Files
Nuake-custom/Editor/resources/Shaders/deferred.shader
2021-05-13 20:41:57 -04:00

245 lines
7.2 KiB
GLSL

#shader vertex
#version 460 core
layout(location = 0) in vec3 VertexPosition;
layout(location = 1) in vec2 UVPosition;
out flat vec2 UV;
out vec3 FragPos;
out mat4 InvProjection;
out mat4 InvView;
uniform mat4 u_Projection;
uniform mat4 u_View;
void main()
{
UV = UVPosition;
FragPos = VertexPosition;
InvProjection = inverse(u_Projection);
InvView = inverse(u_View);
gl_Position = vec4(VertexPosition, 1.0f);
}
#shader fragment
#version 460 core
out vec4 FragColor;
in vec3 FragPos;
in vec2 UV;
in mat4 InvProjection;
in mat4 InvView;
// Camera
uniform float u_Exposure;
uniform vec3 u_EyePosition;
// IBL
uniform samplerCube u_IrradianceMap;
uniform samplerCube u_PrefilterMap;
uniform sampler2D u_BrdfLUT;
// Material
uniform sampler2D m_Depth;
uniform sampler2D m_Albedo;
uniform sampler2D m_Material;
uniform sampler2D m_Normal;
// Lights
struct Light {
int Type; // 0 = directional, 1 = point
vec3 Direction;
vec3 Color;
float Strength;
vec3 Position;
float ConstantAttenuation;
float LinearAttenuation;
float QuadraticAttenuation;
mat4 LightTransform;
sampler2D ShadowMap;
};
const int MaxLight = 20;
uniform int LightCount = 0;
uniform Light Lights[MaxLight];
vec3 WorldPosFromDepth(float depth) {
float z = depth * 2.0 - 1.0;
vec4 clipSpacePosition = vec4(UV * 2.0 - 1.0, z, 1.0);
vec4 viewSpacePosition = InvProjection * clipSpacePosition;
// Perspective division
viewSpacePosition /= viewSpacePosition.w;
vec4 worldSpacePosition = InvView * viewSpacePosition;
return worldSpacePosition.xyz;
}
const float PI = 3.141592653589793f; // mark this as static const wait idk if you can do that in glsl
float height_scale = 0.02f;
float DistributionGGX(vec3 N, vec3 H, float a)
{
float a2 = a * a;
float NdotH = max(dot(N, H), 0.0);
float NdotH2 = NdotH * NdotH;
float nom = a2;
float denom = (NdotH2 * (a2 - 1.0) + 1.0);
denom = PI * denom * denom;
return nom / denom;
}
float GeometrySchlickGGX(float NdotV, float k)
{
float nom = NdotV;
float denom = NdotV * (1.0 - k) + k;
return nom / denom;
}
float GeometrySmith(vec3 N, vec3 V, vec3 L, float k)
{
float NdotV = max(dot(N, V), 0.0);
float NdotL = max(dot(N, L), 0.0);
float ggx1 = GeometrySchlickGGX(NdotV, k);
float ggx2 = GeometrySchlickGGX(NdotL, k);
return ggx1 * ggx2;
}
vec3 fresnelSchlick(float cosTheta, vec3 F0)
{
return F0 + (1.0 - F0) * pow(max(1.0 - cosTheta, 0.0), 5.0);
}
vec3 fresnelSchlickRoughness(float cosTheta, vec3 F0, float roughness)
{
return F0 + (max(vec3(1.0 - roughness), F0) - F0) * pow(max(1.0 - cosTheta, 0.0), 5.0);
}
float ShadowCalculation(vec4 fragPosLightSpace, sampler2D shadowMap, vec3 normal, vec3 lightDir)
{
// perform perspective divide
vec3 projCoords = fragPosLightSpace.xyz / fragPosLightSpace.w;
// transform to [0,1] range
projCoords = projCoords * 0.5 + 0.5;
// get closest depth value from light's perspective (using [0,1] range fragPosLight as coords)
float closestDepth = texture(shadowMap, projCoords.xy).r;
// get depth of current fragment from light's perspective
float currentDepth = projCoords.z;
// check whether current frag pos is in shadow
float bias = max(0.05 * (1.0 - dot(normal, lightDir)), 0.005);
float shadow = 0.0;
vec2 texelSize = 1.0 / textureSize(shadowMap, 0);
for (int x = -1; x <= 1; ++x)
{
for (int y = -1; y <= 1; ++y)
{
float pcfDepth = texture(shadowMap, projCoords.xy + vec2(x, y) * texelSize).r;
shadow += currentDepth - bias > pcfDepth ? 1.0 : 0.0;
}
}
shadow /= 9.0;
return shadow;
}
void main()
{
vec3 worldPos = WorldPosFromDepth(texture(m_Depth, UV).r);
// Convert from [0, 1] to [-1, 1].
vec3 albedo = texture(m_Albedo, UV).rgb;
vec3 normal = (texture(m_Normal, UV).rgb - 0.5) * 2.0;
float metallic = texture(m_Material, UV).r;
float roughness = texture(m_Material, UV).g;
float ao = texture(m_Material, UV).b;
vec3 N = normalize(normal);
vec3 V = normalize(u_EyePosition - worldPos);
vec3 R = reflect(-V, N);
vec3 F0 = vec3(0.04);
F0 = mix(F0, albedo, vec3(metallic));
// reflectance equation
vec3 Lo = vec3(0.0);
vec3 eyeDirection = normalize(u_EyePosition - worldPos);
for (int i = 0; i < LightCount; i++)
{
vec3 L = normalize(Lights[i].Position - worldPos);
float distance = length(Lights[i].Position - worldPos);
float attenuation = 1.0 / (distance * distance);
if (Lights[i].Type == 0) {
L = Lights[i].Direction;
attenuation = 1.0f;
}
float shadow = ShadowCalculation(Lights[i].LightTransform * vec4(worldPos, 1.0f), Lights[i].ShadowMap, N, Lights[i].Direction);
vec3 H = normalize(V + L);
vec3 radiance = Lights[i].Color * attenuation * (1.0f - shadow);
// Cook-Torrance BRDF
float NDF = DistributionGGX(N, H, roughness);
float G = GeometrySmith(N, V, L, roughness);
vec3 F = fresnelSchlick(max(dot(H, V), 0.0), F0);
vec3 nominator = NDF * G * F;
float denominator = 4 * max(dot(N, V), 0.0) * max(dot(N, L), 0.0) + 0.001; // 0.001 to prevent divide by zero.
vec3 specular = nominator / denominator;
// kS is equal to Fresnel
vec3 kS = F;
// for energy conservation, the diffuse and specular light can't
// be above 1.0 (unless the surface emits light); to preserve this
// relationship the diffuse component (kD) should equal 1.0 - kS.
vec3 kD = vec3(1.0) - kS;
// multiply kD by the inverse metalness such that only non-metals
// have diffuse lighting, or a linear blend if partly metal (pure metals
// have no diffuse light).
kD *= 1.0 - metallic;
// scale light by NdotL
float NdotL = max(dot(N, L), 0.0);
// add to outgoing radiance Lo
Lo += (kD * albedo / PI + specular) * radiance * NdotL;// note that we already multiplied the BRDF by the Fresnel (kS) so we won't multiply by kS again
}
/// ambient lighting (we now use IBL as the ambient term)
vec3 F = fresnelSchlickRoughness(max(dot(N, V), 0.0), F0, roughness);
vec3 kS = F;
vec3 kD = 1.0 - kS;
kD *= 1.0 - metallic;
vec3 irradiance = texture(u_IrradianceMap, N).rgb;
vec3 diffuse = irradiance * albedo;
// sample both the pre-filter map and the BRDF lut and combine them together as per the Split-Sum approximation to get the IBL specular part.
const float MAX_REFLECTION_LOD = 4.0;
vec3 prefilteredColor = textureLod(u_PrefilterMap, R, roughness * MAX_REFLECTION_LOD).rgb;
vec2 brdf = texture(u_BrdfLUT, vec2(max(dot(N, V), 0.0), roughness)).rg;
vec3 specular = prefilteredColor * (F * brdf.x + brdf.y);
vec3 ambient = (kD * diffuse + specular) * ao;
vec3 color = ambient + Lo;
// HDR tonemapping
color = color / (color + vec3(1.0));
// gamma correct
color = pow(color, vec3(1.0 / u_Exposure));
FragColor = vec4(color, 1.0); // so If i wanted to implement other stuff like SSR and bloom. I would need another render texture? using this same shader?
}