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Nuake/Editor/resources/Shaders/basic.shader
2021-06-02 20:38:01 -04:00

420 lines
14 KiB
GLSL

#shader vertex
#version 460 core
// Have you ever seen Godot shader. The whole engine has ONE monolithic shader.
// Also, how do you want me to split this in multiple shaders lmao.
// Click upper right Round thing
// DO CODE REVIEW yep
// im following u daddy
layout(location = 0) in vec3 VertexPosition;
layout(location = 1) in vec2 UVPosition;
layout(location = 2) in vec3 Normal;
layout(location = 3) in vec3 Tangent;
layout(location = 4) in vec3 Bitangent;
out flat vec2 v_UVPosition;
out flat float v_TextureId;
out vec3 v_Normal;
out vec3 v_FragPos;
out vec3 v_ViewPos;
out mat3 v_TBN;
out mat3 v_WTBN;
out vec3 v_Tangent;
out vec3 v_Bitangent;
uniform mat4 u_Projection;
uniform mat4 u_View;
uniform mat4 u_Model;
uniform mat3 u_NormalMatrix;
void main()
{
mat3 normalMatrix = mat3(transpose(inverse(u_Model)));
v_Normal = vec3(vec4(Normal, 1.0f));
vec3 N = normalize((u_Model * vec4(Normal, 0.0f)).xyz);
vec3 T = normalize((u_Model * vec4(Tangent, 0.0f)).xyz);
vec3 B = normalize((u_Model * vec4(Bitangent, 0.0f)).xyz);
v_TBN = mat3(T, B, N);
v_Tangent = T;
v_Bitangent = B;
v_UVPosition = UVPosition;
gl_Position = u_Projection * u_View * u_Model * vec4(VertexPosition, 1.0f);
v_FragPos = vec3(u_Model * vec4(VertexPosition, 1.0f));
v_ViewPos = VertexPosition;
}
#shader fragment
#version 460 core
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;
sampler2D RSMFlux;
sampler2D RSMNormal;
sampler2D RSMPos;
int Volumetric;
};
out vec4 FragColor;
// Textures
uniform sampler2D u_Textures[2];
const int MaxLight = 20;
uniform int LightCount = 0;
uniform Light Lights[MaxLight];
// Debug
uniform int u_ShowNormal;
// Lighting
uniform vec3 u_AmbientColor;
uniform vec4 u_LightColor;
uniform vec3 u_LightDirection;
uniform float u_Exposure;
// Material
uniform vec3 albedo;
uniform float metallic;
uniform float roughness;
uniform float ao;
// Specular
uniform samplerCube u_Skybox;
uniform samplerCube u_IrradianceMap;
uniform float u_Shininess;
uniform float u_Strength;
uniform vec3 u_EyePosition;
// IBL
uniform samplerCube irradianceMap;
uniform samplerCube prefilterMap;
uniform sampler2D brdfLUT;
// Material
uniform int u_HasAlbedo; // I would advise against doing this stuff. just need default normal which is 0.5f 0.5f 1.0f.
uniform sampler2D m_Albedo; // yeah just think about it // normal maps are in tangent space which means the default should be a vector pointing straight towards the camera right? ie 0.0, 0.0, 1.0
uniform vec3 m_AlbedoColor;
uniform int u_HasMetalness; // But normal maps can also contain colors where the vectors face away such as vec3(0.2, 0.4, -1.0f) right? yeah
uniform sampler2D m_Metalness; // Well normal maps are stored as colors so you can't have negative values. So they are mapped from the range of -1 to 1, to 0 to 1
uniform float u_MetalnessValue;
uniform int u_HasRoughness; // That is why you do the [normal * 2.0f - 1.0f]; to put it into to range of -1 to 1. yeah 0 - 1 -> -1 - 1
uniform sampler2D m_Roughness; // So vec3(0.0, 0.0, 1.0) put into the range of 0 to 1 is (0.5, 0.5, 1.0). easy.
uniform float u_RoughnessValue;
uniform int u_HasAO;
uniform sampler2D m_AO;
uniform float u_AOValue;
uniform int u_HasNormal;
uniform sampler2D m_Normal;
uniform int u_HasDisplacement;
uniform sampler2D m_Displacement;
in vec3 v_FragPos;
in vec3 v_ViewPos;
in vec2 v_UVPosition;
in flat vec3 v_Normal;
in mat3 v_TBN;
in flat float v_TextureId;
in vec3 v_Tangent;
in vec3 v_Bitangent;
const float PI = 3.141592653589793f; // mark this as static const wait idk if you can do that in glsl
float height_scale = 0.00f;
vec2 ParallaxMapping(vec2 texCoords, vec3 viewDir) // nice never done this // its easy Af its basicalyy returns a uv coords . that u use everywhere
{
// number of depth layers
const float minLayers = 8.0;
const float maxLayers = 64.0;
float numLayers = mix(maxLayers, minLayers, max(dot(vec3(0.0, 0.0, 1.0), viewDir), 0.0));
// calculate the size of each layer
float layerDepth = 1.0 / numLayers;
// depth of current layer
float currentLayerDepth = 0.0;
// the amount to shift the texture coordinates per layer (from vector P)
vec2 P = viewDir.xy * height_scale;
vec2 deltaTexCoords = P / numLayers;
// get initial values
vec2 currentTexCoords = texCoords;
float currentDepthMapValue = texture(m_Displacement, currentTexCoords).r;
while (currentLayerDepth < currentDepthMapValue)
{
// shift texture coordinates along direction of P
currentTexCoords -= deltaTexCoords;
// get depthmap value at current texture coordinates
currentDepthMapValue = texture(m_Displacement, currentTexCoords).r;
// get depth of next layer
currentLayerDepth += layerDepth;
}
vec2 prevTexCoords = currentTexCoords + deltaTexCoords;
// get depth after and before collision for linear interpolation
float afterDepth = currentDepthMapValue - currentLayerDepth;
float beforeDepth = texture(m_Displacement, prevTexCoords).r - currentLayerDepth + layerDepth;
// interpolation of texture coordinates
float weight = afterDepth / (afterDepth - beforeDepth);
vec2 finalTexCoords = prevTexCoords * weight + currentTexCoords * (1.0 - weight);
return finalTexCoords;
//float height = 1.0f - texture(m_Displacement, texCoords).r;
//vec2 p = viewDir.xy / viewDir.z * (height * height_scale);
//return texCoords - p;
}
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(0.005 * (1.0 - dot(normal, lightDir)), 0.0005);
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;
}
}
return shadow /= 9;
}
uniform float u_FogAmount;
// Mie scaterring approximated with Henyey-Greenstein phase function.
float ComputeScattering(float lightDotView)
{
float result = 1.0f - u_FogAmount * u_FogAmount;
result /= (4.0f * PI * pow(1.0f + u_FogAmount * u_FogAmount - (2.0f * u_FogAmount) * lightDotView, 1.5f));
return result;
}
uniform float u_FogStepCount;
vec3 ComputeVolumetric(vec3 FragPos, mat4 LightTransform, vec3 LightColor, sampler2D shadowMap, vec3 LightDirection)
{
// world space frag position.
vec3 startPosition = u_EyePosition; // Camera Position
vec3 rayVector = FragPos - startPosition; // Ray Direction
float rayLength = length(rayVector); // Length of the raymarched
float stepLength = rayLength / u_FogStepCount; // Step length
vec3 rayDirection = rayVector / rayLength;
vec3 step = rayDirection * stepLength; // Normalized to step length direction
vec3 currentPosition = startPosition; // First step position
vec3 accumFog = vec3(0.0f, 0.0f, 0.0f); // accumulative color
// Raymarching
for (int i = 0; i < u_FogStepCount; i++)
{
vec4 fragPosLightSpace = LightTransform * vec4(currentPosition, 1.0f);
// perform perspective divide
vec3 projCoords = fragPosLightSpace.xyz / fragPosLightSpace.w;
// transform to [0,1] range
projCoords = projCoords * 0.5 + 0.5;
float currentDepth = projCoords.z;
// get closest depth value from light's perspective (using [0,1] range fragPosLight as coords)
vec2 texelSize = 1.0 / textureSize(shadowMap, 0);
float closestDepth = texture(shadowMap, projCoords.xy).r;
if (closestDepth > currentDepth)
accumFog += (ComputeScattering(dot(rayDirection, LightDirection)).xxx * LightColor);
currentPosition += step;
}
accumFog /= u_FogStepCount;
return accumFog;
}
void main()
{
// Parallax UV offset.
vec3 tangentViewPos = v_TBN * u_EyePosition;
vec3 tangentFragPos = v_TBN * v_FragPos;
vec3 viewDir = normalize(tangentViewPos - tangentFragPos);
vec2 texCoords = v_UVPosition;//ParallaxMapping(v_UVPosition, viewDir);
vec2 finalTexCoords = texCoords;
vec3 finalAlbedo = m_AlbedoColor;
if(u_HasAlbedo == 1)
finalAlbedo = texture(m_Albedo, finalTexCoords).rgb;
float finalRoughness = u_RoughnessValue;
if (u_HasRoughness == 1)
finalRoughness = texture(m_Roughness, finalTexCoords).r;
float finalMetalness = u_MetalnessValue;
if (u_HasMetalness == 1)
finalMetalness = texture(m_Metalness, finalTexCoords).r;
float finalAO = u_AOValue;
if (u_HasAO == 1)
finalAO = texture(m_AO, finalTexCoords).r;
vec3 finalNormal = texture(m_Normal, finalTexCoords).rgb;
finalNormal = finalNormal * 2.0 - 1.0;
finalNormal = v_TBN * normalize(finalNormal);
vec3 N = normalize(finalNormal);
vec3 V = normalize(u_EyePosition - v_FragPos);
vec3 R = reflect(-V, N);
vec3 F0 = vec3(0.04);
F0 = mix(F0, finalAlbedo, finalMetalness);
// reflectance equation
vec3 eyeDirection = normalize(u_EyePosition - v_FragPos);
vec3 Fog = vec3(0.0);
float shadow = 0.0f;
vec3 Lo = vec3(0.0);
for (int i = 0; i < LightCount; i++)
{
vec3 L = normalize(Lights[i].Position - v_FragPos);
float distance = length(Lights[i].Position - v_FragPos);
float attenuation = 1.0 / (distance * distance);
if (Lights[i].Type == 0) {
L = normalize(Lights[i].Direction);
attenuation = 1.0f;
if (Lights[i].Volumetric == 1)
Fog += ComputeVolumetric(v_FragPos, Lights[i].LightTransform, Lights[i].Color, Lights[i].ShadowMap, Lights[i].Direction);
shadow += ShadowCalculation(Lights[i].LightTransform * vec4(v_FragPos, 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, finalRoughness);
float G = GeometrySmith(N, V, L, finalRoughness);
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;
vec3 kD = vec3(1.0) - kS;
kD *= 1.0 - finalMetalness;
// scale light by NdotL
float NdotL = max(dot(N, L), 0.0);
Lo += (kD * finalAlbedo / 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, finalRoughness);
vec3 kS = F;
vec3 kD = 1.0 - kS;
kD *= 1.0 - finalMetalness;
vec3 irradiance = mix(texture(u_IrradianceMap, N).rgb, vec3(0.1f), 0.9f);
vec3 diffuse = irradiance * finalAlbedo;
// 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(prefilterMap, R, finalRoughness * MAX_REFLECTION_LOD).rgb;
vec2 brdf = texture(brdfLUT, vec2(max(dot(N, V), 0.0), finalRoughness)).rg;
vec3 specular = prefilteredColor * (F * brdf.x + brdf.y);
vec3 ambient = (kD * (diffuse + specular)) * finalAO;
vec3 color = ambient + Lo;
color += Fog;
// HDR tonemapping
color = color / (color + vec3(1.0));
const float gamma = 2.2;
color = vec3(1.0) - exp(-color * u_Exposure);
// gamma correct
color = pow(color, vec3(1.0 / gamma));
//ComputeVolumetric
color = mix(color, finalNormal, u_ShowNormal);
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?
}