1266 lines
34 KiB
GLSL
1266 lines
34 KiB
GLSL
/* clang-format off */
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#[modes]
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mode_color = #define BASE_PASS
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mode_color_instancing = #define BASE_PASS \n#define USE_INSTANCING
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mode_additive = #define USE_ADDITIVE_LIGHTING
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mode_additive_instancing = #define USE_ADDITIVE_LIGHTING \n#define USE_INSTANCING
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mode_depth = #define MODE_RENDER_DEPTH
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mode_depth_instancing = #define MODE_RENDER_DEPTH \n#define USE_INSTANCING
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#[specializations]
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DISABLE_LIGHTMAP = false
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DISABLE_LIGHT_DIRECTIONAL = false
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DISABLE_LIGHT_OMNI = false
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DISABLE_LIGHT_SPOT = false
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DISABLE_FOG = false
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USE_RADIANCE_MAP = true
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#[vertex]
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#define M_PI 3.14159265359
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#define SHADER_IS_SRGB true
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#include "stdlib_inc.glsl"
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#if !defined(MODE_RENDER_DEPTH) || defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED) ||defined(LIGHT_CLEARCOAT_USED)
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#ifndef NORMAL_USED
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#define NORMAL_USED
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#endif
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#endif
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/*
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from RenderingServer:
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ARRAY_VERTEX = 0, // RG32F or RGB32F (depending on 2D bit)
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ARRAY_NORMAL = 1, // RG16 octahedral compression
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ARRAY_TANGENT = 2, // RG16 octahedral compression, sign stored in sign of G
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ARRAY_COLOR = 3, // RGBA8
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ARRAY_TEX_UV = 4, // RG32F
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ARRAY_TEX_UV2 = 5, // RG32F
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ARRAY_CUSTOM0 = 6, // Depends on ArrayCustomFormat.
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ARRAY_CUSTOM1 = 7,
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ARRAY_CUSTOM2 = 8,
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ARRAY_CUSTOM3 = 9,
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ARRAY_BONES = 10, // RGBA16UI (x2 if 8 weights)
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ARRAY_WEIGHTS = 11, // RGBA16UNORM (x2 if 8 weights)
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*/
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/* INPUT ATTRIBS */
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layout(location = 0) in highp vec3 vertex_attrib;
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/* clang-format on */
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#ifdef NORMAL_USED
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layout(location = 1) in vec2 normal_attrib;
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#endif
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#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
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layout(location = 2) in vec2 tangent_attrib;
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#endif
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#if defined(COLOR_USED)
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layout(location = 3) in vec4 color_attrib;
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#endif
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#ifdef UV_USED
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layout(location = 4) in vec2 uv_attrib;
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#endif
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#if defined(UV2_USED) || defined(USE_LIGHTMAP)
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layout(location = 5) in vec2 uv2_attrib;
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#endif
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#if defined(CUSTOM0_USED)
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layout(location = 6) in vec4 custom0_attrib;
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#endif
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#if defined(CUSTOM1_USED)
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layout(location = 7) in vec4 custom1_attrib;
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#endif
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#if defined(CUSTOM2_USED)
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layout(location = 8) in vec4 custom2_attrib;
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#endif
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#if defined(CUSTOM3_USED)
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layout(location = 9) in vec4 custom3_attrib;
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#endif
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#if defined(BONES_USED)
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layout(location = 10) in uvec4 bone_attrib;
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#endif
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#if defined(WEIGHTS_USED)
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layout(location = 11) in vec4 weight_attrib;
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#endif
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vec3 oct_to_vec3(vec2 e) {
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vec3 v = vec3(e.xy, 1.0 - abs(e.x) - abs(e.y));
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float t = max(-v.z, 0.0);
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v.xy += t * -sign(v.xy);
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return v;
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}
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#ifdef USE_INSTANCING
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layout(location = 12) in highp vec4 instance_xform0;
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layout(location = 13) in highp vec4 instance_xform1;
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layout(location = 14) in highp vec4 instance_xform2;
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layout(location = 15) in highp uvec4 instance_color_custom_data; // Color packed into xy, Custom data into zw.
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#endif
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layout(std140) uniform GlobalShaderUniformData { //ubo:1
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vec4 global_shader_uniforms[MAX_GLOBAL_SHADER_UNIFORMS];
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};
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layout(std140) uniform SceneData { // ubo:2
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highp mat4 projection_matrix;
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highp mat4 inv_projection_matrix;
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highp mat4 inv_view_matrix;
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highp mat4 view_matrix;
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vec2 viewport_size;
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vec2 screen_pixel_size;
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mediump vec4 ambient_light_color_energy;
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mediump float ambient_color_sky_mix;
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bool material_uv2_mode;
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float pad2;
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bool use_ambient_light;
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bool use_ambient_cubemap;
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bool use_reflection_cubemap;
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float fog_aerial_perspective;
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float time;
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mat3 radiance_inverse_xform;
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uint directional_light_count;
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float z_far;
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float z_near;
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float pad;
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bool fog_enabled;
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float fog_density;
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float fog_height;
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float fog_height_density;
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vec3 fog_light_color;
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float fog_sun_scatter;
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}
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scene_data;
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uniform highp mat4 world_transform;
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#ifdef USE_LIGHTMAP
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uniform highp vec4 lightmap_uv_rect;
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#endif
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/* Varyings */
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out highp vec3 vertex_interp;
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#ifdef NORMAL_USED
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out vec3 normal_interp;
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#endif
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#if defined(COLOR_USED)
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out vec4 color_interp;
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#endif
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#if defined(UV_USED)
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out vec2 uv_interp;
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#endif
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#if defined(UV2_USED)
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out vec2 uv2_interp;
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#else
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#ifdef USE_LIGHTMAP
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out vec2 uv2_interp;
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#endif
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#endif
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#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
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out vec3 tangent_interp;
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out vec3 binormal_interp;
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#endif
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#if defined(MATERIAL_UNIFORMS_USED)
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/* clang-format off */
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layout(std140) uniform MaterialUniforms { // ubo:3
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#MATERIAL_UNIFORMS
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};
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/* clang-format on */
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#endif
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/* clang-format off */
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#GLOBALS
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/* clang-format on */
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invariant gl_Position;
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void main() {
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highp vec3 vertex = vertex_attrib;
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highp mat4 model_matrix = world_transform;
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#ifdef USE_INSTANCING
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highp mat4 m = mat4(instance_xform0, instance_xform1, instance_xform2, vec4(0.0, 0.0, 0.0, 1.0));
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model_matrix = model_matrix * transpose(m);
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#endif
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#ifdef NORMAL_USED
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vec3 normal = oct_to_vec3(normal_attrib * 2.0 - 1.0);
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#endif
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highp mat3 model_normal_matrix = mat3(model_matrix);
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#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
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vec2 signed_tangent_attrib = tangent_attrib * 2.0 - 1.0;
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vec3 tangent = oct_to_vec3(vec2(signed_tangent_attrib.x, abs(signed_tangent_attrib.y) * 2.0 - 1.0));
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float binormalf = sign(signed_tangent_attrib.y);
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vec3 binormal = normalize(cross(normal, tangent) * binormalf);
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#endif
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#if defined(COLOR_USED)
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color_interp = color_attrib;
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#ifdef USE_INSTANCING
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vec4 instance_color = vec4(unpackHalf2x16(instance_color_custom_data.x), unpackHalf2x16(instance_color_custom_data.y));
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color_interp *= instance_color;
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#endif
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#endif
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#if defined(UV_USED)
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uv_interp = uv_attrib;
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#endif
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#ifdef USE_LIGHTMAP
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uv2_interp = lightmap_uv_rect.zw * uv2_attrib + lightmap_uv_rect.xy;
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#else
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#if defined(UV2_USED)
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uv2_interp = uv2_attrib;
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#endif
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#endif
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#if defined(OVERRIDE_POSITION)
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highp vec4 position;
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#endif
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highp mat4 projection_matrix = scene_data.projection_matrix;
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highp mat4 inv_projection_matrix = scene_data.inv_projection_matrix;
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#ifdef USE_INSTANCING
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vec4 instance_custom = vec4(unpackHalf2x16(instance_color_custom_data.z), unpackHalf2x16(instance_color_custom_data.w));
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#else
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vec4 instance_custom = vec4(0.0);
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#endif
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// Using world coordinates
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#if !defined(SKIP_TRANSFORM_USED) && defined(VERTEX_WORLD_COORDS_USED)
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vertex = (model_matrix * vec4(vertex, 1.0)).xyz;
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#ifdef NORMAL_USED
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normal = model_normal_matrix * normal;
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#endif
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#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
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tangent = model_normal_matrix * tangent;
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binormal = model_normal_matrix * binormal;
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#endif
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#endif
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float roughness = 1.0;
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highp mat4 modelview = scene_data.view_matrix * model_matrix;
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highp mat3 modelview_normal = mat3(scene_data.view_matrix) * model_normal_matrix;
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float point_size = 1.0;
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{
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#CODE : VERTEX
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}
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gl_PointSize = point_size;
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// Using local coordinates (default)
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#if !defined(SKIP_TRANSFORM_USED) && !defined(VERTEX_WORLD_COORDS_USED)
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vertex = (modelview * vec4(vertex, 1.0)).xyz;
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#ifdef NORMAL_USED
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normal = modelview_normal * normal;
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#endif
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#endif
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#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
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binormal = modelview_normal * binormal;
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tangent = modelview_normal * tangent;
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#endif
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// Using world coordinates
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#if !defined(SKIP_TRANSFORM_USED) && defined(VERTEX_WORLD_COORDS_USED)
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vertex = (scene_data.view_matrix * vec4(vertex, 1.0)).xyz;
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#ifdef NORMAL_USED
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normal = (scene_data.view_matrix * vec4(normal, 0.0)).xyz;
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#endif
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#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
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binormal = (scene_data.view_matrix * vec4(binormal, 0.0)).xyz;
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tangent = (scene_data.view_matrix * vec4(tangent, 0.0)).xyz;
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#endif
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#endif
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vertex_interp = vertex;
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#ifdef NORMAL_USED
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normal_interp = normal;
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#endif
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#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
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tangent_interp = tangent;
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binormal_interp = binormal;
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#endif
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#if defined(OVERRIDE_POSITION)
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gl_Position = position;
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#else
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gl_Position = projection_matrix * vec4(vertex_interp, 1.0);
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#endif
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}
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/* clang-format off */
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#[fragment]
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// Default to SPECULAR_SCHLICK_GGX.
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#if !defined(SPECULAR_DISABLED) && !defined(SPECULAR_SCHLICK_GGX) && !defined(SPECULAR_TOON)
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#define SPECULAR_SCHLICK_GGX
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#endif
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#if !defined(MODE_RENDER_DEPTH) || defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED) ||defined(LIGHT_CLEARCOAT_USED)
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#ifndef NORMAL_USED
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#define NORMAL_USED
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#endif
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#endif
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#include "tonemap_inc.glsl"
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#include "stdlib_inc.glsl"
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/* texture unit usage, N is max_texture_unity-N
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1-color correction // In tonemap_inc.glsl
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2-radiance
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3-directional_shadow
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4-positional_shadow
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5-screen
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6-depth
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*/
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#define M_PI 3.14159265359
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/* clang-format on */
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#define SHADER_IS_SRGB true
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/* Varyings */
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#if defined(COLOR_USED)
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in vec4 color_interp;
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#endif
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#if defined(UV_USED)
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in vec2 uv_interp;
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#endif
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#if defined(UV2_USED)
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in vec2 uv2_interp;
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#else
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#ifdef USE_LIGHTMAP
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in vec2 uv2_interp;
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#endif
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#endif
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#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
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in vec3 tangent_interp;
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in vec3 binormal_interp;
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#endif
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#ifdef NORMAL_USED
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in vec3 normal_interp;
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#endif
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in highp vec3 vertex_interp;
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#ifdef USE_RADIANCE_MAP
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#define RADIANCE_MAX_LOD 5.0
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uniform samplerCube radiance_map; // texunit:-2
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#endif
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layout(std140) uniform GlobalShaderUniformData { //ubo:1
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vec4 global_shader_uniforms[MAX_GLOBAL_SHADER_UNIFORMS];
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};
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/* Material Uniforms */
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#if defined(MATERIAL_UNIFORMS_USED)
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/* clang-format off */
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layout(std140) uniform MaterialUniforms { // ubo:3
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#MATERIAL_UNIFORMS
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};
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/* clang-format on */
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#endif
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layout(std140) uniform SceneData { // ubo:2
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highp mat4 projection_matrix;
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highp mat4 inv_projection_matrix;
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highp mat4 inv_view_matrix;
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highp mat4 view_matrix;
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vec2 viewport_size;
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vec2 screen_pixel_size;
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mediump vec4 ambient_light_color_energy;
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mediump float ambient_color_sky_mix;
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bool material_uv2_mode;
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float pad2;
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bool use_ambient_light;
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bool use_ambient_cubemap;
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bool use_reflection_cubemap;
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float fog_aerial_perspective;
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float time;
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mat3 radiance_inverse_xform;
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uint directional_light_count;
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float z_far;
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float z_near;
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float pad;
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bool fog_enabled;
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float fog_density;
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float fog_height;
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float fog_height_density;
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vec3 fog_light_color;
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float fog_sun_scatter;
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}
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scene_data;
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/* clang-format off */
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#GLOBALS
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/* clang-format on */
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//directional light data
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#ifndef DISABLE_LIGHT_DIRECTIONAL
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struct DirectionalLightData {
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mediump vec3 direction;
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mediump float energy;
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mediump vec3 color;
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mediump float size;
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mediump vec3 pad;
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mediump float specular;
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};
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layout(std140) uniform DirectionalLights { // ubo:7
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DirectionalLightData directional_lights[MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS];
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};
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#endif
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// omni and spot
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#if !defined(DISABLE_LIGHT_OMNI) && !defined(DISABLE_LIGHT_SPOT)
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struct LightData { //this structure needs to be as packed as possible
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highp vec3 position;
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highp float inv_radius;
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mediump vec3 direction;
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highp float size;
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mediump vec3 color;
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mediump float attenuation;
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mediump float cone_attenuation;
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mediump float cone_angle;
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mediump float specular_amount;
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mediump float shadow_opacity;
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};
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#ifndef DISABLE_LIGHT_OMNI
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layout(std140) uniform OmniLightData { // ubo:5
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LightData omni_lights[MAX_LIGHT_DATA_STRUCTS];
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};
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uniform uint omni_light_indices[MAX_FORWARD_LIGHTS];
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uniform int omni_light_count;
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#endif
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#ifndef DISABLE_LIGHT_SPOT
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layout(std140) uniform SpotLightData { // ubo:6
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LightData spot_lights[MAX_LIGHT_DATA_STRUCTS];
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};
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uniform uint spot_light_indices[MAX_FORWARD_LIGHTS];
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uniform int spot_light_count;
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#endif
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#ifdef USE_ADDITIVE_LIGHTING
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uniform highp samplerCubeShadow positional_shadow; // texunit:-4
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#endif
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#endif // !defined(DISABLE_LIGHT_OMNI) && !defined(DISABLE_LIGHT_SPOT)
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uniform highp sampler2D screen_texture; // texunit:-5
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uniform highp sampler2D depth_buffer; // texunit:-6
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uniform highp mat4 world_transform;
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uniform mediump float opaque_prepass_threshold;
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layout(location = 0) out vec4 frag_color;
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vec3 F0(float metallic, float specular, vec3 albedo) {
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float dielectric = 0.16 * specular * specular;
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// use albedo * metallic as colored specular reflectance at 0 angle for metallic materials;
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// see https://google.github.io/filament/Filament.md.html
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return mix(vec3(dielectric), albedo, vec3(metallic));
|
|
}
|
|
|
|
#if !defined(DISABLE_LIGHT_DIRECTIONAL) || !defined(DISABLE_LIGHT_OMNI) || !defined(DISABLE_LIGHT_SPOT)
|
|
float D_GGX(float cos_theta_m, float alpha) {
|
|
float a = cos_theta_m * alpha;
|
|
float k = alpha / (1.0 - cos_theta_m * cos_theta_m + a * a);
|
|
return k * k * (1.0 / M_PI);
|
|
}
|
|
|
|
// From Earl Hammon, Jr. "PBR Diffuse Lighting for GGX+Smith Microsurfaces" https://www.gdcvault.com/play/1024478/PBR-Diffuse-Lighting-for-GGX
|
|
float V_GGX(float NdotL, float NdotV, float alpha) {
|
|
return 0.5 / mix(2.0 * NdotL * NdotV, NdotL + NdotV, alpha);
|
|
}
|
|
|
|
float D_GGX_anisotropic(float cos_theta_m, float alpha_x, float alpha_y, float cos_phi, float sin_phi) {
|
|
float alpha2 = alpha_x * alpha_y;
|
|
highp vec3 v = vec3(alpha_y * cos_phi, alpha_x * sin_phi, alpha2 * cos_theta_m);
|
|
highp float v2 = dot(v, v);
|
|
float w2 = alpha2 / v2;
|
|
float D = alpha2 * w2 * w2 * (1.0 / M_PI);
|
|
return D;
|
|
}
|
|
|
|
float V_GGX_anisotropic(float alpha_x, float alpha_y, float TdotV, float TdotL, float BdotV, float BdotL, float NdotV, float NdotL) {
|
|
float Lambda_V = NdotL * length(vec3(alpha_x * TdotV, alpha_y * BdotV, NdotV));
|
|
float Lambda_L = NdotV * length(vec3(alpha_x * TdotL, alpha_y * BdotL, NdotL));
|
|
return 0.5 / (Lambda_V + Lambda_L);
|
|
}
|
|
|
|
float SchlickFresnel(float u) {
|
|
float m = 1.0 - u;
|
|
float m2 = m * m;
|
|
return m2 * m2 * m; // pow(m,5)
|
|
}
|
|
|
|
void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, float attenuation, vec3 f0, float roughness, float metallic, float specular_amount, vec3 albedo, inout float alpha,
|
|
#ifdef LIGHT_BACKLIGHT_USED
|
|
vec3 backlight,
|
|
#endif
|
|
#ifdef LIGHT_RIM_USED
|
|
float rim, float rim_tint,
|
|
#endif
|
|
#ifdef LIGHT_CLEARCOAT_USED
|
|
float clearcoat, float clearcoat_roughness, vec3 vertex_normal,
|
|
#endif
|
|
#ifdef LIGHT_ANISOTROPY_USED
|
|
vec3 B, vec3 T, float anisotropy,
|
|
#endif
|
|
inout vec3 diffuse_light, inout vec3 specular_light) {
|
|
|
|
#if defined(USE_LIGHT_SHADER_CODE)
|
|
// light is written by the light shader
|
|
|
|
vec3 normal = N;
|
|
vec3 light = L;
|
|
vec3 view = V;
|
|
|
|
/* clang-format off */
|
|
|
|
|
|
#CODE : LIGHT
|
|
|
|
/* clang-format on */
|
|
|
|
#else
|
|
float NdotL = min(A + dot(N, L), 1.0);
|
|
float cNdotL = max(NdotL, 0.0); // clamped NdotL
|
|
float NdotV = dot(N, V);
|
|
float cNdotV = max(NdotV, 1e-4);
|
|
|
|
#if defined(DIFFUSE_BURLEY) || defined(SPECULAR_SCHLICK_GGX) || defined(LIGHT_CLEARCOAT_USED)
|
|
vec3 H = normalize(V + L);
|
|
#endif
|
|
|
|
#if defined(SPECULAR_SCHLICK_GGX)
|
|
float cNdotH = clamp(A + dot(N, H), 0.0, 1.0);
|
|
#endif
|
|
|
|
#if defined(DIFFUSE_BURLEY) || defined(SPECULAR_SCHLICK_GGX) || defined(LIGHT_CLEARCOAT_USED)
|
|
float cLdotH = clamp(A + dot(L, H), 0.0, 1.0);
|
|
#endif
|
|
|
|
if (metallic < 1.0) {
|
|
float diffuse_brdf_NL; // BRDF times N.L for calculating diffuse radiance
|
|
|
|
#if defined(DIFFUSE_LAMBERT_WRAP)
|
|
// Energy conserving lambert wrap shader.
|
|
// https://web.archive.org/web/20210228210901/http://blog.stevemcauley.com/2011/12/03/energy-conserving-wrapped-diffuse/
|
|
diffuse_brdf_NL = max(0.0, (NdotL + roughness) / ((1.0 + roughness) * (1.0 + roughness))) * (1.0 / M_PI);
|
|
#elif defined(DIFFUSE_TOON)
|
|
|
|
diffuse_brdf_NL = smoothstep(-roughness, max(roughness, 0.01), NdotL) * (1.0 / M_PI);
|
|
|
|
#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;
|
|
}
|
|
#else
|
|
// lambert
|
|
diffuse_brdf_NL = cNdotL * (1.0 / M_PI);
|
|
#endif
|
|
|
|
diffuse_light += light_color * diffuse_brdf_NL * attenuation;
|
|
|
|
#if defined(LIGHT_BACKLIGHT_USED)
|
|
diffuse_light += light_color * (vec3(1.0 / M_PI) - diffuse_brdf_NL) * backlight * attenuation;
|
|
#endif
|
|
|
|
#if defined(LIGHT_RIM_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), albedo, rim_tint) * light_color;
|
|
#endif
|
|
}
|
|
|
|
if (roughness > 0.0) { // FIXME: roughness == 0 should not disable specular light entirely
|
|
|
|
// D
|
|
|
|
#if 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 * attenuation * specular_amount; // 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
|
|
float alpha_ggx = roughness * roughness;
|
|
#if defined(LIGHT_ANISOTROPY_USED)
|
|
|
|
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 = V_GGX_anisotropic(ax, ay, dot(T, V), dot(T, L), dot(B, V), dot(B, L), cNdotV, cNdotL);
|
|
#else // LIGHT_ANISOTROPY_USED
|
|
float D = D_GGX(cNdotH, alpha_ggx);
|
|
float G = V_GGX(cNdotL, cNdotV, alpha_ggx);
|
|
#endif // LIGHT_ANISOTROPY_USED
|
|
// F
|
|
float cLdotH5 = SchlickFresnel(cLdotH);
|
|
// Calculate Fresnel using cheap approximate specular occlusion term from Filament:
|
|
// https://google.github.io/filament/Filament.html#lighting/occlusion/specularocclusion
|
|
float f90 = clamp(50.0 * f0.g, 0.0, 1.0);
|
|
vec3 F = f0 + (f90 - f0) * cLdotH5;
|
|
|
|
vec3 specular_brdf_NL = cNdotL * D * F * G;
|
|
|
|
specular_light += specular_brdf_NL * light_color * attenuation * specular_amount;
|
|
#endif
|
|
|
|
#if defined(LIGHT_CLEARCOAT_USED)
|
|
// Clearcoat ignores normal_map, use vertex normal instead
|
|
float ccNdotL = max(min(A + dot(vertex_normal, L), 1.0), 0.0);
|
|
float ccNdotH = clamp(A + dot(vertex_normal, H), 0.0, 1.0);
|
|
float ccNdotV = max(dot(vertex_normal, V), 1e-4);
|
|
|
|
#if !defined(SPECULAR_SCHLICK_GGX)
|
|
float cLdotH5 = SchlickFresnel(cLdotH);
|
|
#endif
|
|
float Dr = D_GGX(ccNdotH, mix(0.001, 0.1, clearcoat_roughness));
|
|
float Gr = 0.25 / (cLdotH * cLdotH);
|
|
float Fr = mix(.04, 1.0, cLdotH5);
|
|
float clearcoat_specular_brdf_NL = clearcoat * Gr * Fr * Dr * cNdotL;
|
|
|
|
specular_light += clearcoat_specular_brdf_NL * light_color * attenuation * specular_amount;
|
|
// TODO: Clearcoat adds light to the scene right now (it is non-energy conserving), both diffuse and specular need to be scaled by (1.0 - FR)
|
|
// but to do so we need to rearrange this entire function
|
|
#endif // LIGHT_CLEARCOAT_USED
|
|
}
|
|
|
|
#ifdef USE_SHADOW_TO_OPACITY
|
|
alpha = min(alpha, clamp(1.0 - attenuation, 0.0, 1.0));
|
|
#endif
|
|
|
|
#endif //defined(LIGHT_CODE_USED)
|
|
}
|
|
|
|
float get_omni_attenuation(float distance, float inv_range, float decay) {
|
|
float nd = distance * inv_range;
|
|
nd *= nd;
|
|
nd *= nd; // nd^4
|
|
nd = max(1.0 - nd, 0.0);
|
|
nd *= nd; // nd^2
|
|
return nd * pow(max(distance, 0.0001), -decay);
|
|
}
|
|
|
|
void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 f0, float roughness, float metallic, float shadow, vec3 albedo, inout float alpha,
|
|
#ifdef LIGHT_BACKLIGHT_USED
|
|
vec3 backlight,
|
|
#endif
|
|
#ifdef LIGHT_RIM_USED
|
|
float rim, float rim_tint,
|
|
#endif
|
|
#ifdef LIGHT_CLEARCOAT_USED
|
|
float clearcoat, float clearcoat_roughness, vec3 vertex_normal,
|
|
#endif
|
|
#ifdef LIGHT_ANISOTROPY_USED
|
|
vec3 binormal, vec3 tangent, float anisotropy,
|
|
#endif
|
|
inout vec3 diffuse_light, inout vec3 specular_light) {
|
|
vec3 light_rel_vec = omni_lights[idx].position - vertex;
|
|
float light_length = length(light_rel_vec);
|
|
float omni_attenuation = get_omni_attenuation(light_length, omni_lights[idx].inv_radius, omni_lights[idx].attenuation);
|
|
vec3 color = omni_lights[idx].color;
|
|
float size_A = 0.0;
|
|
|
|
if (omni_lights[idx].size > 0.0) {
|
|
float t = omni_lights[idx].size / max(0.001, light_length);
|
|
size_A = max(0.0, 1.0 - 1.0 / sqrt(1.0 + t * t));
|
|
}
|
|
|
|
light_compute(normal, normalize(light_rel_vec), eye_vec, size_A, color, omni_attenuation, f0, roughness, metallic, omni_lights[idx].specular_amount, albedo, alpha,
|
|
#ifdef LIGHT_BACKLIGHT_USED
|
|
backlight,
|
|
#endif
|
|
#ifdef LIGHT_RIM_USED
|
|
rim * omni_attenuation, rim_tint,
|
|
#endif
|
|
#ifdef LIGHT_CLEARCOAT_USED
|
|
clearcoat, clearcoat_roughness, vertex_normal,
|
|
#endif
|
|
#ifdef LIGHT_ANISOTROPY_USED
|
|
binormal, tangent, anisotropy,
|
|
#endif
|
|
diffuse_light,
|
|
specular_light);
|
|
}
|
|
|
|
void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 f0, float roughness, float metallic, float shadow, vec3 albedo, inout float alpha,
|
|
#ifdef LIGHT_BACKLIGHT_USED
|
|
vec3 backlight,
|
|
#endif
|
|
#ifdef LIGHT_RIM_USED
|
|
float rim, float rim_tint,
|
|
#endif
|
|
#ifdef LIGHT_CLEARCOAT_USED
|
|
float clearcoat, float clearcoat_roughness, vec3 vertex_normal,
|
|
#endif
|
|
#ifdef LIGHT_ANISOTROPY_USED
|
|
vec3 binormal, vec3 tangent, float anisotropy,
|
|
#endif
|
|
inout vec3 diffuse_light,
|
|
inout vec3 specular_light) {
|
|
|
|
vec3 light_rel_vec = spot_lights[idx].position - vertex;
|
|
float light_length = length(light_rel_vec);
|
|
float spot_attenuation = get_omni_attenuation(light_length, spot_lights[idx].inv_radius, spot_lights[idx].attenuation);
|
|
vec3 spot_dir = spot_lights[idx].direction;
|
|
float scos = max(dot(-normalize(light_rel_vec), spot_dir), spot_lights[idx].cone_angle);
|
|
float spot_rim = max(0.0001, (1.0 - scos) / (1.0 - spot_lights[idx].cone_angle));
|
|
spot_attenuation *= 1.0 - pow(spot_rim, spot_lights[idx].cone_attenuation);
|
|
vec3 color = spot_lights[idx].color;
|
|
|
|
float size_A = 0.0;
|
|
|
|
if (spot_lights[idx].size > 0.0) {
|
|
float t = spot_lights[idx].size / max(0.001, light_length);
|
|
size_A = max(0.0, 1.0 - 1.0 / sqrt(1.0 + t * t));
|
|
}
|
|
|
|
light_compute(normal, normalize(light_rel_vec), eye_vec, size_A, color, spot_attenuation, f0, roughness, metallic, spot_lights[idx].specular_amount, albedo, alpha,
|
|
#ifdef LIGHT_BACKLIGHT_USED
|
|
backlight,
|
|
#endif
|
|
#ifdef LIGHT_RIM_USED
|
|
rim * spot_attenuation, rim_tint,
|
|
#endif
|
|
#ifdef LIGHT_CLEARCOAT_USED
|
|
clearcoat, clearcoat_roughness, vertex_normal,
|
|
#endif
|
|
#ifdef LIGHT_ANISOTROPY_USED
|
|
binormal, tangent, anisotropy,
|
|
#endif
|
|
diffuse_light, specular_light);
|
|
}
|
|
#endif // !defined(DISABLE_LIGHT_DIRECTIONAL) || !defined(DISABLE_LIGHT_OMNI) && !defined(DISABLE_LIGHT_SPOT)
|
|
|
|
#ifndef MODE_RENDER_DEPTH
|
|
vec4 fog_process(vec3 vertex) {
|
|
vec3 fog_color = scene_data.fog_light_color;
|
|
|
|
#ifdef USE_RADIANCE_MAP
|
|
/*
|
|
if (scene_data.fog_aerial_perspective > 0.0) {
|
|
vec3 sky_fog_color = vec3(0.0);
|
|
vec3 cube_view = scene_data.radiance_inverse_xform * vertex;
|
|
// mip_level always reads from the second mipmap and higher so the fog is always slightly blurred
|
|
float mip_level = mix(1.0 / MAX_ROUGHNESS_LOD, 1.0, 1.0 - (abs(vertex.z) - scene_data.z_near) / (scene_data.z_far - scene_data.z_near));
|
|
|
|
sky_fog_color = textureLod(radiance_map, cube_view, mip_level * RADIANCE_MAX_LOD).rgb;
|
|
|
|
fog_color = mix(fog_color, sky_fog_color, scene_data.fog_aerial_perspective);
|
|
}
|
|
*/
|
|
#endif
|
|
|
|
#ifndef DISABLE_LIGHT_DIRECTIONAL
|
|
if (scene_data.fog_sun_scatter > 0.001) {
|
|
vec4 sun_scatter = vec4(0.0);
|
|
float sun_total = 0.0;
|
|
vec3 view = normalize(vertex);
|
|
for (uint i = uint(0); i < scene_data.directional_light_count; i++) {
|
|
vec3 light_color = directional_lights[i].color * directional_lights[i].energy;
|
|
float light_amount = pow(max(dot(view, directional_lights[i].direction), 0.0), 8.0);
|
|
fog_color += light_color * light_amount * scene_data.fog_sun_scatter;
|
|
}
|
|
}
|
|
#endif // !DISABLE_LIGHT_DIRECTIONAL
|
|
|
|
float fog_amount = 1.0 - exp(min(0.0, -length(vertex) * scene_data.fog_density));
|
|
|
|
if (abs(scene_data.fog_height_density) >= 0.0001) {
|
|
float y = (scene_data.inv_view_matrix * vec4(vertex, 1.0)).y;
|
|
|
|
float y_dist = y - scene_data.fog_height;
|
|
|
|
float vfog_amount = 1.0 - exp(min(0.0, y_dist * scene_data.fog_height_density));
|
|
|
|
fog_amount = max(vfog_amount, fog_amount);
|
|
}
|
|
|
|
return vec4(fog_color, fog_amount);
|
|
}
|
|
|
|
#endif // !MODE_RENDER_DEPTH
|
|
|
|
void main() {
|
|
//lay out everything, whatever is unused is optimized away anyway
|
|
vec3 vertex = vertex_interp;
|
|
vec3 view = -normalize(vertex_interp);
|
|
vec3 albedo = vec3(1.0);
|
|
vec3 backlight = vec3(0.0);
|
|
vec4 transmittance_color = vec4(0.0, 0.0, 0.0, 1.0);
|
|
float transmittance_depth = 0.0;
|
|
float transmittance_boost = 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_roughness = 0.0;
|
|
float anisotropy = 0.0;
|
|
vec2 anisotropy_flow = vec2(1.0, 0.0);
|
|
vec4 fog = vec4(0.0);
|
|
#if defined(CUSTOM_RADIANCE_USED)
|
|
vec4 custom_radiance = vec4(0.0);
|
|
#endif
|
|
#if defined(CUSTOM_IRRADIANCE_USED)
|
|
vec4 custom_irradiance = vec4(0.0);
|
|
#endif
|
|
|
|
float ao = 1.0;
|
|
float ao_light_affect = 0.0;
|
|
|
|
float alpha = 1.0;
|
|
|
|
#if defined(TANGENT_USED) || defined(NORMAL_MAP_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
|
|
|
|
#ifdef NORMAL_USED
|
|
vec3 normal = normalize(normal_interp);
|
|
|
|
#if defined(DO_SIDE_CHECK)
|
|
if (!gl_FrontFacing) {
|
|
normal = -normal;
|
|
}
|
|
#endif
|
|
|
|
#endif //NORMAL_USED
|
|
|
|
#ifdef 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(NORMAL_MAP_USED)
|
|
|
|
vec3 normal_map = vec3(0.5);
|
|
#endif
|
|
|
|
float normal_map_depth = 1.0;
|
|
|
|
vec2 screen_uv = gl_FragCoord.xy * scene_data.screen_pixel_size;
|
|
|
|
float sss_strength = 0.0;
|
|
|
|
#ifdef ALPHA_SCISSOR_USED
|
|
float alpha_scissor_threshold = 1.0;
|
|
#endif // ALPHA_SCISSOR_USED
|
|
|
|
#ifdef ALPHA_HASH_USED
|
|
float alpha_hash_scale = 1.0;
|
|
#endif // ALPHA_HASH_USED
|
|
|
|
#ifdef ALPHA_ANTIALIASING_EDGE_USED
|
|
float alpha_antialiasing_edge = 0.0;
|
|
vec2 alpha_texture_coordinate = vec2(0.0, 0.0);
|
|
#endif // ALPHA_ANTIALIASING_EDGE_USED
|
|
{
|
|
#CODE : FRAGMENT
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}
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#ifndef USE_SHADOW_TO_OPACITY
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#if defined(ALPHA_SCISSOR_USED)
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if (alpha < alpha_scissor_threshold) {
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discard;
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}
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#endif // ALPHA_SCISSOR_USED
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#ifdef USE_OPAQUE_PREPASS
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#if !defined(ALPHA_SCISSOR_USED)
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if (alpha < opaque_prepass_threshold) {
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discard;
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}
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#endif // not ALPHA_SCISSOR_USED
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#endif // USE_OPAQUE_PREPASS
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#endif // !USE_SHADOW_TO_OPACITY
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#ifdef NORMAL_MAP_USED
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normal_map.xy = normal_map.xy * 2.0 - 1.0;
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normal_map.z = sqrt(max(0.0, 1.0 - dot(normal_map.xy, normal_map.xy))); //always ignore Z, as it can be RG packed, Z may be pos/neg, etc.
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normal = normalize(mix(normal, tangent * normal_map.x + binormal * normal_map.y + normal * normal_map.z, normal_map_depth));
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#endif
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#ifdef LIGHT_ANISOTROPY_USED
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if (anisotropy > 0.01) {
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//rotation matrix
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mat3 rot = mat3(tangent, binormal, normal);
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//make local to space
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tangent = normalize(rot * vec3(anisotropy_flow.x, anisotropy_flow.y, 0.0));
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binormal = normalize(rot * vec3(-anisotropy_flow.y, anisotropy_flow.x, 0.0));
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}
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#endif
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#ifndef MODE_RENDER_DEPTH
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#ifndef CUSTOM_FOG_USED
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#ifndef DISABLE_FOG
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// fog must be processed as early as possible and then packed.
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// to maximize VGPR usage
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if (scene_data.fog_enabled) {
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fog = fog_process(vertex);
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}
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#endif // !DISABLE_FOG
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#endif //!CUSTOM_FOG_USED
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uint fog_rg = packHalf2x16(fog.rg);
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uint fog_ba = packHalf2x16(fog.ba);
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#endif //!MODE_RENDER_DEPTH
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#ifndef MODE_RENDER_DEPTH
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// Convert colors to linear
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albedo = srgb_to_linear(albedo);
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emission = srgb_to_linear(emission);
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// TODO Backlight and transmittance when used
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#ifndef MODE_UNSHADED
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vec3 f0 = F0(metallic, specular, albedo);
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vec3 specular_light = vec3(0.0, 0.0, 0.0);
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vec3 diffuse_light = vec3(0.0, 0.0, 0.0);
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vec3 ambient_light = vec3(0.0, 0.0, 0.0);
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#ifdef BASE_PASS
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/////////////////////// LIGHTING //////////////////////////////
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// IBL precalculations
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float ndotv = clamp(dot(normal, view), 0.0, 1.0);
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vec3 F = f0 + (max(vec3(1.0 - roughness), f0) - f0) * pow(1.0 - ndotv, 5.0);
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#ifdef USE_RADIANCE_MAP
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if (scene_data.use_reflection_cubemap) {
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#ifdef LIGHT_ANISOTROPY_USED
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// https://google.github.io/filament/Filament.html#lighting/imagebasedlights/anisotropy
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vec3 anisotropic_direction = anisotropy >= 0.0 ? binormal : tangent;
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vec3 anisotropic_tangent = cross(anisotropic_direction, view);
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vec3 anisotropic_normal = cross(anisotropic_tangent, anisotropic_direction);
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vec3 bent_normal = normalize(mix(normal, anisotropic_normal, abs(anisotropy) * clamp(5.0 * roughness, 0.0, 1.0)));
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vec3 ref_vec = reflect(-view, bent_normal);
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#else
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vec3 ref_vec = reflect(-view, normal);
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#endif
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ref_vec = mix(ref_vec, normal, roughness * roughness);
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float horizon = min(1.0 + dot(ref_vec, normal), 1.0);
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ref_vec = scene_data.radiance_inverse_xform * ref_vec;
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specular_light = textureLod(radiance_map, ref_vec, roughness * RADIANCE_MAX_LOD).rgb;
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specular_light = srgb_to_linear(specular_light);
|
|
specular_light *= horizon * horizon;
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|
specular_light *= scene_data.ambient_light_color_energy.a;
|
|
}
|
|
#endif
|
|
|
|
// Calculate Reflection probes
|
|
// Calculate Lightmaps
|
|
|
|
#if defined(CUSTOM_RADIANCE_USED)
|
|
specular_light = mix(specular_light, custom_radiance.rgb, custom_radiance.a);
|
|
#endif // CUSTOM_RADIANCE_USED
|
|
|
|
#ifndef USE_LIGHTMAP
|
|
//lightmap overrides everything
|
|
if (scene_data.use_ambient_light) {
|
|
ambient_light = scene_data.ambient_light_color_energy.rgb;
|
|
#ifdef USE_RADIANCE_MAP
|
|
if (scene_data.use_ambient_cubemap) {
|
|
vec3 ambient_dir = scene_data.radiance_inverse_xform * normal;
|
|
vec3 cubemap_ambient = textureLod(radiance_map, ambient_dir, RADIANCE_MAX_LOD).rgb;
|
|
cubemap_ambient = srgb_to_linear(cubemap_ambient);
|
|
ambient_light = mix(ambient_light, cubemap_ambient * scene_data.ambient_light_color_energy.a, scene_data.ambient_color_sky_mix);
|
|
}
|
|
#endif
|
|
}
|
|
#endif // USE_LIGHTMAP
|
|
|
|
#if defined(CUSTOM_IRRADIANCE_USED)
|
|
ambient_light = mix(ambient_light, custom_irradiance.rgb, custom_irradiance.a);
|
|
#endif // CUSTOM_IRRADIANCE_USED
|
|
ambient_light *= albedo.rgb;
|
|
|
|
ambient_light *= ao;
|
|
|
|
// convert ao to direct light ao
|
|
ao = mix(1.0, ao, ao_light_affect);
|
|
|
|
{
|
|
#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;
|
|
specular_light *= env.x * f0 + env.y * clamp(50.0 * f0.g, 0.0, 1.0);
|
|
#endif
|
|
}
|
|
|
|
#endif // BASE_PASS
|
|
|
|
#ifndef DISABLE_LIGHT_DIRECTIONAL
|
|
//diffuse_light = normal; //
|
|
for (uint i = uint(0); i < scene_data.directional_light_count; i++) {
|
|
light_compute(normal, normalize(directional_lights[i].direction), normalize(view), directional_lights[i].size, directional_lights[i].color * directional_lights[i].energy, 1.0, f0, roughness, metallic, 1.0, albedo, alpha,
|
|
#ifdef LIGHT_BACKLIGHT_USED
|
|
backlight,
|
|
#endif
|
|
#ifdef LIGHT_RIM_USED
|
|
rim, rim_tint,
|
|
#endif
|
|
#ifdef LIGHT_CLEARCOAT_USED
|
|
clearcoat, clearcoat_roughness, normalize(normal_interp),
|
|
#endif
|
|
#ifdef LIGHT_ANISOTROPY_USED
|
|
binormal,
|
|
tangent, anisotropy,
|
|
#endif
|
|
diffuse_light,
|
|
specular_light);
|
|
}
|
|
#endif //!DISABLE_LIGHT_DIRECTIONAL
|
|
|
|
#ifndef DISABLE_LIGHT_OMNI
|
|
for (int i = 0; i < MAX_FORWARD_LIGHTS; i++) {
|
|
if (i >= omni_light_count) {
|
|
break;
|
|
}
|
|
light_process_omni(omni_light_indices[i], vertex, view, normal, f0, roughness, metallic, 0.0, albedo, alpha,
|
|
#ifdef LIGHT_BACKLIGHT_USED
|
|
backlight,
|
|
#endif
|
|
#ifdef LIGHT_RIM_USED
|
|
rim,
|
|
rim_tint,
|
|
#endif
|
|
#ifdef LIGHT_CLEARCOAT_USED
|
|
clearcoat, clearcoat_roughness, normalize(normal_interp),
|
|
#endif
|
|
#ifdef LIGHT_ANISOTROPY_USED
|
|
binormal, tangent, anisotropy,
|
|
#endif
|
|
diffuse_light, specular_light);
|
|
}
|
|
#endif // !DISABLE_LIGHT_OMNI
|
|
|
|
#ifndef DISABLE_LIGHT_SPOT
|
|
for (int i = 0; i < MAX_FORWARD_LIGHTS; i++) {
|
|
if (i >= spot_light_count) {
|
|
break;
|
|
}
|
|
light_process_spot(spot_light_indices[i], vertex, view, normal, f0, roughness, metallic, 0.0, albedo, alpha,
|
|
#ifdef LIGHT_BACKLIGHT_USED
|
|
backlight,
|
|
#endif
|
|
#ifdef LIGHT_RIM_USED
|
|
rim,
|
|
rim_tint,
|
|
#endif
|
|
#ifdef LIGHT_CLEARCOAT_USED
|
|
clearcoat, clearcoat_roughness, normalize(normal_interp),
|
|
#endif
|
|
#ifdef LIGHT_ANISOTROPY_USED
|
|
tangent,
|
|
binormal, anisotropy,
|
|
#endif
|
|
diffuse_light, specular_light);
|
|
}
|
|
|
|
#endif // !DISABLE_LIGHT_SPOT
|
|
#endif // !MODE_UNSHADED
|
|
#endif // !MODE_RENDER_DEPTH
|
|
|
|
#if defined(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 !defined(ALPHA_SCISSOR_USED)
|
|
|
|
if (alpha < opaque_prepass_threshold) {
|
|
discard;
|
|
}
|
|
|
|
#endif // not ALPHA_SCISSOR_USED
|
|
#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 // !MODE_RENDER_DEPTH
|
|
|
|
#ifdef MODE_UNSHADED
|
|
frag_color = vec4(albedo, alpha);
|
|
#else
|
|
|
|
diffuse_light *= albedo;
|
|
|
|
diffuse_light *= 1.0 - metallic;
|
|
ambient_light *= 1.0 - metallic;
|
|
|
|
frag_color = vec4(diffuse_light + specular_light, alpha);
|
|
#ifdef BASE_PASS
|
|
frag_color.rgb += emission + ambient_light;
|
|
#endif
|
|
#endif //MODE_UNSHADED
|
|
fog = vec4(unpackHalf2x16(fog_rg), unpackHalf2x16(fog_ba));
|
|
|
|
#ifndef DISABLE_FOG
|
|
if (scene_data.fog_enabled) {
|
|
#ifdef BASE_PASS
|
|
frag_color.rgb = mix(frag_color.rgb, fog.rgb, fog.a);
|
|
#else
|
|
frag_color.rgb *= (1.0 - fog.a);
|
|
#endif // BASE_PASS
|
|
}
|
|
#endif
|
|
|
|
// Tonemap before writing as we are writing to an sRGB framebuffer
|
|
frag_color.rgb *= exposure;
|
|
frag_color.rgb = apply_tonemapping(frag_color.rgb, white);
|
|
frag_color.rgb = linear_to_srgb(frag_color.rgb);
|
|
|
|
#ifdef USE_BCS
|
|
frag_color.rgb = apply_bcs(frag_color.rgb, bcs);
|
|
#endif
|
|
|
|
#ifdef USE_COLOR_CORRECTION
|
|
frag_color.rgb = apply_color_correction(frag_color.rgb, color_correction);
|
|
#endif
|
|
|
|
#endif //!MODE_RENDER_DEPTH
|
|
}
|