mirror of
https://github.com/antopilo/Nuake.git
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410 lines
12 KiB
GLSL
410 lines
12 KiB
GLSL
#shader vertex
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#version 440 core
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layout(location = 0) in vec3 VertexPosition;
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layout(location = 1) in vec2 UVPosition;
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out flat vec2 UV;
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out mat4 InvProjection;
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out mat4 InvView;
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uniform mat4 u_Projection;
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uniform mat4 u_View;
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void main()
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{
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UV = UVPosition;
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InvProjection = inverse(u_Projection);
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InvView = inverse(u_View);
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gl_Position = vec4(VertexPosition, 1.0f);
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}
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#shader fragment
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#version 440 core
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out vec4 FragColor;
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in vec2 UV;
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in mat4 InvProjection;
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in mat4 InvView;
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// Camera
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uniform vec3 u_EyePosition;
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// GBuffer
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uniform sampler2D m_Depth;
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uniform sampler2D m_Albedo;
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uniform sampler2D m_Material;
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uniform sampler2D m_Normal;
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uniform sampler2D m_SSAO;
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uniform sampler2D m_Emissive;
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uniform sampler2D m_UVOffset;
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// Lights
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const int MaxLight = 42;
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uniform int LightCount = 0;
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struct Light {
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vec3 Color;
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vec3 Position;
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int Type; // 0 = Point, 1 = Directional, 2 = Spot
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vec3 Direction;
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float OuterAngle;
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float InnerAngle;
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int CastShadow; // For SpotLight for now
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int ShadowMapID;
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mat4 Transform;
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};
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struct DirectionalLight
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{
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vec3 Direction;
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vec3 Color;
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float CascadeDepth[4];
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mat4 LightTransforms[4];
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int Shadow;
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};
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uniform sampler2D ShadowMaps[4];
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uniform sampler2D SpotShadowMaps[8];
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uniform Light Lights[MaxLight];
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uniform DirectionalLight u_DirectionalLight;
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uniform int u_DisableSSAO = 0;
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uniform float u_AmbientTerm;
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uniform sampler2D u_PreviousFrame;
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// Converts depth to World space coords.
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vec3 WorldPosFromDepth(float depth) {
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float z = depth * 2.0 - 1.0;
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vec4 clipSpacePosition = vec4(UV * 2.0 - 1.0, z, 1.0);
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vec4 viewSpacePosition = InvProjection * clipSpacePosition;
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// Perspective division
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viewSpacePosition /= viewSpacePosition.w;
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vec4 worldSpacePosition = InvView * viewSpacePosition;
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return worldSpacePosition.xyz;
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}
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const float PI = 3.141592653589793f;
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float height_scale = 0.02f;
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float DistributionGGX(vec3 N, vec3 H, float a)
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{
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float a2 = a * a;
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float NdotH = max(dot(N, H), 0.0);
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float NdotH2 = NdotH * NdotH;
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float nom = a2;
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float denom = (NdotH2 * (a2 - 1.0) + 1.0);
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denom = PI * denom * denom;
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return nom / denom;
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}
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float GeometrySchlickGGX(float NdotV, float k)
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{
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float nom = NdotV;
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float denom = NdotV * (1.0 - k) + k;
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return nom / denom;
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}
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float GeometrySmith(vec3 N, vec3 V, vec3 L, float k)
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{
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float NdotV = max(dot(N, V), 0.0);
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float NdotL = max(dot(N, L), 0.0);
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float ggx1 = GeometrySchlickGGX(NdotV, k);
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float ggx2 = GeometrySchlickGGX(NdotL, k);
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return ggx1 * ggx2;
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}
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vec3 fresnelSchlick(float cosTheta, vec3 F0)
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{
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return F0 + (1.0 - F0) * pow(max(1.0 - cosTheta, 0.0), 5.0);
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}
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vec3 fresnelSchlickRoughness(float cosTheta, vec3 F0, float roughness)
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{
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return F0 + (max(vec3(1.0 - roughness), F0) - F0) * pow(max(1.0 - cosTheta, 0.0), 5.0);
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}
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int GetCSMDepth(float depth)
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{
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int shadowmap = -1;
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// Get CSM depth
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for (int i = 0; i < 4; i++)
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{
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float CSMDepth = u_DirectionalLight.CascadeDepth[i];
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if (depth < CSMDepth + 0.0001f)
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{
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shadowmap = i;
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break;
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}
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}
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return shadowmap;
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}
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float SampleShadowMap(sampler2D shadowMap, vec2 coords, float compare)
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{
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return compare < texture(shadowMap, coords.xy).r ? 1.0f : 0.0f;
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}
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float SampleShadowMapLinear(sampler2D shadowMap, vec2 coords, float compare, vec2 texelSize)
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{
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//return SampleShadowMap(shadowMap, coords.xy, compare);
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vec2 pixelPos = coords / texelSize + vec2(0.5);
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vec2 fracPart = fract(pixelPos);
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vec2 startTexel = (pixelPos - fracPart) * texelSize;
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float blTexel = SampleShadowMap(shadowMap, startTexel, compare);
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float brTexel = SampleShadowMap(shadowMap, startTexel + vec2(texelSize.x, 0.0), compare);
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float tlTexel = SampleShadowMap(shadowMap, startTexel + vec2(0.0, texelSize.y), compare);
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float trTexel = SampleShadowMap(shadowMap, startTexel + texelSize, compare);
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float mixA = mix(blTexel, tlTexel, fracPart.y);
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float mixB = mix(brTexel, trTexel, fracPart.y);
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return mix(mixA, mixB, fracPart.x);
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}
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float ShadowCalculation(vec3 FragPos, vec3 normal)
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{
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// Get Depth
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float depth = length(FragPos - u_EyePosition);
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int shadowmap = GetCSMDepth(depth);
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if (shadowmap == -1)
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return 1.0;
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vec4 fragPosLightSpace = u_DirectionalLight.LightTransforms[shadowmap] * vec4(FragPos, 1.0f);
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// perform perspective divide
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vec3 projCoords = fragPosLightSpace.xyz / fragPosLightSpace.w;
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// transform to [0,1] range
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projCoords = projCoords * 0.5 + 0.5;
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// get closest depth value from light's perspective (using [0,1] range fragPosLight as coords)
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// get depth of current fragment from light's perspective
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float currentDepth = projCoords.z;
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// check whether current frag pos is in shadow
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float shadow = 0.0;
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float bias = max(0.005 * (1.0 - dot(normal, u_DirectionalLight.Direction)), 0.0005);
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//float pcfDepth = texture(ShadowMaps[shadowmap], vec3(projCoords.xy, currentDepth), bias);
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//return SampleShadowMap(ShadowMaps[shadowmap], projCoords.xy, currentDepth - bias);
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if (shadowmap <= 4)
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{
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const float NUM_SAMPLES = 4.f;
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const float SAMPLES_START = (NUM_SAMPLES - 1.0f) / 2.0f;
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const float NUM_SAMPLES_SQUARED = NUM_SAMPLES * NUM_SAMPLES;
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vec2 texelSize = 1.0 / vec2(2048, 2048);
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float result = 0.0f;
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for (float y = -SAMPLES_START; y <= SAMPLES_START; y += 1.0f)
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{
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for (float x = -SAMPLES_START; x <= SAMPLES_START; x += 1.0f)
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{
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vec2 coordsOffset = vec2(x, y) * texelSize;
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result += SampleShadowMapLinear(ShadowMaps[shadowmap], projCoords.xy + coordsOffset, currentDepth - bias, texelSize);
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}
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}
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return result / NUM_SAMPLES_SQUARED;
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}
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else
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{
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return SampleShadowMap(ShadowMaps[shadowmap], projCoords.xy, currentDepth - bias);
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}
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}
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float ShadowCalculationSpot(vec3 FragPos, vec3 normal, Light light)
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{
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// Get Depth
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float depth = length(FragPos - u_EyePosition);
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vec4 fragPosLightSpace = light.Transform * vec4(FragPos, 1.0f);
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// perform perspective divide
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vec3 projCoords = fragPosLightSpace.xyz / fragPosLightSpace.w;
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// transform to [0,1] range
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projCoords = projCoords * 0.5 + 0.5;
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// get closest depth value from light's perspective (using [0,1] range fragPosLight as coords)
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// get depth of current fragment from light's perspective
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float currentDepth = projCoords.z;
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// check whether current frag pos is in shadow
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float shadow = 0.0;
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float bias = max(0.0005 * (1.0 - dot(normal, light.Direction)), 0.0005);
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//float pcfDepth = texture(ShadowMaps[shadowmap], vec3(projCoords.xy, currentDepth), bias);
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return SampleShadowMap(SpotShadowMaps[light.ShadowMapID], projCoords.xy, currentDepth - 0.000005);
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}
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void main()
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{
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vec3 worldPos = WorldPosFromDepth(texture(m_Depth, UV).r);
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if (texture(m_Depth, UV).r == 1)
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{
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FragColor = vec4(0, 0, 0, 0);
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return;
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}
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// Convert from [0, 1] to [-1, 1].
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vec3 albedo = texture(m_Albedo, UV).rgb;
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vec3 normal = texture(m_Normal, UV).rgb * 2.0 - 1.0;
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vec4 materialSample = texture(m_Material, UV);
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float metallic = materialSample.r;
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float ao = materialSample.g;
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float roughness = materialSample.b;
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float unlit = materialSample.a;
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float ssao = 0.0f;
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if (u_DisableSSAO == 1)
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{
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ssao = 1.0f;
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}
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else
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{
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ssao = texture(m_SSAO, UV).r;
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}
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if (unlit > 0.1f)
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{
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float emissive = texture(m_Emissive, UV).r;
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FragColor = vec4(albedo * ssao * emissive, 1.0);
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return;
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}
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vec3 N = normal;
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vec3 V = normalize(u_EyePosition - worldPos);
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vec3 R = reflect(-V, N);
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vec3 F0 = vec3(0.04);
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F0 = mix(F0, albedo, metallic);
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// reflectance equation
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vec3 eyeDirection = normalize(u_EyePosition - worldPos);
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vec3 Lo = vec3(0.0);
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vec3 fog = vec3(0.0);
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float shadow = 1.0f;
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if (u_DirectionalLight.Shadow < 0.1f)
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{
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shadow = 1.f;
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}
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if (true)
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{
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vec3 L = normalize(u_DirectionalLight.Direction);
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float attenuation = 1.0f;
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L = normalize(u_DirectionalLight.Direction);
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if(u_DirectionalLight.Shadow > 0.1f)
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{
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shadow *= ShadowCalculation(worldPos, N);
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}
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vec3 radiance = u_DirectionalLight.Color * attenuation;
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vec3 H = normalize(V + L);
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float NDF = DistributionGGX(N, H, roughness);
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float G = GeometrySmith(N, V, L, roughness);
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vec3 F = fresnelSchlick(max(dot(H, V), 0.0), F0);
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vec3 nominator = NDF * G * F;
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float denominator = 4 * max(dot(N, V), 0.0) * max(dot(N, L), 0.0) + 0.001; // 0.001 to prevent divide by zero.
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vec3 specular = nominator / denominator;
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// kS is equal to Fresnel
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vec3 kS = F;
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vec3 kD = vec3(1.0) - kS;
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kD *= 1.0 - metallic;
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// scale light by NdotL
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float NdotL = max(dot(N, L), 0.0);
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Lo += (kD * albedo / PI + specular) * radiance * NdotL * shadow;
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}
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shadow = 1.0f;
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for (int i = 0; i < LightCount; i++)
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{
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Light light = Lights[i];
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vec3 L = normalize(Lights[i].Position - worldPos);
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float distance = length(light.Position - worldPos);
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float attenuation = 1.0 / (distance * distance);
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vec3 radiance;
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if(Lights[i].Type == 1) // Point
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{
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radiance = Lights[i].Color * attenuation;
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}
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else if(Lights[i].Type == 2) // Spot
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{
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float theta = dot(L, normalize(-Lights[i].Direction));
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float epsilon = Lights[i].InnerAngle - Lights[i].OuterAngle;
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float intensity = clamp((theta - Lights[i].OuterAngle) / epsilon, 0.0, 1.0);
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float shadow2 = 1.0f;
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if(light.CastShadow > 0 && light.ShadowMapID >= 0)
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{
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shadow2 = ShadowCalculationSpot(worldPos, N, Lights[i]);
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}
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radiance = Lights[i].Color * intensity * shadow2;
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}
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// Cook-Torrance BRDF
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vec3 H = normalize(V + L);
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float NDF = DistributionGGX(N, H, roughness);
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float G = GeometrySmith(N, V, L, roughness);
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vec3 F = fresnelSchlick(max(dot(H, V), 0.0), F0);
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vec3 nominator = NDF * G * F;
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float denominator = 4 * max(dot(N, V), 0.0) * max(dot(N, L), 0.0) + 0.001; // 0.001 to prevent divide by zero.
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vec3 specular = nominator / denominator;
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// kS is equal to Fresnel
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vec3 kS = F;
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vec3 kD = vec3(1.0) - kS;
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kD *= 1.0 - metallic;
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// scale light by NdotL
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float NdotL = max(dot(N, L), 0.0);
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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
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}
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/// ambient lighting (we now use IBL as the ambient term)
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vec3 F = fresnelSchlickRoughness(max(dot(N, V), 0.0), F0, roughness);
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vec3 kS = F;
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vec3 kD = 1.0 - kS;
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kD *= 1.0 - metallic;
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vec3 ambient = (albedo) * ao * ssao * u_AmbientTerm;
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vec3 color = (ambient) + Lo ;
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// Display CSM splits..
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/*float depth = length(worldPos - u_EyePosition);
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int cascade = GetCSMDepth(depth, Lights[0]);
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if (cascade == 0)
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color *= vec3(1.0, 0.0, 0.0);
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if (cascade == 1)
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color *= vec3(0.0, 1.0, 0.0);
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if (cascade == 2)
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color *= vec3(0.0, 0.0, 1.0);
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if (cascade == 3)
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color *= vec3(0.0, 1.0, 1.0);
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*/
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FragColor = vec4(color, 1.0);
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} |