Files
LNXSDK/leenkx/Shaders/std/light.glsl
2026-08-07 02:04:01 -07:00

704 lines
17 KiB
GLSL

#ifndef _LIGHT_GLSL_
#define _LIGHT_GLSL_
#include "compiled.inc"
#include "std/brdf.glsl"
#include "std/math.glsl"
#ifdef _ShadowMap
#include "std/shadows.glsl"
#endif
#ifdef _VoxelShadow
#include "std/conetrace.glsl"
#endif
#ifdef _LTC
#include "std/ltc.glsl"
#endif
#ifdef _LightIES
#include "std/ies.glsl"
#endif
#ifdef _SSRS
#include "std/ssrs.glsl"
#endif
#ifdef _Spot
#include "std/light_common.glsl"
#endif
#ifdef _VoxelShadow
#include "std/conetrace.glsl"
#endif
#ifdef _ShadowMap
#ifdef _SinglePoint
#ifdef _Spot
#ifndef _LTC
uniform sampler2DShadow shadowMapSpot[1];
#ifdef _ShadowMapTransparent
uniform sampler2D shadowMapSpotTransparent[1];
#endif
uniform mat4 LWVPSpotArray[1];
#endif
#else
uniform samplerCubeShadow shadowMapPoint[1];
#ifdef _ShadowMapTransparent
uniform samplerCube shadowMapPointTransparent[1];
#endif
uniform vec2 lightProj;
#endif
#endif
#ifdef _Clusters
#ifdef _SingleAtlas
//!uniform sampler2DShadow shadowMapAtlas;
#ifdef _ShadowMapTransparent
//!uniform sampler2D shadowMapAtlasTransparent;
#endif
#endif
#ifndef _SinglePoint
uniform vec2 lightProj;
#endif
#ifdef _ShadowMapAtlas
#ifndef _SingleAtlas
uniform sampler2DShadow shadowMapAtlasPoint;
#ifdef _ShadowMapTransparent
uniform sampler2D shadowMapAtlasPointTransparent;
#endif
#endif
#else
uniform samplerCubeShadow shadowMapPoint[4];
#ifdef _ShadowMapTransparent
uniform samplerCube shadowMapPointTransparent[4];
#endif
#endif
#ifdef _Spot
#ifdef _ShadowMapAtlas
#ifndef _SingleAtlas
uniform sampler2DShadow shadowMapAtlasSpot;
#ifdef _ShadowMapTransparent
uniform sampler2D shadowMapAtlasSpotTransparent;
#endif
#endif
#else
uniform sampler2DShadow shadowMapSpot[4];
#ifdef _ShadowMapTransparent
uniform sampler2D shadowMapSpotTransparent[4];
#endif
#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
#ifdef _SinglePoint
uniform sampler2DShadow shadowMapSpot[1];
#ifdef _ShadowMapTransparent
uniform sampler2D shadowMapSpotTransparent[1];
#endif
uniform mat4 LWVPSpotArray[1];
#endif
#endif
#endif
vec3 sampleLightCore(const vec3 p, const vec3 n, const vec3 v, const float dotNV, const vec3 lp, const vec3 lightCol,
const vec3 albedo, const float rough, const float spec, const vec3 f0
#ifdef _ShadowMap
, int index, float bias, bool receiveShadow
#ifdef _ShadowMapTransparent
, bool transparent
#endif
#endif
#ifdef _Spot
, const bool isSpot, const float spotSize, float spotBlend, vec3 spotDir, vec2 scale, vec3 right
#endif
#ifdef _ClearCoat
, float clearcoat, float clearcoatRough, float coatIOR, vec3 coatTint, vec3 coatN
#endif
#ifdef _Sheen
, float sheen, float sheenRough, vec3 sheenTint
#endif
#ifdef _Anisotropy
, float anisotropy, float anisoRot, vec3 tangent
#endif
#ifdef _SSS
, float subsurface, vec3 sssColor, vec3 sssRadius, float sssAnisotropy
#endif
#ifdef _Transmission
, float transmission, float transRough, float ior, float thinWall
#endif
, out vec3 l_out
) {
vec3 ld = lp - p;
float dist = length(ld);
vec3 l = ld / dist;
vec3 h = normalize(v + l);
float dotNH = max(0.0, dot(n, h));
float dotVH = max(0.0, dot(v, h));
float dotNL = max(0.0, dot(n, l));
#ifdef _VoxelPass
vec3 direct = vec3(dotNL);
#else
#ifdef _LTC
float theta = acos(dotNV);
vec2 tuv = vec2(rough, theta / (0.5 * PI));
tuv = tuv * LUT_SCALE + LUT_BIAS;
vec4 t = textureLod(sltcMat, tuv, 0.0);
mat3 invM = mat3(
vec3(1.0, 0.0, t.y),
vec3(0.0, t.z, 0.0),
vec3(t.w, 0.0, t.x));
float ltcspec = ltcEvaluate(n, v, dotNV, p, invM, lightArea0, lightArea1, lightArea2, lightArea3);
ltcspec *= textureLod(sltcMag, tuv, 0.0).a;
float ltcdiff = ltcEvaluate(n, v, dotNV, p, mat3(1.0), lightArea0, lightArea1, lightArea2, lightArea3);
vec3 direct = albedo * ltcdiff + ltcspec * spec * 0.05;
#else
#ifdef _Anisotropy
vec3 direct;
if (abs(anisotropy) > 0.001 && dot(tangent, tangent) > 0.001) {
vec3 bitangent = normalize(cross(n, tangent));
direct = lambertDiffuseBRDF(albedo, dotNL) +
anisotropicBRDF(f0, rough, anisotropy, anisoRot,
tangent, bitangent, n, l, v, dotNL, dotNV) * spec;
} else {
direct = lambertDiffuseBRDF(albedo, dotNL) +
specularBRDF(f0, rough, dotNL, dotNH, dotNV, dotVH) * spec;
}
#else
vec3 direct = lambertDiffuseBRDF(albedo, dotNL) +
specularBRDF(f0, rough, dotNL, dotNH, dotNV, dotVH) * spec;
#endif
#endif
// before attenuate/shadow so everything is properly shadowed in one pass
#ifdef _ExtBRDF
float layerWeight;
direct = applyExtBRDFLayers(direct, albedo, f0, rough,
dotNL, dotNV, dotNH, dotVH, n, l, v, h
#ifdef _ClearCoat
, clearcoat, clearcoatRough, coatIOR, coatTint, coatN
#endif
#ifdef _Sheen
, sheen, sheenRough, sheenTint
#endif
#ifdef _Transmission
, transmission, transRough, ior, thinWall
#endif
, layerWeight);
#endif
#endif
direct *= attenuate(dist);
direct *= min(lightCol, vec3(100.0));
#ifdef _LTC
#ifdef _ShadowMap
if (receiveShadow) {
#ifdef _SinglePoint
vec4 lPos = LWVPSpotArray[0] * vec4(p + n * bias * 10, 1.0);
direct *= shadowTest(shadowMapSpot[0],
#ifdef _ShadowMapTransparent
shadowMapSpotTransparent[0],
#endif
lPos.xyz / lPos.w, bias
#ifdef _ShadowMapTransparent
, transparent
#endif
);
#endif
#ifdef _Clusters
vec4 lPos = LWVPSpotArray[index] * vec4(p + n * bias * 10, 1.0);
#ifdef _ShadowMapAtlas
tileBounds = tileBoundsSpotArray[index];
direct *= shadowTest(
#ifdef _ShadowMapTransparent
#ifndef _SingleAtlas
shadowMapAtlasSpot, shadowMapAtlasSpotTransparent
#else
shadowMapAtlas, shadowMapAtlasTransparent
#endif
#else
#ifndef _SingleAtlas
shadowMapAtlasSpot
#else
shadowMapAtlas
#endif
#endif
, lPos.xyz / lPos.w, bias
#ifdef _ShadowMapTransparent
, transparent
#endif
);
#else
if (index == 0) direct *= shadowTest(shadowMapSpot[0],
#ifdef _ShadowMapTransparent
shadowMapSpotTransparent[0],
#endif
lPos.xyz / lPos.w, bias
#ifdef _ShadowMapTransparent
, transparent
#endif
);
else if (index == 1) direct *= shadowTest(shadowMapSpot[1],
#ifdef _ShadowMapTransparent
shadowMapSpotTransparent[1],
#endif
lPos.xyz / lPos.w, bias
#ifdef _ShadowMapTransparent
, transparent
#endif
);
else if (index == 2) direct *= shadowTest(shadowMapSpot[2],
#ifdef _ShadowMapTransparent
shadowMapSpotTransparent[2],
#endif
lPos.xyz / lPos.w, bias
#ifdef _ShadowMapTransparent
, transparent
#endif
);
else if (index == 3) direct *= shadowTest(shadowMapSpot[3],
#ifdef _ShadowMapTransparent
shadowMapSpotTransparent[3],
#endif
lPos.xyz / lPos.w, bias
#ifdef _ShadowMapTransparent
, transparent
#endif
);
#endif
#endif
}
#endif
l_out = l;
return direct;
#endif
#ifdef _Spot
if (isSpot) {
direct *= spotlightMask(l, spotDir, right, scale, spotSize, spotBlend);
#ifdef _ShadowMap
if (receiveShadow) {
#ifdef _SinglePoint
vec4 lPos = LWVPSpotArray[0] * vec4(p + n * bias * 10, 1.0);
direct *= shadowTest(shadowMapSpot[0],
#ifdef _ShadowMapTransparent
shadowMapSpotTransparent[0],
#endif
lPos.xyz / lPos.w, bias
#ifdef _ShadowMapTransparent
, transparent
#endif
);
#endif
#ifdef _Clusters
vec4 lPos = LWVPSpotArray[index] * vec4(p + n * bias * 10, 1.0);
#ifdef _ShadowMapAtlas
tileBounds = tileBoundsSpotArray[index];
direct *= shadowTest(
#ifdef _ShadowMapTransparent
#ifndef _SingleAtlas
shadowMapAtlasSpot, shadowMapAtlasSpotTransparent
#else
shadowMapAtlas, shadowMapAtlasTransparent
#endif
#else
#ifndef _SingleAtlas
shadowMapAtlasSpot
#else
shadowMapAtlas
#endif
#endif
, lPos.xyz / lPos.w, bias
#ifdef _ShadowMapTransparent
, transparent
#endif
);
#else
if (index == 0) direct *= shadowTest(shadowMapSpot[0],
#ifdef _ShadowMapTransparent
shadowMapSpotTransparent[0],
#endif
lPos.xyz / lPos.w, bias
#ifdef _ShadowMapTransparent
, transparent
#endif
);
else if (index == 1) direct *= shadowTest(shadowMapSpot[1],
#ifdef _ShadowMapTransparent
shadowMapSpotTransparent[1],
#endif
lPos.xyz / lPos.w, bias
#ifdef _ShadowMapTransparent
, transparent
#endif
);
else if (index == 2) direct *= shadowTest(shadowMapSpot[2],
#ifdef _ShadowMapTransparent
shadowMapSpotTransparent[2],
#endif
lPos.xyz / lPos.w, bias
#ifdef _ShadowMapTransparent
, transparent
#endif
);
else if (index == 3) direct *= shadowTest(shadowMapSpot[3],
#ifdef _ShadowMapTransparent
shadowMapSpotTransparent[3],
#endif
lPos.xyz / lPos.w, bias
#ifdef _ShadowMapTransparent
, transparent
#endif
);
#endif
#endif
}
#endif
l_out = l;
return direct;
}
#endif
#ifdef _LightIES
direct *= iesAttenuation(-l);
#endif
#ifdef _ShadowMap
if (receiveShadow) {
#ifdef _SinglePoint
#ifndef _Spot
direct *= PCFCube(shadowMapPoint[0],
#ifdef _ShadowMapTransparent
shadowMapPointTransparent[0],
#endif
ld, -l, bias, lightProj, n
#ifdef _ShadowMapTransparent
, transparent
#endif
);
#endif
#endif
#ifdef _Clusters
#ifdef _ShadowMapAtlas
direct *= PCFFakeCube(
#ifdef _ShadowMapTransparent
#ifndef _SingleAtlas
shadowMapAtlasPoint, shadowMapAtlasPointTransparent
#else
shadowMapAtlas, shadowMapAtlasTransparent
#endif
#else
#ifndef _SingleAtlas
shadowMapAtlasPoint
#else
shadowMapAtlas
#endif
#endif
, ld, -l, bias, lightProj, n, index
#ifdef _ShadowMapTransparent
, transparent
#endif
);
#else
if (index == 0) direct *= PCFCube(shadowMapPoint[0],
#ifdef _ShadowMapTransparent
shadowMapPointTransparent[0],
#endif
ld, -l, bias, lightProj, n
#ifdef _ShadowMapTransparent
, transparent
#endif
);
else if (index == 1) direct *= PCFCube(shadowMapPoint[1],
#ifdef _ShadowMapTransparent
shadowMapPointTransparent[1],
#endif
ld, -l, bias, lightProj, n
#ifdef _ShadowMapTransparent
, transparent
#endif
);
else if (index == 2) direct *= PCFCube(shadowMapPoint[2],
#ifdef _ShadowMapTransparent
shadowMapPointTransparent[2],
#endif
ld, -l, bias, lightProj, n
#ifdef _ShadowMapTransparent
, transparent
#endif
);
else if (index == 3) direct *= PCFCube(shadowMapPoint[3],
#ifdef _ShadowMapTransparent
shadowMapPointTransparent[3],
#endif
ld, -l, bias, lightProj, n
#ifdef _ShadowMapTransparent
, transparent
#endif
);
#endif
#endif
}
#endif
l_out = l;
return direct;
}
vec3 sampleLight(const vec3 p, const vec3 n, const vec3 v, const float dotNV, const vec3 lp, const vec3 lightCol,
const vec3 albedo, const float rough, const float spec, const vec3 f0
#ifdef _ShadowMap
, int index, float bias, bool receiveShadow
#ifdef _ShadowMapTransparent
, bool transparent
#endif
#endif
#ifdef _Spot
, const bool isSpot, const float spotSize, float spotBlend, vec3 spotDir, vec2 scale, vec3 right
#endif
#ifdef _VoxelShadow
, sampler3D voxels, sampler3D voxelsSDF, float clipmaps[10 * voxelgiClipmapCount], vec2 velocity
#endif
#ifdef _MicroShadowing
, float occ
#endif
#ifdef _SSRS
, sampler2D gbufferD, mat4 invVP, vec3 eye
#endif
#ifdef _ClearCoat
, float clearcoat, float clearcoatRough, float coatIOR, vec3 coatTint, vec3 coatN
#endif
#ifdef _Sheen
, float sheen, float sheenRough, vec3 sheenTint
#endif
#ifdef _Anisotropy
, float anisotropy, float anisoRot, vec3 tangent
#endif
#ifdef _SSS
, float subsurface, vec3 sssColor, vec3 sssRadius, float sssAnisotropy
#endif
#ifdef _Transmission
, float transmission, float transRough, float ior, float thinWall
#endif
) {
vec3 l;
vec3 direct = sampleLightCore(p, n, v, dotNV, lp, lightCol, albedo, rough, spec, f0
#ifdef _ShadowMap
, index, bias, receiveShadow
#ifdef _ShadowMapTransparent
, transparent
#endif
#endif
#ifdef _Spot
, isSpot, spotSize, spotBlend, spotDir, scale, right
#endif
#ifdef _ClearCoat
, clearcoat, clearcoatRough, coatIOR, coatTint, coatN
#endif
#ifdef _Sheen
, sheen, sheenRough, sheenTint
#endif
#ifdef _Anisotropy
, anisotropy, anisoRot, tangent
#endif
#ifdef _SSS
, subsurface, sssColor, sssRadius, sssAnisotropy
#endif
#ifdef _Transmission
, transmission, transRough, ior, thinWall
#endif
, l);
float dotNL = max(0.0, dot(n, l));
#ifdef _MicroShadowing
direct *= clamp(dotNL + 2.0 * occ * occ - 1.0, 0.0, 1.0);
#endif
#ifdef _SSRS
direct *= traceShadowSS(l, p, gbufferD, invVP, eye);
#endif
#ifdef _VoxelShadow
vec3 lightDir = l;
#ifdef _Spot
if (isSpot)
lightDir = spotDir;
#endif
direct *= (1.0 - traceShadow(p, n, voxels, voxelsSDF, lightDir, clipmaps, gl_FragCoord.xy, velocity).r) * voxelgiShad;
#endif
return direct;
}
// Backward-compatible overload for generated shaders that don't pass extended BRDF params
#ifdef _ExtBRDF
vec3 sampleLight(const vec3 p, const vec3 n, const vec3 v, const float dotNV, const vec3 lp, const vec3 lightCol,
const vec3 albedo, const float rough, const float spec, const vec3 f0
#ifdef _ShadowMap
, int index, float bias, bool receiveShadow
#ifdef _ShadowMapTransparent
, bool transparent
#endif
#endif
#ifdef _Spot
, const bool isSpot, const float spotSize, float spotBlend, vec3 spotDir, vec2 scale, vec3 right
#endif
#ifdef _VoxelShadow
, sampler3D voxels, sampler3D voxelsSDF, float clipmaps[10 * voxelgiClipmapCount], vec2 velocity
#endif
#ifdef _MicroShadowing
, float occ
#endif
#ifdef _SSRS
, sampler2D gbufferD, mat4 invVP, vec3 eye
#endif
) {
return sampleLight(p, n, v, dotNV, lp, lightCol, albedo, rough, spec, f0
#ifdef _ShadowMap
, index, bias, receiveShadow
#ifdef _ShadowMapTransparent
, transparent
#endif
#endif
#ifdef _Spot
, isSpot, spotSize, spotBlend, spotDir, scale, right
#endif
#ifdef _VoxelShadow
, voxels, voxelsSDF, clipmaps, velocity
#endif
#ifdef _MicroShadowing
, occ
#endif
#ifdef _SSRS
, gbufferD, invVP, eye
#endif
#ifdef _ClearCoat
, 0.0, 0.0, 1.5, vec3(1.0), n
#endif
#ifdef _Sheen
, 0.0, 0.0, vec3(1.0)
#endif
#ifdef _Anisotropy
, 0.0, 0.0, vec3(0.0)
#endif
#ifdef _SSS
, 0.0, vec3(0.0), vec3(0.0), 0.0
#endif
#ifdef _Transmission
, 0.0, 0.0, 1.45, 1.0
#endif
);
}
#endif // _ExtBRDF
#ifdef _VoxelGI
vec3 sampleLightVoxels(const vec3 p, const vec3 n, const vec3 v, const float dotNV, const vec3 lp, const vec3 lightCol,
const vec3 albedo, const float rough, const float spec, const vec3 f0
#ifdef _ShadowMap
, int index, float bias, bool receiveShadow
#ifdef _ShadowMapTransparent
, bool transparent
#endif
#endif
#ifdef _Spot
, const bool isSpot, const float spotSize, float spotBlend, vec3 spotDir, vec2 scale, vec3 right
#endif
#ifdef _ClearCoat
, float clearcoat, float clearcoatRough, float coatIOR, vec3 coatTint, vec3 coatN
#endif
#ifdef _Sheen
, float sheen, float sheenRough, vec3 sheenTint
#endif
#ifdef _Anisotropy
, float anisotropy, float anisoRot, vec3 tangent
#endif
#ifdef _SSS
, float subsurface, vec3 sssColor, vec3 sssRadius, float sssAnisotropy
#endif
#ifdef _Transmission
, float transmission, float transRough, float ior, float thinWall
#endif
) {
vec3 l;
return sampleLightCore(p, n, v, dotNV, lp, lightCol, albedo, rough, spec, f0
#ifdef _ShadowMap
, index, bias, receiveShadow
#ifdef _ShadowMapTransparent
, transparent
#endif
#endif
#ifdef _Spot
, isSpot, spotSize, spotBlend, spotDir, scale, right
#endif
#ifdef _ClearCoat
, clearcoat, clearcoatRough, coatIOR, coatTint, coatN
#endif
#ifdef _Sheen
, sheen, sheenRough, sheenTint
#endif
#ifdef _Anisotropy
, anisotropy, anisoRot, tangent
#endif
#ifdef _SSS
, subsurface, sssColor, sssRadius, sssAnisotropy
#endif
#ifdef _Transmission
, transmission, transRough, ior, thinWall
#endif
, l);
}
// Backward-compatible overload for generated shaders that don't pass extended BRDF params
#ifdef _ExtBRDF
vec3 sampleLightVoxels(const vec3 p, const vec3 n, const vec3 v, const float dotNV, const vec3 lp, const vec3 lightCol,
const vec3 albedo, const float rough, const float spec, const vec3 f0
#ifdef _ShadowMap
, int index, float bias, bool receiveShadow
#ifdef _ShadowMapTransparent
, bool transparent
#endif
#endif
#ifdef _Spot
, const bool isSpot, const float spotSize, float spotBlend, vec3 spotDir, vec2 scale, vec3 right
#endif
) {
vec3 l;
return sampleLightCore(p, n, v, dotNV, lp, lightCol, albedo, rough, spec, f0
#ifdef _ShadowMap
, index, bias, receiveShadow
#ifdef _ShadowMapTransparent
, transparent
#endif
#endif
#ifdef _Spot
, isSpot, spotSize, spotBlend, spotDir, scale, right
#endif
#ifdef _ClearCoat
, 0.0, 0.0, 1.5, vec3(1.0), n
#endif
#ifdef _Sheen
, 0.0, 0.0, vec3(1.0)
#endif
#ifdef _Anisotropy
, 0.0, 0.0, vec3(0.0)
#endif
#ifdef _SSS
, 0.0, vec3(0.0), vec3(0.0), 0.0
#endif
#ifdef _Transmission
, 0.0, 0.0, 1.45, 1.0
#endif
, l);
}
#endif // _ExtBRDF
#endif
#endif