Files
Nuake/Editor/resources/Shaders/deferred.shader
2021-09-20 06:49:45 -04:00

317 lines
8.7 KiB
GLSL

#shader vertex
#version 460 core
layout(location = 0) in vec3 VertexPosition;
layout(location = 1) in vec2 UVPosition;
out flat vec2 UV;
out mat4 InvProjection;
out mat4 InvView;
uniform mat4 u_Projection;
uniform mat4 u_View;
void main()
{
UV = UVPosition;
InvProjection = inverse(u_Projection);
InvView = inverse(u_View);
gl_Position = vec4(VertexPosition, 1.0f);
}
#shader fragment
#version 460 core
out vec4 FragColor;
in vec2 UV;
in mat4 InvProjection;
in mat4 InvView;
// Camera
uniform float u_Exposure;
uniform vec3 u_EyePosition;
// Environmnent
uniform float u_FogAmount;
uniform float u_FogStepCount;
uniform samplerCube u_IrradianceMap;
uniform samplerCube u_PrefilterMap;
uniform sampler2D u_BrdfLUT;
// GBuffer
uniform sampler2D m_Depth;
uniform sampler2D m_Albedo;
uniform sampler2D m_Material;
uniform sampler2D m_Normal;
// Lights
const int MaxLight = 29;
uniform int LightCount = 0;
struct Light {
int Type; // 0 = directional, 1 = point
vec3 Direction;
vec3 Color;
float Strength;
vec3 Position;
mat4 LightTransform;
int ShadowMapsIDs[4];
float CascadeDepth[4];
mat4 LightTransforms[4];
int Volumetric;
};
uniform sampler2D ShadowMaps[4];
uniform Light Lights[MaxLight];
// Converts depth to World space coords.
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;
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(Light light, vec3 FragPos, vec3 normal)
{
// Get Depth
float depth = length(FragPos - u_EyePosition);
int shadowmap = 0;
// Get CSM depth
for (int i = 0; i < 4; i++)
{
float CSMDepth = light.CascadeDepth[i];
if (depth < CSMDepth + 0.0001)
{
shadowmap = i;
break;
}
}
if (shadowmap == -1)
return 1.0;
vec4 fragPosLightSpace = light.LightTransforms[0] * vec4(FragPos, 1.0f);
// 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)
// 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, light.Direction)), 0.0005);
float shadow = 0.0;
float pcfDepth = texture(ShadowMaps[0], projCoords.xy).r;
return currentDepth - bias > pcfDepth ? 1.0 : 0.0;
}
// 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;
}
vec3 ComputeVolumetric(vec3 FragPos, Light light)
{
// 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 = light.LightTransforms[0] * 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(ShadowMaps[0], 0);
float closestDepth = texture(ShadowMaps[0], projCoords.xy).r;
if (closestDepth > currentDepth)
accumFog += (ComputeScattering(dot(rayDirection, light.Direction)).xxx * light.Color);
//float ditherPattern[4][4] = {
// { 0.0f, 0.5f, 0.125f, 0.625f},
// { 0.75f, 0.22f, 0.875f, 0.375f},
// { 0.1875f, 0.6875f, 0.0625f, 0.5625},
// { 0.9375f, 0.4375f, 0.8125f, 0.3125}
//};
currentPosition += step; //* ditherPattern[int(gl_FragCoord.x) % 4][int(gl_FragCoord.y) % 4];
}
accumFog /= u_FogStepCount;
return accumFog;
}
void main()
{
vec3 worldPos = WorldPosFromDepth(texture(m_Depth, UV).r);
if (texture(m_Depth, UV).r == 1)
{
FragColor = vec4(0, 0, 0, 0);
return;
}
// Convert from [0, 1] to [-1, 1].
vec3 albedo = texture(m_Albedo, UV).rgb;
vec3 normal = texture(m_Normal, UV).rgb * 2.0 - 1.0;
float metallic = texture(m_Material, UV).r;
float roughness = texture(m_Material, UV).b;
float ao = texture(m_Material, UV).g;
vec3 N = normal;
vec3 V = normalize(u_EyePosition - worldPos);
vec3 R = reflect(-V, N);
vec3 F0 = vec3(0.04);
F0 = mix(F0, albedo, metallic);
// reflectance equation
vec3 Lo = vec3(0.0);
vec3 fog = vec3(0.0);
float shadow = 0.0f;
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 = normalize(Lights[i].Direction);
attenuation = 1.0f;
if (Lights[i].Volumetric == 1)
fog += ComputeVolumetric(worldPos, Lights[i]);
shadow += ShadowCalculation(Lights[i], worldPos, N);
}
vec3 radiance = Lights[i].Color * attenuation ;
if (Lights[i].Type == 0) {
radiance *= 1.0f - shadow;
}
// Cook-Torrance BRDF
vec3 H = normalize(V + L);
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;
vec3 kD = vec3(1.0) - kS;
kD *= 1.0 - metallic;
// scale light by NdotL
float NdotL = max(dot(N, L), 0.0);
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 ambient = (kD * albedo) * ao;
vec3 color = ambient + Lo;
color += fog;
//color = color / (color + vec3(1.0));
//const float gamma = 2.2;
//// HDR tonemapping
//color = vec3(1.0) - exp(-color * 1.0);
//// gamma correct
//color = pow(color, vec3(1.0 / gamma));
FragColor = mix(vec4(color, 1.0), vec4(albedo, 1.0), 0);
}