/* clang-format off */ [vertex] /* clang-format on */ #version 450 /* clang-format off */ VERSION_DEFINES /* clang-format on */ #include "scene_forward_inc.glsl" /* INPUT ATTRIBS */ layout(location = 0) in vec3 vertex_attrib; /* clang-format on */ layout(location = 1) in vec3 normal_attrib; #if defined(TANGENT_USED) || defined(NORMALMAP_USED) || defined(LIGHT_ANISOTROPY_USED) layout(location = 2) in vec4 tangent_attrib; #endif #if defined(COLOR_USED) layout(location = 3) in vec4 color_attrib; #endif #if defined(UV_USED) layout(location = 4) in vec2 uv_attrib; #endif #if defined(UV2_USED) || defined(USE_LIGHTMAP) layout(location = 5) in vec2 uv2_attrib; #endif layout(location = 6) in uvec4 bone_attrib; // always bound, even if unused /* Varyings */ layout(location = 0) out vec3 vertex_interp; layout(location = 1) out vec3 normal_interp; #if defined(COLOR_USED) layout(location = 2) out vec4 color_interp; #endif #if defined(UV_USED) layout(location = 3) out vec2 uv_interp; #endif #if defined(UV2_USED) || defined(USE_LIGHTMAP) layout(location = 4) out vec2 uv2_interp; #endif #if defined(TANGENT_USED) || defined(NORMALMAP_USED) || defined(LIGHT_ANISOTROPY_USED) layout(location = 5) out vec3 tangent_interp; layout(location = 6) out vec3 binormal_interp; #endif #ifdef USE_MATERIAL_UNIFORMS layout(set = 2, binding = 0, std140) uniform MaterialUniforms { /* clang-format off */ MATERIAL_UNIFORMS /* clang-format on */ } material; #endif /* clang-format off */ VERTEX_SHADER_GLOBALS /* clang-format on */ // FIXME: This triggers a Mesa bug that breaks rendering, so disabled for now. // See GH-13450 and https://bugs.freedesktop.org/show_bug.cgi?id=100316 //invariant gl_Position; void main() { vec3 vertex = vertex_attrib; mat4 world_matrix = instance_data.transform; mat3 world_normal_matrix= instance_data.normal_transform; vec3 normal = normal_attrib; #if defined(TANGENT_USED) || defined(NORMALMAP_USED) || defined(LIGHT_ANISOTROPY_USED) vec3 tangent = tangent_attrib.xyz; float binormalf = tangent_attrib.a; #endif #if defined(COLOR_USED) color_interp = color_attrib; #endif #if defined(TANGENT_USED) || defined(NORMALMAP_USED) || defined(LIGHT_ANISOTROPY_USED) vec3 binormal = normalize(cross(normal, tangent) * binormalf); #endif #if defined(UV_USED) uv_interp = uv_attrib; #endif #if defined(UV2_USED) || defined(USE_LIGHTMAP) uv2_interp = uv2_attrib; #endif #ifdef USE_OVERRIDE_POSITION vec4 position; #endif vec4 instance_custom = vec4(0.0); mat4 projection_matrix = scene_data.projection_matrix; //using world coordinates #if !defined(SKIP_TRANSFORM_USED) && defined(VERTEX_WORLD_COORDS_USED) vertex = (world_matrix * vec4(vertex,1.0)).xyz; normal = world_normal_matrix * normal; #if defined(TANGENT_USED) || defined(NORMALMAP_USED) || defined(LIGHT_ANISOTROPY_USED) tangent = world_normal_matrix * tangent; binormal = world_normal_matrix * binormal; #endif #endif float roughness = 1.0; mat4 modelview = scene_data.inv_camera_matrix * instance_data.transform; mat3 modelview_normal = mat3(scene_data.inv_camera_matrix) * instance_data.normal_transform; { /* clang-format off */ VERTEX_SHADER_CODE /* clang-format on */ } // using local coordinates (default) #if !defined(SKIP_TRANSFORM_USED) && !defined(VERTEX_WORLD_COORDS_USED) vertex = (modelview * vec4(vertex,1.0)).xyz; normal = modelview_normal * normal; #endif #if defined(TANGENT_USED) || defined(NORMALMAP_USED) || defined(LIGHT_ANISOTROPY_USED) binormal = modelview_normal * binormal; tangent = modelview_normal * tangent; #endif //using world coordinates #if !defined(SKIP_TRANSFORM_USED) && defined(VERTEX_WORLD_COORDS_USED) vertex = (scene_data.inv_camera_matrix * vec4(vertex,1.0)).xyz; normal = mat3(scene_data.inverse_normal_matrix) * normal; #if defined(TANGENT_USED) || defined(NORMALMAP_USED) || defined(LIGHT_ANISOTROPY_USED) binormal = mat3(scene_data.camera_inverse_binormal_matrix) * binormal; tangent = mat3(scene_data.camera_inverse_tangent_matrix) * tangent; #endif #endif vertex_interp = vertex; normal_interp = normal; #if defined(TANGENT_USED) || defined(NORMALMAP_USED) || defined(LIGHT_ANISOTROPY_USED) tangent_interp = tangent; binormal_interp = binormal; #endif #ifdef MODE_RENDER_DEPTH float z_ofs = scene_data.z_offset; z_ofs += (1.0 - abs(normal_interp.z)) * scene_data.z_slope_scale; vertex_interp.z -= z_ofs; #endif //MODE_RENDER_DEPTH #ifdef USE_OVERRIDE_POSITION gl_Position = position; #else gl_Position = projection_matrix * vec4(vertex_interp, 1.0); #endif } /* clang-format off */ [fragment] /* clang-format on */ #version 450 /* clang-format off */ VERSION_DEFINES /* clang-format on */ #include "scene_forward_inc.glsl" /* Varyings */ layout(location = 0) in vec3 vertex_interp; layout(location = 1) in vec3 normal_interp; #if defined(COLOR_USED) layout(location = 2) in vec4 color_interp; #endif #if defined(UV_USED) layout(location = 3) in vec2 uv_interp; #endif #if defined(UV2_USED) || defined(USE_LIGHTMAP) layout(location = 4) in vec2 uv2_interp; #endif #if defined(TANGENT_USED) || defined(NORMALMAP_USED) || defined(LIGHT_ANISOTROPY_USED) layout(location = 5) in vec3 tangent_interp; layout(location = 6) in vec3 binormal_interp; #endif //defines to keep compatibility with vertex #define world_matrix instance_data.transform; #define world_normal_matrix instance_data.normal_transform; #define projection_matrix scene_data.projection_matrix; #ifdef USE_MATERIAL_UNIFORMS layout(set = 2, binding = 0, std140) uniform MaterialUniforms { /* clang-format off */ MATERIAL_UNIFORMS /* clang-format on */ } material; #endif /* clang-format off */ FRAGMENT_SHADER_GLOBALS /* clang-format on */ #ifdef MODE_MULTIPLE_RENDER_TARGETS layout(location = 0) out vec4 diffuse_buffer; //diffuse (rgb) and roughness layout(location = 1) out vec4 specular_buffer; //specular and SSS (subsurface scatter) #else layout(location = 0) out vec4 frag_color; #endif // This returns the G_GGX function divided by 2 cos_theta_m, where in practice cos_theta_m is either N.L or N.V. // We're dividing this factor off because the overall term we'll end up looks like // (see, for example, the first unnumbered equation in B. Burley, "Physically Based Shading at Disney", SIGGRAPH 2012): // // F(L.V) D(N.H) G(N.L) G(N.V) / (4 N.L N.V) // // We're basically regouping this as // // F(L.V) D(N.H) [G(N.L)/(2 N.L)] [G(N.V) / (2 N.V)] // // and thus, this function implements the [G(N.m)/(2 N.m)] part with m = L or V. // // The contents of the D and G (G1) functions (GGX) are taken from // E. Heitz, "Understanding the Masking-Shadowing Function in Microfacet-Based BRDFs", J. Comp. Graph. Tech. 3 (2) (2014). // Eqns 71-72 and 85-86 (see also Eqns 43 and 80). float G_GGX_2cos(float cos_theta_m, float alpha) { // Schlick's approximation // C. Schlick, "An Inexpensive BRDF Model for Physically-based Rendering", Computer Graphics Forum. 13 (3): 233 (1994) // Eq. (19), although see Heitz (2014) the about the problems with his derivation. // It nevertheless approximates GGX well with k = alpha/2. float k = 0.5 * alpha; return 0.5 / (cos_theta_m * (1.0 - k) + k); // float cos2 = cos_theta_m * cos_theta_m; // float sin2 = (1.0 - cos2); // return 1.0 / (cos_theta_m + sqrt(cos2 + alpha * alpha * sin2)); } float D_GGX(float cos_theta_m, float alpha) { float alpha2 = alpha * alpha; float d = 1.0 + (alpha2 - 1.0) * cos_theta_m * cos_theta_m; return alpha2 / (M_PI * d * d); } float G_GGX_anisotropic_2cos(float cos_theta_m, float alpha_x, float alpha_y, float cos_phi, float sin_phi) { float cos2 = cos_theta_m * cos_theta_m; float sin2 = (1.0 - cos2); float s_x = alpha_x * cos_phi; float s_y = alpha_y * sin_phi; return 1.0 / max(cos_theta_m + sqrt(cos2 + (s_x * s_x + s_y * s_y) * sin2), 0.001); } float D_GGX_anisotropic(float cos_theta_m, float alpha_x, float alpha_y, float cos_phi, float sin_phi) { float cos2 = cos_theta_m * cos_theta_m; float sin2 = (1.0 - cos2); float r_x = cos_phi / alpha_x; float r_y = sin_phi / alpha_y; float d = cos2 + sin2 * (r_x * r_x + r_y * r_y); return 1.0 / max(M_PI * alpha_x * alpha_y * d * d, 0.001); } float SchlickFresnel(float u) { float m = 1.0 - u; float m2 = m * m; return m2 * m2 * m; // pow(m,5) } float GTR1(float NdotH, float a) { if (a >= 1.0) return 1.0 / M_PI; float a2 = a * a; float t = 1.0 + (a2 - 1.0) * NdotH * NdotH; return (a2 - 1.0) / (M_PI * log(a2) * t); } vec3 F0(float metallic, float specular, vec3 albedo) { float dielectric = 0.16 * specular * specular; // use albedo * metallic as colored specular reflectance at 0 angle for metallic materials; // see https://google.github.io/filament/Filament.md.html return mix(vec3(dielectric), albedo, vec3(metallic)); } void light_compute(vec3 N, vec3 L, vec3 V, vec3 B, vec3 T, vec3 light_color, vec3 attenuation, vec3 diffuse_color, vec3 transmission, float specular_blob_intensity, float roughness, float metallic, float specular, float rim, float rim_tint, float clearcoat, float clearcoat_gloss, float anisotropy, inout vec3 diffuse_light, inout vec3 specular_light, inout float alpha) { #if defined(USE_LIGHT_SHADER_CODE) // light is written by the light shader vec3 normal = N; vec3 albedo = diffuse_color; vec3 light = L; vec3 view = V; /* clang-format off */ LIGHT_SHADER_CODE /* clang-format on */ #else float NdotL = dot(N, L); float cNdotL = max(NdotL, 0.0); // clamped NdotL float NdotV = dot(N, V); float cNdotV = max(NdotV, 0.0); #if defined(DIFFUSE_BURLEY) || defined(SPECULAR_BLINN) || defined(SPECULAR_SCHLICK_GGX) || defined(LIGHT_CLEARCOAT_USED) vec3 H = normalize(V + L); #endif #if defined(SPECULAR_BLINN) || defined(SPECULAR_SCHLICK_GGX) || defined(LIGHT_CLEARCOAT_USED) float cNdotH = max(dot(N, H), 0.0); #endif #if defined(DIFFUSE_BURLEY) || defined(SPECULAR_SCHLICK_GGX) || defined(LIGHT_CLEARCOAT_USED) float cLdotH = max(dot(L, H), 0.0); #endif if (metallic < 1.0) { #if defined(DIFFUSE_OREN_NAYAR) vec3 diffuse_brdf_NL; #else float diffuse_brdf_NL; // BRDF times N.L for calculating diffuse radiance #endif #if defined(DIFFUSE_LAMBERT_WRAP) // energy conserving lambert wrap shader diffuse_brdf_NL = max(0.0, (NdotL + roughness) / ((1.0 + roughness) * (1.0 + roughness))); #elif defined(DIFFUSE_OREN_NAYAR) { // see http://mimosa-pudica.net/improved-oren-nayar.html float LdotV = dot(L, V); float s = LdotV - NdotL * NdotV; float t = mix(1.0, max(NdotL, NdotV), step(0.0, s)); float sigma2 = roughness * roughness; // TODO: this needs checking vec3 A = 1.0 + sigma2 * (-0.5 / (sigma2 + 0.33) + 0.17 * diffuse_color / (sigma2 + 0.13)); float B = 0.45 * sigma2 / (sigma2 + 0.09); diffuse_brdf_NL = cNdotL * (A + vec3(B) * s / t) * (1.0 / M_PI); } #elif defined(DIFFUSE_TOON) diffuse_brdf_NL = smoothstep(-roughness, max(roughness, 0.01), NdotL); #elif defined(DIFFUSE_BURLEY) { float FD90_minus_1 = 2.0 * cLdotH * cLdotH * roughness - 0.5; float FdV = 1.0 + FD90_minus_1 * SchlickFresnel(cNdotV); float FdL = 1.0 + FD90_minus_1 * SchlickFresnel(cNdotL); diffuse_brdf_NL = (1.0 / M_PI) * FdV * FdL * cNdotL; /* float energyBias = mix(roughness, 0.0, 0.5); float energyFactor = mix(roughness, 1.0, 1.0 / 1.51); float fd90 = energyBias + 2.0 * VoH * VoH * roughness; float f0 = 1.0; float lightScatter = f0 + (fd90 - f0) * pow(1.0 - cNdotL, 5.0); float viewScatter = f0 + (fd90 - f0) * pow(1.0 - cNdotV, 5.0); diffuse_brdf_NL = lightScatter * viewScatter * energyFactor; */ } #else // lambert diffuse_brdf_NL = cNdotL * (1.0 / M_PI); #endif diffuse_light += light_color * diffuse_color * diffuse_brdf_NL * attenuation; #if defined(TRANSMISSION_USED) diffuse_light += light_color * diffuse_color * (vec3(1.0 / M_PI) - diffuse_brdf_NL) * transmission * attenuation; #endif #if defined(RIM_LIGHT_USED) float rim_light = pow(max(0.0, 1.0 - cNdotV), max(0.0, (1.0 - roughness) * 16.0)); diffuse_light += rim_light * rim * mix(vec3(1.0), diffuse_color, rim_tint) * light_color; #endif } if (roughness > 0.0) { // FIXME: roughness == 0 should not disable specular light entirely // D #if defined(SPECULAR_BLINN) //normalized blinn float shininess = exp2(15.0 * (1.0 - roughness) + 1.0) * 0.25; float blinn = pow(cNdotH, shininess); blinn *= (shininess + 8.0) * (1.0 / (8.0 * M_PI)); float intensity = (blinn) / max(4.0 * cNdotV * cNdotL, 0.75); specular_light += light_color * intensity * specular_blob_intensity * attenuation; #elif defined(SPECULAR_PHONG) vec3 R = normalize(-reflect(L, N)); float cRdotV = max(0.0, dot(R, V)); float shininess = exp2(15.0 * (1.0 - roughness) + 1.0) * 0.25; float phong = pow(cRdotV, shininess); phong *= (shininess + 8.0) * (1.0 / (8.0 * M_PI)); float intensity = (phong) / max(4.0 * cNdotV * cNdotL, 0.75); specular_light += light_color * intensity * specular_blob_intensity * attenuation; #elif defined(SPECULAR_TOON) vec3 R = normalize(-reflect(L, N)); float RdotV = dot(R, V); float mid = 1.0 - roughness; mid *= mid; float intensity = smoothstep(mid - roughness * 0.5, mid + roughness * 0.5, RdotV) * mid; diffuse_light += light_color * intensity * specular_blob_intensity * attenuation; // write to diffuse_light, as in toon shading you generally want no reflection #elif defined(SPECULAR_DISABLED) // none.. #elif defined(SPECULAR_SCHLICK_GGX) // shlick+ggx as default #if defined(LIGHT_ANISOTROPY_USED) float alpha_ggx = roughness * roughness; float aspect = sqrt(1.0 - anisotropy * 0.9); float ax = alpha_ggx / aspect; float ay = alpha_ggx * aspect; float XdotH = dot(T, H); float YdotH = dot(B, H); float D = D_GGX_anisotropic(cNdotH, ax, ay, XdotH, YdotH); float G = G_GGX_anisotropic_2cos(cNdotL, ax, ay, XdotH, YdotH) * G_GGX_anisotropic_2cos(cNdotV, ax, ay, XdotH, YdotH); #else float alpha_ggx = roughness * roughness; float D = D_GGX(cNdotH, alpha_ggx); float G = G_GGX_2cos(cNdotL, alpha_ggx) * G_GGX_2cos(cNdotV, alpha_ggx); #endif // F vec3 f0 = F0(metallic, specular, diffuse_color); float cLdotH5 = SchlickFresnel(cLdotH); vec3 F = mix(vec3(cLdotH5), vec3(1.0), f0); vec3 specular_brdf_NL = cNdotL * D * F * G; specular_light += specular_brdf_NL * light_color * specular_blob_intensity * attenuation; #endif #if defined(LIGHT_CLEARCOAT_USED) #if !defined(SPECULAR_SCHLICK_GGX) float cLdotH5 = SchlickFresnel(cLdotH); #endif float Dr = GTR1(cNdotH, mix(.1, .001, clearcoat_gloss)); float Fr = mix(.04, 1.0, cLdotH5); float Gr = G_GGX_2cos(cNdotL, .25) * G_GGX_2cos(cNdotV, .25); float clearcoat_specular_brdf_NL = 0.25 * clearcoat * Gr * Fr * Dr * cNdotL; specular_light += clearcoat_specular_brdf_NL * light_color * specular_blob_intensity * attenuation; #endif } #ifdef USE_SHADOW_TO_OPACITY alpha = min(alpha, clamp(1.0 - length(attenuation), 0.0, 1.0)); #endif #endif //defined(USE_LIGHT_SHADER_CODE) } void main() { //lay out everything, whathever is unused is optimized away anyway vec3 vertex = vertex_interp; vec3 view = -normalize(vertex_interp); vec3 albedo = vec3(1.0); vec3 transmission = vec3(0.0); float metallic = 0.0; float specular = 0.5; vec3 emission = vec3(0.0); float roughness = 1.0; float rim = 0.0; float rim_tint = 0.0; float clearcoat = 0.0; float clearcoat_gloss = 0.0; float anisotropy = 0.0; vec2 anisotropy_flow = vec2(1.0, 0.0); #if defined(AO_USED) float ao = 1.0; float ao_light_affect = 0.0; #endif float alpha = 1.0; #if defined(ALPHA_SCISSOR_USED) float alpha_scissor = 0.5; #endif #if defined(TANGENT_USED) || defined(NORMALMAP_USED) || defined(LIGHT_ANISOTROPY_USED) vec3 binormal = normalize(binormal_interp); vec3 tangent = normalize(tangent_interp); #else vec3 binormal = vec3(0.0); vec3 tangent = vec3(0.0); #endif vec3 normal = normalize(normal_interp); #if defined(DO_SIDE_CHECK) if (!gl_FrontFacing) { normal = -normal; } #endif #if defined(UV_USED) vec2 uv = uv_interp; #endif #if defined(UV2_USED) || defined(USE_LIGHTMAP) vec2 uv2 = uv2_interp; #endif #if defined(COLOR_USED) vec4 color = color_interp; #endif #if defined(NORMALMAP_USED) vec3 normalmap = vec3(0.5); #endif float normaldepth = 1.0; #if defined(SCREEN_UV_USED) vec2 screen_uv = gl_FragCoord.xy * screen_pixel_size; #endif float sss_strength = 0.0; { /* clang-format off */ FRAGMENT_SHADER_CODE /* clang-format on */ } #if !defined(USE_SHADOW_TO_OPACITY) #if defined(ALPHA_SCISSOR_USED) if (alpha < alpha_scissor) { discard; } #endif // ALPHA_SCISSOR_USED #ifdef USE_OPAQUE_PREPASS if (alpha < opaque_prepass_threshold) { discard; } #endif // USE_OPAQUE_PREPASS #endif // !USE_SHADOW_TO_OPACITY #if defined(NORMALMAP_USED) normalmap.xy = normalmap.xy * 2.0 - 1.0; normalmap.z = sqrt(max(0.0, 1.0 - dot(normalmap.xy, normalmap.xy))); //always ignore Z, as it can be RG packed, Z may be pos/neg, etc. normal = normalize(mix(normal, tangent * normalmap.x + binormal * normalmap.y + normal * normalmap.z, normaldepth)); #endif #if defined(LIGHT_ANISOTROPY_USED) if (anisotropy > 0.01) { //rotation matrix mat3 rot = mat3(tangent, binormal, normal); //make local to space tangent = normalize(rot * vec3(anisotropy_flow.x, anisotropy_flow.y, 0.0)); binormal = normalize(rot * vec3(-anisotropy_flow.y, anisotropy_flow.x, 0.0)); } #endif #ifdef ENABLE_CLIP_ALPHA if (albedo.a < 0.99) { //used for doublepass and shadowmapping discard; } #endif /////////////////////// LIGHTING ////////////////////////////// //apply energy conservation vec3 specular_light = vec3(0.0, 0.0, 0.0); vec3 diffuse_light = vec3(0.0, 0.0, 0.0); vec3 ambient_light = vec3( 0.0, 0.0, 0.0); #ifndef MODE_RENDER_DEPTH if (scene_data.use_reflection_cubemap){ vec3 ref_vec = reflect(-view, normal); ref_vec = scene_data.radiance_inverse_xform * ref_vec; #ifdef USE_RADIANCE_CUBEMAP_ARRAY float lod,blend; blend = modf(roughness * MAX_ROUGHNESS_LOD, lod); specular_light = texture(samplerCubeArray(radiance_cubemap,material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), vec4(ref_vec, lod)).rgb; specular_light = mix(specular_light,texture(samplerCubeArray(radiance_cubemap,material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), vec4(ref_vec, lod+1)).rgb,blend); #else specular_light = textureLod(samplerCube(radiance_cubemap,material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), ref_vec, roughness * MAX_ROUGHNESS_LOD).rgb; #endif //USE_RADIANCE_CUBEMAP_ARRAY specular_light *= scene_data.ambient_light_color_energy.a; } #ifndef USE_LIGHTMAP //lightmap overrides everything if (scene_data.use_ambient_light){ ambient_light = scene_data.ambient_light_color_energy.rgb; if (scene_data.use_ambient_cubemap) { vec3 ambient_dir = scene_data.radiance_inverse_xform * normal; #ifdef USE_RADIANCE_CUBEMAP_ARRAY vec3 cubemap_ambient = texture(samplerCubeArray(radiance_cubemap,material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), vec4(ambient_dir, MAX_ROUGHNESS_LOD)).rgb; #else vec3 cubemap_ambient = textureLod(samplerCube(radiance_cubemap,material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), ambient_dir, MAX_ROUGHNESS_LOD).rgb; #endif //USE_RADIANCE_CUBEMAP_ARRAY ambient_light = mix( ambient_light, cubemap_ambient * scene_data.ambient_light_color_energy.a, scene_data.ambient_color_sky_mix ); } } #endif // USE_LIGHTMAP #endif // MODE_RENDER_DEPTH //radiance float specular_blob_intensity = 1.0; #if defined(SPECULAR_TOON) specular_blob_intensity *= specular * 2.0; #endif //gi probes //lightmap //lightmap capture //process reflections { #if defined(DIFFUSE_TOON) //simplify for toon, as specular_light *= specular * metallic * albedo * 2.0; #else // scales the specular reflections, needs to be be computed before lighting happens, // but after environment, GI, and reflection probes are added // Environment brdf approximation (Lazarov 2013) // see https://www.unrealengine.com/en-US/blog/physically-based-shading-on-mobile const vec4 c0 = vec4(-1.0, -0.0275, -0.572, 0.022); const vec4 c1 = vec4(1.0, 0.0425, 1.04, -0.04); vec4 r = roughness * c0 + c1; float ndotv = clamp(dot(normal, view), 0.0, 1.0); float a004 = min(r.x * r.x, exp2(-9.28 * ndotv)) * r.x + r.y; vec2 env = vec2(-1.04, 1.04) * a004 + r.zw; vec3 f0 = F0(metallic, specular, albedo); specular_light *= env.x * f0 + env.y; #endif } //directional light //process omni and spots #ifdef USE_SHADOW_TO_OPACITY alpha = min(alpha, clamp(length(ambient_light), 0.0, 1.0)); #if defined(ALPHA_SCISSOR_USED) if (alpha < alpha_scissor) { discard; } #endif // ALPHA_SCISSOR_USED #ifdef USE_OPAQUE_PREPASS if (alpha < opaque_prepass_threshold) { discard; } #endif // USE_OPAQUE_PREPASS #endif // USE_SHADOW_TO_OPACITY #ifdef MODE_RENDER_DEPTH //nothing happens, so a tree-ssa optimizer will result in no fragment shader :) #else specular_light *= scene_data.reflection_multiplier; ambient_light *= albedo; //ambient must be multiplied by albedo at the end #if defined(AO_USED) ambient_light *= ao; ao_light_affect = mix(1.0, ao, ao_light_affect); specular_light *= ao_light_affect; diffuse_light *= ao_light_affect; #endif // base color remapping diffuse_light *= 1.0 - metallic; // TODO: avoid all diffuse and ambient light calculations when metallic == 1 up to this point ambient_light *= 1.0 - metallic; //fog #ifdef MODE_MULTIPLE_RENDER_TARGETS #ifdef USE_NO_SHADING diffuse_buffer = vec4(albedo.rgb, 0.0); specular_buffer = vec4(0.0); #else diffuse_buffer = vec4(emission + diffuse_light + ambient_light, sss_strength); specular_buffer = vec4(specular_light, metallic); #endif #else //MODE_MULTIPLE_RENDER_TARGETS #ifdef USE_NO_SHADING frag_color = vec4(albedo, alpha); #else frag_color = vec4(emission + ambient_light + diffuse_light + specular_light, alpha); //frag_color = vec4(1.0); #endif //USE_NO_SHADING #endif //MODE_MULTIPLE_RENDER_TARGETS #endif //MODE_RENDER_DEPTH }