeights[i].x * morph;
|
||||||
|
|
||||||
morph = texture(morphDataPos, vec2(uvCoord.x, tempCoordY.y)).rgb * morphScaleOffset.x + morphScaleOffset.y;
|
morph = texture(morphDataPos, vec2(uvCoord.x, tempCoordY.y)).rgb * morphScaleOffset.x + morphScaleOffset.y;
|
||||||
A += morphWeights[i].y * morph;
|
totalDelta += morphWeights[i].y * morph;
|
||||||
|
|
||||||
morph = texture(morphDataPos, vec2(uvCoord.x, tempCoordY.z)).rgb * morphScaleOffset.x + morphScaleOffset.y;
|
morph = texture(morphDataPos, vec2(uvCoord.x, tempCoordY.z)).rgb * morphScaleOffset.x + morphScaleOffset.y;
|
||||||
A += morphWeights[i].z * morph;
|
totalDelta += morphWeights[i].z * morph;
|
||||||
|
|
||||||
morph = texture(morphDataPos, vec2(uvCoord.x, tempCoordY.w)).rgb * morphScaleOffset.x + morphScaleOffset.y;
|
morph = texture(morphDataPos, vec2(uvCoord.x, tempCoordY.w)).rgb * morphScaleOffset.x + morphScaleOffset.y;
|
||||||
A += morphWeights[i].w * morph;
|
totalDelta += morphWeights[i].w * morph;
|
||||||
}
|
}
|
||||||
|
//float deltaLength = length(totalDelta);
|
||||||
|
//if (deltaLength > 5.0) {
|
||||||
|
// clamp corrupted data
|
||||||
|
//totalDelta = normalize(totalDelta) * 5.0;
|
||||||
|
//}
|
||||||
|
A += totalDelta;
|
||||||
}
|
}
|
||||||
|
|
||||||
void getMorphedNormal(vec2 uvCoord, vec3 oldNor, inout vec3 morphNor){
|
void getMorphedNormal(vec2 uvCoord, vec3 oldNor, inout vec3 morphNor){
|
||||||
|
|
||||||
|
vec3 normalDelta = vec3(0.0);
|
||||||
for(int i = 0; i<8; i++ )
|
for(int i = 0; i<8; i++ )
|
||||||
{
|
{
|
||||||
vec4 tempCoordY = vec4( uvCoord.y - (i * 4) * morphDataDim.y,
|
vec4 tempCoordY = vec4( uvCoord.y - (i * 4) * morphDataDim.y,
|
||||||
@ -35,19 +43,11 @@ void getMorphedNormal(vec2 uvCoord, vec3 oldNor, inout vec3 morphNor){
|
|||||||
uvCoord.y - (i * 4 + 2) * morphDataDim.y,
|
uvCoord.y - (i * 4 + 2) * morphDataDim.y,
|
||||||
uvCoord.y - (i * 4 + 3) * morphDataDim.y);
|
uvCoord.y - (i * 4 + 3) * morphDataDim.y);
|
||||||
|
|
||||||
vec3 norm = oldNor + morphWeights[i].x * (texture(morphDataNor, vec2(uvCoord.x, tempCoordY.x)).rgb * 2.0 - 1.0);
|
normalDelta += morphWeights[i].x * (texture(morphDataNor, vec2(uvCoord.x, tempCoordY.x)).rgb * 2.0 - 1.0);
|
||||||
morphNor += norm;
|
normalDelta += morphWeights[i].y * (texture(morphDataNor, vec2(uvCoord.x, tempCoordY.y)).rgb * 2.0 - 1.0);
|
||||||
|
normalDelta += morphWeights[i].z * (texture(morphDataNor, vec2(uvCoord.x, tempCoordY.z)).rgb * 2.0 - 1.0);
|
||||||
norm = oldNor + morphWeights[i].y * (texture(morphDataNor, vec2(uvCoord.x, tempCoordY.y)).rgb * 2.0 - 1.0);
|
normalDelta += morphWeights[i].w * (texture(morphDataNor, vec2(uvCoord.x, tempCoordY.w)).rgb * 2.0 - 1.0);
|
||||||
morphNor += norm;
|
|
||||||
|
|
||||||
norm = oldNor + morphWeights[i].z * (texture(morphDataNor, vec2(uvCoord.x, tempCoordY.z)).rgb * 2.0 - 1.0);
|
|
||||||
morphNor += norm;
|
|
||||||
|
|
||||||
norm = oldNor + morphWeights[i].w * (texture(morphDataNor, vec2(uvCoord.x, tempCoordY.w)).rgb * 2.0 - 1.0);
|
|
||||||
morphNor += norm;
|
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
morphNor = normalize(morphNor);
|
morphNor = normalize(oldNor + normalDelta);
|
||||||
}
|
}
|
||||||
1
leenkx/Shaders/std/shader_datas.lnx
Normal file
1
leenkx/Shaders/std/shader_datas.lnx
Normal file
@ -0,0 +1 @@
|
|||||||
|
<EFBFBD><EFBFBD>shader_datas<EFBFBD><EFBFBD><EFBFBD>name<EFBFBD>copy_pass<EFBFBD>contexts<EFBFBD><EFBFBD><EFBFBD>name<EFBFBD>copy_pass<EFBFBD>constants<EFBFBD><EFBFBD>texture_units<EFBFBD><EFBFBD><EFBFBD>name<EFBFBD>tex<EFBFBD>vertex_elements<EFBFBD><EFBFBD><EFBFBD>data<EFBFBD>float2<EFBFBD>name<EFBFBD>pos<EFBFBD>vertex_shader<EFBFBD>pass.vert<72>fragment_shader<65>pass_copy.frag<61>depth_write¬compare_mode<64>always<79>cull_mode<64>none<6E><65>name<6D>compositor_pass<73>contexts<74><73><EFBFBD>name<6D>compositor_pass<73>constants<74><73>texture_units<74><73><EFBFBD>name<6D>tex<65>vertex_elements<74><73><EFBFBD>data<74>float2<74>name<6D>pos<6F>vertex_shader<65>compositor_pass.vert<72>fragment_shader<65>compositor_pass.frag<61>depth_write¬compare_mode<64>always<79>cull_mode<64>none<6E><65>name<6D>deferred_light<68>contexts<74><73><EFBFBD>name<6D>deferred_light<68>constants<74><73><EFBFBD>type<70>mat4<74>name<6D>invVP<56>link<6E>_inverseViewProjectionMatrix<69><78>type<70>vec3<63>name<6D>eye<79>link<6E>_cameraPosition<6F><6E>type<70>float<61>name<6D>envmapStrength<74>link<6E>_envmapStrength<74><68>type<70>floats<74>name<6D>shirr<72>link<6E>_envmapIrradiance<63><65>type<70>int<6E>name<6D>envmapNumMipmaps<70>link<6E>_envmapNumMipmaps<70><73>type<70>vec2<63>name<6D>cameraProj<6F>link<6E>_cameraPlaneProj<6F><6A>type<70>vec3<63>name<6D>eyeLook<6F>link<6E>_cameraLook<6F><6B>type<70>vec2<63>name<6D>lightProj<6F>link<6E>_lightPlaneProj<6F><6A>type<70>vec3<63>name<6D>pointPos<6F>link<6E>_pointPosition<6F><6E>type<70>vec3<63>name<6D>pointCol<6F>link<6E>_pointColor<6F><72>type<70>float<61>name<6D>pointBias<61>link<6E>_pointShadowsBias<61>texture_units<74><73><EFBFBD>name<6D>gbufferD<72><44>name<6D>gbuffer0<72><30>name<6D>gbuffer1<72><31>name<6D>senvmapBrdf<64>link<6E>$brdf.png<6E><67>name<6D>senvmapRadiance<63>link<6E>_envmapRadiance<63><65>name<6D>shadowMapPoint[0]<5D>vertex_elements<74><73><EFBFBD>data<74>float2<74>name<6D>pos<6F>vertex_shader<65>pass_viewray.vert<72>fragment_shader<65>deferred_light.frag<61>color_attachments<74><73>RGBA64<36>depth_write¬compare_mode<64>always<79>cull_mode<64>none<6E><65>name<6D>water_pass<73>contexts<74><73><EFBFBD>name<6D>water_pass<73>constants<74><73><EFBFBD>type<70>mat4<74>name<6D>invVP<56><50>type<70>vec3<63>name<6D>eye<79>link<6E>_cameraPosition<6F><6E>type<70>float<61>name<6D>time<6D>link<6E>_time<6D><65>type<70>float<61>name<6D>holoOverallStrength<74><68>type<70>vec2<63>name<6D>cameraProj<6F>link<6E>_cameraPlaneProj<6F><6A>type<70>vec3<63>name<6D>eyeLook<6F>link<6E>_cameraLook<6F><6B>type<70>vec3<63>name<6D>ld<6C>link<6E>_lightDirection<6F>texture_units<74><73><EFBFBD>name<6D>tex<65><78>name<6D>gbufferD<72><44>name<6D>gbuffer0<72>vertex_elements<74><73><EFBFBD>data<74>float2<74>name<6D>pos<6F>vertex_shader<65>pass_viewray.vert<72>fragment_shader<65>water_pass.frag<61>depth_write¬compare_mode<64>always<79>cull_mode<64>none<6E>blend_source<63>source_alpha<68>blend_destination<6F>inverse_source_alpha<68>blend_operation<6F>add<64>alpha_blend_source<63>blend_one<6E>alpha_blend_destination<6F>blend_one<6E>alpha_blend_operation<6F>add<64><64>contexts<74><73><EFBFBD>name<6D>World_World<6C>depth_write¬compare_mode<64>less<73>cull_mode<64>clockwise<73>vertex_elements<74><73><EFBFBD>name<6D>pos<6F>data<74>float3<74><33>name<6D>nor<6F>data<74>float3<74>color_attachments<74><73>_HDR<44>texture_units<74><73>constants<74><73><EFBFBD>name<6D>SMVP<56>type<70>mat4<74>link<6E>_skydomeMatrix<69>vertex_shader<65>World_World.vert<72>fragment_shader<65>World_World.frag<61>name<6D>World_World
|
||||||
@ -23,6 +23,59 @@ uniform vec2 smSizeUniform;
|
|||||||
#endif
|
#endif
|
||||||
|
|
||||||
#ifdef _ShadowMapAtlas
|
#ifdef _ShadowMapAtlas
|
||||||
|
// PCF that clamps samples to tile boundaries to prevent bleeding
|
||||||
|
vec3 PCFTileAware(sampler2DShadow shadowMap,
|
||||||
|
#ifdef _ShadowMapTransparent
|
||||||
|
sampler2D shadowMapTransparent,
|
||||||
|
#endif
|
||||||
|
const vec2 uv, const float compare, const vec2 smSize,
|
||||||
|
const vec2 tileMin, const vec2 tileMax
|
||||||
|
#ifdef _ShadowMapTransparent
|
||||||
|
, const bool transparent
|
||||||
|
#endif
|
||||||
|
) {
|
||||||
|
vec3 result = vec3(0.0);
|
||||||
|
vec2 offset;
|
||||||
|
|
||||||
|
offset = vec2(-1.0, -1.0) / smSize;
|
||||||
|
result.x = texture(shadowMap, vec3(clamp(uv + offset, tileMin, tileMax), compare));
|
||||||
|
|
||||||
|
offset = vec2(-1.0, 0.0) / smSize;
|
||||||
|
result.x += texture(shadowMap, vec3(clamp(uv + offset, tileMin, tileMax), compare));
|
||||||
|
|
||||||
|
offset = vec2(-1.0, 1.0) / smSize;
|
||||||
|
result.x += texture(shadowMap, vec3(clamp(uv + offset, tileMin, tileMax), compare));
|
||||||
|
|
||||||
|
offset = vec2(0.0, -1.0) / smSize;
|
||||||
|
result.x += texture(shadowMap, vec3(clamp(uv + offset, tileMin, tileMax), compare));
|
||||||
|
|
||||||
|
result.x += texture(shadowMap, vec3(uv, compare));
|
||||||
|
|
||||||
|
offset = vec2(0.0, 1.0) / smSize;
|
||||||
|
result.x += texture(shadowMap, vec3(clamp(uv + offset, tileMin, tileMax), compare));
|
||||||
|
|
||||||
|
offset = vec2(1.0, -1.0) / smSize;
|
||||||
|
result.x += texture(shadowMap, vec3(clamp(uv + offset, tileMin, tileMax), compare));
|
||||||
|
|
||||||
|
offset = vec2(1.0, 0.0) / smSize;
|
||||||
|
result.x += texture(shadowMap, vec3(clamp(uv + offset, tileMin, tileMax), compare));
|
||||||
|
|
||||||
|
offset = vec2(1.0, 1.0) / smSize;
|
||||||
|
result.x += texture(shadowMap, vec3(clamp(uv + offset, tileMin, tileMax), compare));
|
||||||
|
|
||||||
|
result = result.xxx / 9.0;
|
||||||
|
|
||||||
|
#ifdef _ShadowMapTransparent
|
||||||
|
if (transparent == false) {
|
||||||
|
vec4 shadowmap_transparent = texture(shadowMapTransparent, uv);
|
||||||
|
if (shadowmap_transparent.a < compare)
|
||||||
|
result *= shadowmap_transparent.rgb;
|
||||||
|
}
|
||||||
|
#endif
|
||||||
|
|
||||||
|
return result;
|
||||||
|
}
|
||||||
|
|
||||||
// https://www.khronos.org/registry/OpenGL/specs/gl/glspec20.pdf // p:168
|
// https://www.khronos.org/registry/OpenGL/specs/gl/glspec20.pdf // p:168
|
||||||
// https://www.gamedev.net/forums/topic/687535-implementing-a-cube-map-lookup-function/5337472/
|
// https://www.gamedev.net/forums/topic/687535-implementing-a-cube-map-lookup-function/5337472/
|
||||||
vec2 sampleCube(vec3 dir, out int faceIndex) {
|
vec2 sampleCube(vec3 dir, out int faceIndex) {
|
||||||
@ -251,7 +304,7 @@ vec3 PCFFakeCube(sampler2DShadow shadowMap,
|
|||||||
#endif
|
#endif
|
||||||
|
|
||||||
if (any(lessThan(uvtiled, vec2(0.0))) || any(greaterThan(uvtiled, vec2(1.0)))) {
|
if (any(lessThan(uvtiled, vec2(0.0))) || any(greaterThan(uvtiled, vec2(1.0)))) {
|
||||||
return vec3(1.0); // Handle edge cases by returning full light
|
return vec3(1.0);
|
||||||
}
|
}
|
||||||
|
|
||||||
vec3 result = vec3(0.0);
|
vec3 result = vec3(0.0);
|
||||||
@ -334,30 +387,55 @@ vec3 PCFFakeCube(sampler2DShadow shadowMap,
|
|||||||
}
|
}
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
|
#ifdef _ShadowMapAtlas
|
||||||
|
uniform vec4 tileBounds;
|
||||||
|
#endif
|
||||||
|
|
||||||
vec3 shadowTest(sampler2DShadow shadowMap,
|
vec3 shadowTest(sampler2DShadow shadowMap,
|
||||||
#ifdef _ShadowMapTransparent
|
#ifdef _ShadowMapTransparent
|
||||||
sampler2D shadowMapTransparent,
|
sampler2D shadowMapTransparent,
|
||||||
#endif
|
#endif
|
||||||
const vec3 lPos, const float shadowsBias
|
const vec3 lPos, const float shadowsBias
|
||||||
#ifdef _ShadowMapTransparent
|
#ifdef _ShadowMapTransparent
|
||||||
, const bool transparent
|
, const bool transparent
|
||||||
#endif
|
#endif
|
||||||
) {
|
) {
|
||||||
|
if (lPos.x < 0.0 || lPos.y < 0.0 || lPos.x > 1.0 || lPos.y > 1.0) return vec3(1.0);
|
||||||
|
|
||||||
|
#ifdef _ShadowMapAtlas
|
||||||
|
// use tile PCF
|
||||||
|
#ifdef _SMSizeUniform
|
||||||
|
vec2 smSizeAtlas = smSizeUniform;
|
||||||
|
#else
|
||||||
|
const vec2 smSizeAtlas = shadowmapSize;
|
||||||
|
#endif
|
||||||
|
return PCFTileAware(shadowMap,
|
||||||
|
#ifdef _ShadowMapTransparent
|
||||||
|
shadowMapTransparent,
|
||||||
|
#endif
|
||||||
|
lPos.xy, lPos.z - shadowsBias, smSizeAtlas,
|
||||||
|
tileBounds.xy, tileBounds.zw
|
||||||
|
#ifdef _ShadowMapTransparent
|
||||||
|
, transparent
|
||||||
|
#endif
|
||||||
|
);
|
||||||
|
#else
|
||||||
|
// use PCF for non-atlas shadows
|
||||||
#ifdef _SMSizeUniform
|
#ifdef _SMSizeUniform
|
||||||
vec2 smSize = smSizeUniform;
|
vec2 smSize = smSizeUniform;
|
||||||
#else
|
#else
|
||||||
const vec2 smSize = shadowmapSize;
|
const vec2 smSize = shadowmapSize;
|
||||||
#endif
|
#endif
|
||||||
if (lPos.x < 0.0 || lPos.y < 0.0 || lPos.x > 1.0 || lPos.y > 1.0) return vec3(1.0);
|
|
||||||
return PCF(shadowMap,
|
return PCF(shadowMap,
|
||||||
#ifdef _ShadowMapTransparent
|
#ifdef _ShadowMapTransparent
|
||||||
shadowMapTransparent,
|
shadowMapTransparent,
|
||||||
#endif
|
#endif
|
||||||
lPos.xy, lPos.z - shadowsBias, smSize
|
lPos.xy, lPos.z - shadowsBias, smSize
|
||||||
#ifdef _ShadowMapTransparent
|
#ifdef _ShadowMapTransparent
|
||||||
, transparent
|
, transparent
|
||||||
#endif
|
#endif
|
||||||
);
|
);
|
||||||
|
#endif
|
||||||
}
|
}
|
||||||
|
|
||||||
#ifdef _CSM
|
#ifdef _CSM
|
||||||
@ -390,14 +468,14 @@ mat4 getCascadeMat(const float d, out int casi, out int casIndex) {
|
|||||||
}
|
}
|
||||||
|
|
||||||
vec3 shadowTestCascade(sampler2DShadow shadowMap,
|
vec3 shadowTestCascade(sampler2DShadow shadowMap,
|
||||||
#ifdef _ShadowMapTransparent
|
#ifdef _ShadowMapTransparent
|
||||||
sampler2D shadowMapTransparent,
|
sampler2D shadowMapTransparent,
|
||||||
#endif
|
#endif
|
||||||
const vec3 eye, const vec3 p, const float shadowsBias
|
const vec3 eye, const vec3 p, const float shadowsBias
|
||||||
#ifdef _ShadowMapTransparent
|
#ifdef _ShadowMapTransparent
|
||||||
, const bool transparent
|
, const bool transparent
|
||||||
#endif
|
#endif
|
||||||
) {
|
) {
|
||||||
#ifdef _SMSizeUniform
|
#ifdef _SMSizeUniform
|
||||||
vec2 smSize = smSizeUniform;
|
vec2 smSize = smSizeUniform;
|
||||||
#else
|
#else
|
||||||
@ -413,14 +491,14 @@ vec3 shadowTestCascade(sampler2DShadow shadowMap,
|
|||||||
|
|
||||||
vec3 visibility = vec3(1.0);
|
vec3 visibility = vec3(1.0);
|
||||||
if (lPos.w > 0.0) visibility = PCF(shadowMap,
|
if (lPos.w > 0.0) visibility = PCF(shadowMap,
|
||||||
#ifdef _ShadowMapTransparent
|
#ifdef _ShadowMapTransparent
|
||||||
shadowMapTransparent,
|
shadowMapTransparent,
|
||||||
#endif
|
#endif
|
||||||
lPos.xy, lPos.z - shadowsBias, smSize
|
lPos.xy, lPos.z - shadowsBias, smSize
|
||||||
#ifdef _ShadowMapTransparent
|
#ifdef _ShadowMapTransparent
|
||||||
, transparent
|
, transparent
|
||||||
#endif
|
#endif
|
||||||
);
|
);
|
||||||
|
|
||||||
// Blend cascade
|
// Blend cascade
|
||||||
// https://github.com/TheRealMJP/Shadows
|
// https://github.com/TheRealMJP/Shadows
|
||||||
@ -439,15 +517,16 @@ vec3 shadowTestCascade(sampler2DShadow shadowMap,
|
|||||||
vec4 lPos2 = LWVP2 * vec4(p, 1.0);
|
vec4 lPos2 = LWVP2 * vec4(p, 1.0);
|
||||||
lPos2.xyz /= lPos2.w;
|
lPos2.xyz /= lPos2.w;
|
||||||
vec3 visibility2 = vec3(1.0);
|
vec3 visibility2 = vec3(1.0);
|
||||||
|
// use lPos2 coordinates for second cascade, not lPos
|
||||||
if (lPos2.w > 0.0) visibility2 = PCF(shadowMap,
|
if (lPos2.w > 0.0) visibility2 = PCF(shadowMap,
|
||||||
#ifdef _ShadowMapTransparent
|
#ifdef _ShadowMapTransparent
|
||||||
shadowMapTransparent,
|
shadowMapTransparent,
|
||||||
#endif
|
#endif
|
||||||
lPos.xy, lPos.z - shadowsBias, smSize
|
lPos2.xy, lPos2.z - shadowsBias, smSize
|
||||||
#ifdef _ShadowMapTransparent
|
#ifdef _ShadowMapTransparent
|
||||||
, transparent
|
, transparent
|
||||||
#endif
|
#endif
|
||||||
);
|
);
|
||||||
|
|
||||||
float lerpAmt = smoothstep(0.0, blendThres, splitDist);
|
float lerpAmt = smoothstep(0.0, blendThres, splitDist);
|
||||||
return mix(visibility2, visibility, lerpAmt);
|
return mix(visibility2, visibility, lerpAmt);
|
||||||
|
|||||||
56
leenkx/Shaders/std/voxels_constants.glsl
Normal file
56
leenkx/Shaders/std/voxels_constants.glsl
Normal file
@ -0,0 +1,56 @@
|
|||||||
|
/*
|
||||||
|
Copyright (c) 2024 Turánszki János
|
||||||
|
|
||||||
|
Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||||
|
of this software and associated documentation files (the "Software"), to deal
|
||||||
|
in the Software without restriction, including without limitation the rights
|
||||||
|
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||||
|
copies of the Software, and to permit persons to whom the Software is
|
||||||
|
furnished to do so, subject to the following conditions:
|
||||||
|
|
||||||
|
The above copyright notice and this permission notice shall be included in
|
||||||
|
all copies or substantial portions of the Software.
|
||||||
|
|
||||||
|
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||||
|
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||||
|
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||||
|
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||||
|
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||||
|
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
|
||||||
|
THE SOFTWARE.
|
||||||
|
*/
|
||||||
|
|
||||||
|
const int DIFFUSE_CONE_COUNT = 16;
|
||||||
|
const float DIFFUSE_CONE_APERTURE = radians(45.0);
|
||||||
|
|
||||||
|
const vec3 DIFFUSE_CONE_DIRECTIONS[16] = {
|
||||||
|
vec3(0.0000, 0.0000, 1.0000), // Central direction
|
||||||
|
vec3(0.3827, 0.0000, 0.9239), // Ring 1
|
||||||
|
vec3(-0.3827, 0.0000, 0.9239),
|
||||||
|
vec3(0.0000, 0.3827, 0.9239),
|
||||||
|
vec3(0.0000, -0.3827, 0.9239),
|
||||||
|
vec3(0.2706, 0.2706, 0.9239), // Ring 2
|
||||||
|
vec3(-0.2706, 0.2706, 0.9239),
|
||||||
|
vec3(0.2706, -0.2706, 0.9239),
|
||||||
|
vec3(-0.2706, -0.2706, 0.9239),
|
||||||
|
vec3(0.1802, 0.3604, 0.9239), // Ring 3
|
||||||
|
vec3(-0.1802, 0.3604, 0.9239),
|
||||||
|
vec3(0.1802, -0.3604, 0.9239),
|
||||||
|
vec3(-0.1802, -0.3604, 0.9239),
|
||||||
|
vec3(0.3604, 0.1802, 0.9239),
|
||||||
|
vec3(-0.3604, 0.1802, 0.9239),
|
||||||
|
vec3(0.3604, -0.1802, 0.9239)
|
||||||
|
};
|
||||||
|
|
||||||
|
|
||||||
|
const float BayerMatrix8[8][8] =
|
||||||
|
{
|
||||||
|
{ 1.0 / 65.0, 49.0 / 65.0, 13.0 / 65.0, 61.0 / 65.0, 4.0 / 65.0, 52.0 / 65.0, 16.0 / 65.0, 64.0 / 65.0 },
|
||||||
|
{ 33.0 / 65.0, 17.0 / 65.0, 45.0 / 65.0, 29.0 / 65.0, 36.0 / 65.0, 20.0 / 65.0, 48.0 / 65.0, 32.0 / 65.0 },
|
||||||
|
{ 9.0 / 65.0, 57.0 / 65.0, 5.0 / 65.0, 53.0 / 65.0, 12.0 / 65.0, 60.0 / 65.0, 8.0 / 65.0, 56.0 / 65.0 },
|
||||||
|
{ 41.0 / 65.0, 25.0 / 65.0, 37.0 / 65.0, 21.0 / 65.0, 44.0 / 65.0, 28.0 / 65.0, 40.0 / 65.0, 24.0 / 65.0 },
|
||||||
|
{ 3.0 / 65.0, 51.0 / 65.0, 15.0 / 65.0, 63.0 / 65.0, 2.0 / 65.0, 50.0 / 65.0, 14.0 / 65.0, 62.0 / 65.0 },
|
||||||
|
{ 35.0 / 65.0, 19.0 / 65.0, 47.0 / 65.0, 31.0 / 65.0, 34.0 / 65.0, 18.0 / 65.0, 46.0 / 65.0, 30.0 / 65.0 },
|
||||||
|
{ 11.0 / 65.0, 59.0 / 65.0, 7.0 / 65.0, 55.0 / 65.0, 10.0 / 65.0, 58.0 / 65.0, 6.0 / 65.0, 54.0 / 65.0 },
|
||||||
|
{ 43.0 / 65.0, 27.0 / 65.0, 39.0 / 65.0, 23.0 / 65.0, 42.0 / 65.0, 26.0 / 65.0, 38.0 / 65.0, 22.0 / 65.0 }
|
||||||
|
};
|
||||||
@ -13,32 +13,80 @@ out vec4 fragColor;
|
|||||||
|
|
||||||
const float SMAA_REPROJECTION_WEIGHT_SCALE = 30.0;
|
const float SMAA_REPROJECTION_WEIGHT_SCALE = 30.0;
|
||||||
|
|
||||||
|
// TODO: Move to a utility
|
||||||
|
bool isInvalidValue(float v) {
|
||||||
|
return (v != v) || (v > 65000.0) || (v < -65000.0);
|
||||||
|
}
|
||||||
|
|
||||||
|
bool hasInvalidValues(vec3 v) {
|
||||||
|
return isInvalidValue(v.x) || isInvalidValue(v.y) || isInvalidValue(v.z);
|
||||||
|
}
|
||||||
|
|
||||||
void main() {
|
void main() {
|
||||||
vec4 current = textureLod(tex, texCoord, 0.0);
|
vec4 current = textureLod(tex, texCoord, 0.0);
|
||||||
|
|
||||||
|
current.rgb = clamp(current.rgb, vec3(0.0), vec3(10.0));
|
||||||
|
current.a = clamp(current.a, 0.0, 1.0);
|
||||||
|
if (hasInvalidValues(current.rgb)) {
|
||||||
|
current = vec4(0.0, 0.0, 0.0, 1.0);
|
||||||
|
}
|
||||||
|
|
||||||
#ifdef _Veloc
|
#ifdef _Veloc
|
||||||
// Velocity is assumed to be calculated for motion blur, so we need to inverse it for reprojection
|
// Velocity is assumed to be calculated for motion blur, so we need to inverse it for reprojection
|
||||||
vec2 velocity = -textureLod(sveloc, texCoord, 0.0).rg;
|
vec2 velocity = -textureLod(sveloc, texCoord, 0.0).rg;
|
||||||
|
|
||||||
|
velocity = clamp(velocity, vec2(-1.0), vec2(1.0));
|
||||||
|
if (isInvalidValue(velocity.x) || isInvalidValue(velocity.y)) {
|
||||||
|
velocity = vec2(0.0);
|
||||||
|
}
|
||||||
|
|
||||||
#ifdef _InvY
|
#ifdef _InvY
|
||||||
velocity.y = -velocity.y;
|
velocity.y = -velocity.y;
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
// Reproject current coordinates and fetch previous pixel
|
// Reproject current coordinates and fetch previous pixel
|
||||||
vec4 previous = textureLod(tex2, texCoord + velocity, 0.0);
|
vec2 prevCoord = texCoord + velocity;
|
||||||
|
prevCoord = clamp(prevCoord, vec2(0.0), vec2(1.0));
|
||||||
|
vec4 previous = textureLod(tex2, prevCoord, 0.0);
|
||||||
|
|
||||||
|
previous.rgb = clamp(previous.rgb, vec3(0.0), vec3(10.0));
|
||||||
|
previous.a = clamp(previous.a, 0.0, 1.0);
|
||||||
|
if (hasInvalidValues(previous.rgb)) {
|
||||||
|
previous = current; // Fallback to current frame if previous is corrupted
|
||||||
|
}
|
||||||
|
|
||||||
// Attenuate the previous pixel if the velocity is different
|
|
||||||
#ifdef _SMAA
|
#ifdef _SMAA
|
||||||
float delta = abs(current.a * current.a - previous.a * previous.a) / 5.0;
|
float currentAlpha = clamp(current.a, 0.0, 1.0);
|
||||||
|
float previousAlpha = clamp(previous.a, 0.0, 1.0);
|
||||||
|
float delta = abs(currentAlpha * currentAlpha - previousAlpha * previousAlpha) / 5.0;
|
||||||
|
delta = clamp(delta, 0.0, 1.0); // Ensure delta is in valid range
|
||||||
#else
|
#else
|
||||||
const float delta = 0.0;
|
const float delta = 0.0;
|
||||||
#endif
|
#endif
|
||||||
float weight = 0.5 * clamp(1.0 - sqrt(delta) * SMAA_REPROJECTION_WEIGHT_SCALE, 0.0, 1.0);
|
|
||||||
|
float weight = 0.5 * clamp(1.0 - sqrt(max(delta, 0.0)) * SMAA_REPROJECTION_WEIGHT_SCALE, 0.0, 1.0);
|
||||||
|
|
||||||
// Blend the pixels according to the calculated weight:
|
vec3 blended = mix(current.rgb, previous.rgb, weight);
|
||||||
fragColor = vec4(mix(current.rgb, previous.rgb, weight), 1.0);
|
blended = clamp(blended, vec3(0.0), vec3(10.0));
|
||||||
|
if (hasInvalidValues(blended)) {
|
||||||
|
blended = current.rgb;
|
||||||
|
}
|
||||||
|
|
||||||
|
fragColor = vec4(blended, 1.0);
|
||||||
#else
|
#else
|
||||||
vec4 previous = textureLod(tex2, texCoord, 0.0);
|
vec4 previous = textureLod(tex2, texCoord, 0.0);
|
||||||
fragColor = vec4(mix(current.rgb, previous.rgb, 0.5), 1.0);
|
|
||||||
|
previous.rgb = clamp(previous.rgb, vec3(0.0), vec3(10.0));
|
||||||
|
if (hasInvalidValues(previous.rgb)) {
|
||||||
|
previous.rgb = current.rgb;
|
||||||
|
}
|
||||||
|
|
||||||
|
vec3 blended = mix(current.rgb, previous.rgb, 0.5);
|
||||||
|
blended = clamp(blended, vec3(0.0), vec3(10.0));
|
||||||
|
if (hasInvalidValues(blended)) {
|
||||||
|
blended = current.rgb;
|
||||||
|
}
|
||||||
|
|
||||||
|
fragColor = vec4(blended, 1.0);
|
||||||
#endif
|
#endif
|
||||||
}
|
}
|
||||||
|
|||||||
@ -0,0 +1,79 @@
|
|||||||
|
/*
|
||||||
|
Copyright (c) 2024 Turánszki János
|
||||||
|
|
||||||
|
Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||||
|
of this software and associated documentation files (the "Software"), to deal
|
||||||
|
in the Software without restriction, including without limitation the rights
|
||||||
|
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||||
|
copies of the Software, and to permit persons to whom the Software is
|
||||||
|
furnished to do so, subject to the following conditions:
|
||||||
|
|
||||||
|
The above copyright notice and this permission notice shall be included in
|
||||||
|
all copies or substantial portions of the Software.
|
||||||
|
|
||||||
|
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||||
|
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||||
|
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||||
|
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||||
|
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||||
|
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
|
||||||
|
THE SOFTWARE.
|
||||||
|
*/
|
||||||
|
|
||||||
|
#version 450
|
||||||
|
|
||||||
|
layout (local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
|
||||||
|
|
||||||
|
#include "compiled.inc"
|
||||||
|
#include "std/math.glsl"
|
||||||
|
#include "std/gbuffer.glsl"
|
||||||
|
#include "std/imageatomic.glsl"
|
||||||
|
#include "std/conetrace.glsl"
|
||||||
|
|
||||||
|
uniform sampler2D gbufferD;
|
||||||
|
uniform sampler2D gbuffer0;
|
||||||
|
uniform sampler3D voxels;
|
||||||
|
uniform sampler3D voxelsSDF;
|
||||||
|
uniform sampler2D gbuffer_refraction;
|
||||||
|
uniform layout(rgba8) image2D voxels_refraction;
|
||||||
|
|
||||||
|
uniform float clipmaps[voxelgiClipmapCount * 10];
|
||||||
|
uniform mat4 InvVP;
|
||||||
|
uniform vec2 cameraProj;
|
||||||
|
uniform vec3 eye;
|
||||||
|
uniform vec3 eyeLook;
|
||||||
|
uniform vec2 postprocess_resolution;
|
||||||
|
|
||||||
|
void main() {
|
||||||
|
const vec2 pixel = gl_GlobalInvocationID.xy;
|
||||||
|
vec2 uv = (pixel + 0.5) / postprocess_resolution;
|
||||||
|
#ifdef _InvY
|
||||||
|
uv.y = 1.0 - uv.y
|
||||||
|
#endif
|
||||||
|
|
||||||
|
float depth = textureLod(gbufferD, uv, 0.0).r * 2.0 - 1.0;
|
||||||
|
if (depth == 0) return;
|
||||||
|
|
||||||
|
vec2 ior_opac = textureLod(gbuffer_refraction, uv, 0.0).xy;
|
||||||
|
|
||||||
|
float x = uv.x * 2 - 1;
|
||||||
|
float y = uv.y * 2 - 1;
|
||||||
|
vec4 v = vec4(x, y, 1.0, 1.0);
|
||||||
|
v = vec4(InvVP * v);
|
||||||
|
v.xyz /= v.w;
|
||||||
|
vec3 viewRay = v.xyz - eye;
|
||||||
|
|
||||||
|
vec3 P = getPos(eye, eyeLook, normalize(viewRay), depth, cameraProj);
|
||||||
|
|
||||||
|
vec4 g0 = textureLod(gbuffer0, uv, 0.0);
|
||||||
|
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);
|
||||||
|
|
||||||
|
vec3 color = vec3(0.0);
|
||||||
|
if(ior_opac.y < 1.0)
|
||||||
|
color = traceRefraction(P, n, voxels, voxelsSDF, normalize(eye - P), ior_opac.x, g0.b, clipmaps, pixel).rgb;
|
||||||
|
|
||||||
|
imageStore(voxels_refraction, ivec2(pixel), vec4(color, 1.0));
|
||||||
|
}
|
||||||
@ -0,0 +1,75 @@
|
|||||||
|
/*
|
||||||
|
Copyright (c) 2024 Turánszki János
|
||||||
|
|
||||||
|
Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||||
|
of this software and associated documentation files (the "Software"), to deal
|
||||||
|
in the Software without restriction, including without limitation the rights
|
||||||
|
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||||
|
copies of the Software, and to permit persons to whom the Software is
|
||||||
|
furnished to do so, subject to the following conditions:
|
||||||
|
|
||||||
|
The above copyright notice and this permission notice shall be included in
|
||||||
|
all copies or substantial portions of the Software.
|
||||||
|
|
||||||
|
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||||
|
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||||
|
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||||
|
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||||
|
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||||
|
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
|
||||||
|
THE SOFTWARE.
|
||||||
|
*/
|
||||||
|
|
||||||
|
#version 450
|
||||||
|
|
||||||
|
layout (local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
|
||||||
|
|
||||||
|
#include "compiled.inc"
|
||||||
|
#include "std/math.glsl"
|
||||||
|
#include "std/gbuffer.glsl"
|
||||||
|
#include "std/imageatomic.glsl"
|
||||||
|
#include "std/conetrace.glsl"
|
||||||
|
|
||||||
|
uniform sampler3D voxels;
|
||||||
|
uniform sampler3D voxelsSDF;
|
||||||
|
uniform sampler2D gbufferD;
|
||||||
|
uniform sampler2D gbuffer0;
|
||||||
|
uniform layout(r16) image2D voxels_shadows;
|
||||||
|
|
||||||
|
uniform float clipmaps[voxelgiClipmapCount * 10];
|
||||||
|
uniform mat4 InvVP;
|
||||||
|
uniform vec2 cameraProj;
|
||||||
|
uniform vec3 eye;
|
||||||
|
uniform vec3 eyeLook;
|
||||||
|
uniform vec2 postprocess_resolution;
|
||||||
|
uniform vec3 lPos;
|
||||||
|
|
||||||
|
void main() {
|
||||||
|
const vec2 pixel = gl_GlobalInvocationID.xy;
|
||||||
|
vec2 uv = (pixel + 0.5) / postprocess_resolution;
|
||||||
|
#ifdef _InvY
|
||||||
|
uv.y = 1.0 - uv.y;
|
||||||
|
#endif
|
||||||
|
|
||||||
|
float depth = textureLod(gbufferD, uv, 0.0).r * 2.0 - 1.0;
|
||||||
|
if (depth == 0) return;
|
||||||
|
|
||||||
|
float x = uv.x * 2 - 1;
|
||||||
|
float y = uv.y * 2 - 1;
|
||||||
|
vec4 v = vec4(x, y, 1.0, 1.0);
|
||||||
|
v = vec4(InvVP * v);
|
||||||
|
v.xyz /= v.w;
|
||||||
|
vec3 viewRay = v.xyz - eye;
|
||||||
|
|
||||||
|
vec3 P = getPos(eye, eyeLook, normalize(viewRay), depth, cameraProj);
|
||||||
|
|
||||||
|
vec4 g0 = textureLod(gbuffer0, uv, 0.0);
|
||||||
|
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 occ = 1.0 - traceShadow(P, n, voxels, voxelsSDF, normalize(lPos - P), clipmaps, pixel);
|
||||||
|
|
||||||
|
imageStore(voxels_shadows, ivec2(pixel), vec4(occ));
|
||||||
|
}
|
||||||
@ -75,17 +75,16 @@ vec4 binarySearch(vec3 dir) {
|
|||||||
}
|
}
|
||||||
|
|
||||||
vec4 rayCast(vec3 dir) {
|
vec4 rayCast(vec3 dir) {
|
||||||
float ddepth;
|
#ifdef _CPostprocess
|
||||||
dir *= ss_refractionRayStep;
|
dir *= PPComp9.x;
|
||||||
for (int i = 0; i < maxSteps; i++) {
|
#else
|
||||||
hitCoord += dir;
|
dir *= ssrRayStep;
|
||||||
ddepth = getDeltaDepth(hitCoord);
|
#endif
|
||||||
if (ddepth > 0.0)
|
for (int i = 0; i < maxSteps; i++) {
|
||||||
return binarySearch(dir);
|
hitCoord += dir;
|
||||||
}
|
if (getDeltaDepth(hitCoord) > 0.0) return binarySearch(dir);
|
||||||
// No hit — fallback to projecting the ray to UV space
|
}
|
||||||
vec2 fallbackUV = getProjectedCoord(hitCoord);
|
return vec4(0.0);
|
||||||
return vec4(fallbackUV, 0.0, 0.5); // We set .w lower to indicate fallback
|
|
||||||
}
|
}
|
||||||
#endif //SSR
|
#endif //SSR
|
||||||
|
|
||||||
|
|||||||
Reference in New Issue
Block a user