virtualx-engine/drivers/gles3/shaders/scene.glsl
Omar El Sheikh d274284069 Octahedral Normal/Tangent Compression
Implement Octahedral Compression for normal/tangent vectors
*Oct32 for uncompressed vectors
*Oct16 for compressed vectors

Reduces vertex size for each attribute by
*Uncompressed: 12 bytes, vec4<float32> -> vec2<unorm16>
*Compressed: 2 bytes, vec4<unorm8> -> vec2<unorm8>

Binormal sign is encoded in the y coordinate of the encoded tangent

Added conversion functions to go from octahedral mapping to cartesian
for normal and tangent vectors

sprite_3d and soft_body meshes write to their vertex buffer memory
directly and need to convert their normals and tangents to the new oct
format before writing

Created a new mesh flag to specify whether a mesh is using octahedral
compression or not
Updated documentation to discuss new flag/defaults

Created shader flags to specify whether octahedral or cartesian vectors
are being used

Updated importers to use octahedral representation as the default format
for importing meshes

Updated ShaderGLES2 to support 64 bit version codes as we hit the limit
of the 32-bit integer that was previously used as a bitset to store
enabled/disabled flags
2021-07-30 10:29:09 -04:00

2287 lines
67 KiB
GLSL

/* clang-format off */
[vertex]
#define M_PI 3.14159265359
#define SHADER_IS_SRGB false
/*
from VisualServer:
ARRAY_VERTEX=0,
ARRAY_NORMAL=1,
ARRAY_TANGENT=2,
ARRAY_COLOR=3,
ARRAY_TEX_UV=4,
ARRAY_TEX_UV2=5,
ARRAY_BONES=6,
ARRAY_WEIGHTS=7,
ARRAY_INDEX=8,
*/
// hack to use uv if no uv present so it works with lightmap
/* INPUT ATTRIBS */
layout(location = 0) in highp vec4 vertex_attrib;
/* clang-format on */
#ifdef ENABLE_OCTAHEDRAL_COMPRESSION
layout(location = 1) in vec2 normal_attrib;
#else
layout(location = 1) in vec3 normal_attrib;
#endif
#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP) || defined(LIGHT_USE_ANISOTROPY)
#ifdef ENABLE_OCTAHEDRAL_COMPRESSION
layout(location = 2) in vec2 tangent_attrib;
#else
layout(location = 2) in vec4 tangent_attrib;
#endif
#endif
#if defined(ENABLE_COLOR_INTERP)
layout(location = 3) in vec4 color_attrib;
#endif
#if defined(ENABLE_UV_INTERP)
layout(location = 4) in vec2 uv_attrib;
#endif
#if defined(ENABLE_UV2_INTERP) || defined(USE_LIGHTMAP)
layout(location = 5) in vec2 uv2_attrib;
#endif
#ifdef USE_SKELETON
layout(location = 6) in uvec4 bone_indices; // attrib:6
layout(location = 7) in highp vec4 bone_weights; // attrib:7
#endif
#ifdef USE_INSTANCING
layout(location = 8) in highp vec4 instance_xform0;
layout(location = 9) in highp vec4 instance_xform1;
layout(location = 10) in highp vec4 instance_xform2;
layout(location = 11) in lowp vec4 instance_color;
#if defined(ENABLE_INSTANCE_CUSTOM)
layout(location = 12) in highp vec4 instance_custom_data;
#endif
#endif
layout(std140) uniform SceneData { // ubo:0
highp mat4 projection_matrix;
highp mat4 inv_projection_matrix;
highp mat4 camera_inverse_matrix;
highp mat4 camera_matrix;
mediump vec4 ambient_light_color;
mediump vec4 bg_color;
mediump vec4 fog_color_enabled;
mediump vec4 fog_sun_color_amount;
mediump float ambient_energy;
mediump float bg_energy;
mediump float z_offset;
mediump float z_slope_scale;
highp float shadow_dual_paraboloid_render_zfar;
highp float shadow_dual_paraboloid_render_side;
highp vec2 viewport_size;
highp vec2 screen_pixel_size;
highp vec2 shadow_atlas_pixel_size;
highp vec2 directional_shadow_pixel_size;
highp float time;
highp float z_far;
mediump float reflection_multiplier;
mediump float subsurface_scatter_width;
mediump float ambient_occlusion_affect_light;
mediump float ambient_occlusion_affect_ao_channel;
mediump float opaque_prepass_threshold;
bool fog_depth_enabled;
highp float fog_depth_begin;
highp float fog_depth_end;
mediump float fog_density;
highp float fog_depth_curve;
bool fog_transmit_enabled;
highp float fog_transmit_curve;
bool fog_height_enabled;
highp float fog_height_min;
highp float fog_height_max;
highp float fog_height_curve;
int view_index;
};
uniform highp mat4 world_transform;
#ifdef USE_LIGHTMAP
uniform highp vec4 lightmap_uv_rect;
#endif
#ifdef USE_LIGHT_DIRECTIONAL
layout(std140) uniform DirectionalLightData { //ubo:3
highp vec4 light_pos_inv_radius;
mediump vec4 light_direction_attenuation;
mediump vec4 light_color_energy;
mediump vec4 light_params; // cone attenuation, angle, specular, shadow enabled,
mediump vec4 light_clamp;
mediump vec4 shadow_color_contact;
highp mat4 shadow_matrix1;
highp mat4 shadow_matrix2;
highp mat4 shadow_matrix3;
highp mat4 shadow_matrix4;
mediump vec4 shadow_split_offsets;
};
#endif
#ifdef USE_VERTEX_LIGHTING
//omni and spot
struct LightData {
highp vec4 light_pos_inv_radius;
mediump vec4 light_direction_attenuation;
mediump vec4 light_color_energy;
mediump vec4 light_params; // cone attenuation, angle, specular, shadow enabled,
mediump vec4 light_clamp;
mediump vec4 shadow_color_contact;
highp mat4 shadow_matrix;
};
layout(std140) uniform OmniLightData { //ubo:4
LightData omni_lights[MAX_LIGHT_DATA_STRUCTS];
};
layout(std140) uniform SpotLightData { //ubo:5
LightData spot_lights[MAX_LIGHT_DATA_STRUCTS];
};
#ifdef USE_FORWARD_LIGHTING
uniform int omni_light_indices[MAX_FORWARD_LIGHTS];
uniform int omni_light_count;
uniform int spot_light_indices[MAX_FORWARD_LIGHTS];
uniform int spot_light_count;
#endif
out vec4 diffuse_light_interp;
out vec4 specular_light_interp;
void light_compute(vec3 N, vec3 L, vec3 V, vec3 light_color, float roughness, inout vec3 diffuse, inout vec3 specular) {
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_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);
}
#else
// lambert by default for everything else
diffuse_brdf_NL = cNdotL * (1.0 / M_PI);
#endif
diffuse += light_color * diffuse_brdf_NL;
if (roughness > 0.0) {
// D
float specular_brdf_NL = 0.0;
#if !defined(SPECULAR_DISABLED)
//normalized blinn always unless disabled
vec3 H = normalize(V + L);
float cNdotH = max(dot(N, H), 0.0);
float shininess = exp2(15.0 * (1.0 - roughness) + 1.0) * 0.25;
float blinn = pow(cNdotH, shininess) * cNdotL;
blinn *= (shininess + 8.0) * (1.0 / (8.0 * M_PI));
specular_brdf_NL = blinn;
#endif
specular += specular_brdf_NL * light_color * (1.0 / M_PI);
}
}
void light_process_omni(int idx, vec3 vertex, vec3 eye_vec, vec3 normal, float roughness, inout vec3 diffuse, inout vec3 specular) {
vec3 light_rel_vec = omni_lights[idx].light_pos_inv_radius.xyz - vertex;
float light_length = length(light_rel_vec);
float normalized_distance = light_length * omni_lights[idx].light_pos_inv_radius.w;
vec3 light_attenuation = vec3(pow(max(1.0 - normalized_distance, 0.0), omni_lights[idx].light_direction_attenuation.w));
light_compute(normal, normalize(light_rel_vec), eye_vec, omni_lights[idx].light_color_energy.rgb * light_attenuation, roughness, diffuse, specular);
}
void light_process_spot(int idx, vec3 vertex, vec3 eye_vec, vec3 normal, float roughness, inout vec3 diffuse, inout vec3 specular) {
vec3 light_rel_vec = spot_lights[idx].light_pos_inv_radius.xyz - vertex;
float light_length = length(light_rel_vec);
float normalized_distance = light_length * spot_lights[idx].light_pos_inv_radius.w;
vec3 light_attenuation = vec3(pow(max(1.0 - normalized_distance, 0.001), spot_lights[idx].light_direction_attenuation.w));
vec3 spot_dir = spot_lights[idx].light_direction_attenuation.xyz;
float spot_cutoff = spot_lights[idx].light_params.y;
float scos = max(dot(-normalize(light_rel_vec), spot_dir), spot_cutoff);
float spot_rim = (1.0 - scos) / (1.0 - spot_cutoff);
light_attenuation *= 1.0 - pow(max(spot_rim, 0.001), spot_lights[idx].light_params.x);
light_compute(normal, normalize(light_rel_vec), eye_vec, spot_lights[idx].light_color_energy.rgb * light_attenuation, roughness, diffuse, specular);
}
#endif
#ifdef ENABLE_OCTAHEDRAL_COMPRESSION
vec3 oct_to_vec3(vec2 e) {
vec3 v = vec3(e.xy, 1.0 - abs(e.x) - abs(e.y));
float t = max(-v.z, 0.0);
v.xy += t * -sign(v.xy);
return v;
}
#endif
/* Varyings */
out highp vec3 vertex_interp;
out vec3 normal_interp;
#if defined(ENABLE_COLOR_INTERP)
out vec4 color_interp;
#endif
#if defined(ENABLE_UV_INTERP)
out vec2 uv_interp;
#endif
#if defined(ENABLE_UV2_INTERP) || defined(USE_LIGHTMAP)
out vec2 uv2_interp;
#endif
#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP) || defined(LIGHT_USE_ANISOTROPY)
out vec3 tangent_interp;
out vec3 binormal_interp;
#endif
#if defined(USE_MATERIAL)
/* clang-format off */
layout(std140) uniform UniformData { // ubo:1
MATERIAL_UNIFORMS
};
/* clang-format on */
#endif
/* clang-format off */
VERTEX_SHADER_GLOBALS
/* clang-format on */
#ifdef RENDER_DEPTH_DUAL_PARABOLOID
out highp float dp_clip;
#endif
#define SKELETON_TEXTURE_WIDTH 256
#ifdef USE_SKELETON
uniform highp sampler2D skeleton_texture; // texunit:-1
#endif
out highp vec4 position_interp;
// 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() {
highp vec4 vertex = vertex_attrib; // vec4(vertex_attrib.xyz * data_attrib.x,1.0);
highp mat4 world_matrix = world_transform;
#ifdef USE_INSTANCING
{
highp mat4 m = mat4(instance_xform0, instance_xform1, instance_xform2, vec4(0.0, 0.0, 0.0, 1.0));
world_matrix = world_matrix * transpose(m);
}
#endif
#ifdef ENABLE_OCTAHEDRAL_COMPRESSION
vec3 normal = oct_to_vec3(normal_attrib);
#else
vec3 normal = normal_attrib;
#endif
#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP) || defined(LIGHT_USE_ANISOTROPY)
#ifdef ENABLE_OCTAHEDRAL_COMPRESSION
vec3 tangent = oct_to_vec3(vec2(tangent_attrib.x, abs(tangent_attrib.y) * 2.0 - 1.0));
float binormalf = sign(tangent_attrib.y);
#else
vec3 tangent = tangent_attrib.xyz;
float binormalf = tangent_attrib.a;
#endif
#endif
#if defined(ENABLE_COLOR_INTERP)
color_interp = color_attrib;
#if defined(USE_INSTANCING)
color_interp *= instance_color;
#endif
#endif
#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP) || defined(LIGHT_USE_ANISOTROPY)
vec3 binormal = normalize(cross(normal, tangent) * binormalf);
#endif
#if defined(ENABLE_UV_INTERP)
uv_interp = uv_attrib;
#endif
#if defined(USE_LIGHTMAP)
uv2_interp = lightmap_uv_rect.zw * uv2_attrib + lightmap_uv_rect.xy;
#elif defined(ENABLE_UV2_INTERP)
uv2_interp = uv2_attrib;
#endif
#ifdef OVERRIDE_POSITION
highp vec4 position;
#endif
#if defined(USE_INSTANCING) && defined(ENABLE_INSTANCE_CUSTOM)
vec4 instance_custom = instance_custom_data;
#else
vec4 instance_custom = vec4(0.0);
#endif
highp mat4 local_projection = projection_matrix;
//using world coordinates
#if !defined(SKIP_TRANSFORM_USED) && defined(VERTEX_WORLD_COORDS_USED)
vertex = world_matrix * vertex;
#if defined(ENSURE_CORRECT_NORMALS)
mat3 normal_matrix = mat3(transpose(inverse(world_matrix)));
normal = normal_matrix * normal;
#else
normal = normalize((world_matrix * vec4(normal, 0.0)).xyz);
#endif
#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP) || defined(LIGHT_USE_ANISOTROPY)
tangent = normalize((world_matrix * vec4(tangent, 0.0)).xyz);
binormal = normalize((world_matrix * vec4(binormal, 0.0)).xyz);
#endif
#endif
float roughness = 1.0;
//defines that make writing custom shaders easier
#define projection_matrix local_projection
#define world_transform world_matrix
#ifdef USE_SKELETON
{
//skeleton transform
ivec4 bone_indicesi = ivec4(bone_indices); // cast to signed int
ivec2 tex_ofs = ivec2(bone_indicesi.x % 256, (bone_indicesi.x / 256) * 3);
highp mat4 m;
m = mat4(
texelFetch(skeleton_texture, tex_ofs, 0),
texelFetch(skeleton_texture, tex_ofs + ivec2(0, 1), 0),
texelFetch(skeleton_texture, tex_ofs + ivec2(0, 2), 0),
vec4(0.0, 0.0, 0.0, 1.0)) *
bone_weights.x;
tex_ofs = ivec2(bone_indicesi.y % 256, (bone_indicesi.y / 256) * 3);
m += mat4(
texelFetch(skeleton_texture, tex_ofs, 0),
texelFetch(skeleton_texture, tex_ofs + ivec2(0, 1), 0),
texelFetch(skeleton_texture, tex_ofs + ivec2(0, 2), 0),
vec4(0.0, 0.0, 0.0, 1.0)) *
bone_weights.y;
tex_ofs = ivec2(bone_indicesi.z % 256, (bone_indicesi.z / 256) * 3);
m += mat4(
texelFetch(skeleton_texture, tex_ofs, 0),
texelFetch(skeleton_texture, tex_ofs + ivec2(0, 1), 0),
texelFetch(skeleton_texture, tex_ofs + ivec2(0, 2), 0),
vec4(0.0, 0.0, 0.0, 1.0)) *
bone_weights.z;
tex_ofs = ivec2(bone_indicesi.w % 256, (bone_indicesi.w / 256) * 3);
m += mat4(
texelFetch(skeleton_texture, tex_ofs, 0),
texelFetch(skeleton_texture, tex_ofs + ivec2(0, 1), 0),
texelFetch(skeleton_texture, tex_ofs + ivec2(0, 2), 0),
vec4(0.0, 0.0, 0.0, 1.0)) *
bone_weights.w;
world_matrix = world_matrix * transpose(m);
}
#endif
float point_size = 1.0;
highp mat4 modelview = camera_inverse_matrix * world_matrix;
{
/* clang-format off */
VERTEX_SHADER_CODE
/* clang-format on */
}
gl_PointSize = point_size;
// using local coordinates (default)
#if !defined(SKIP_TRANSFORM_USED) && !defined(VERTEX_WORLD_COORDS_USED)
vertex = modelview * vertex;
#if defined(ENSURE_CORRECT_NORMALS)
mat3 normal_matrix = mat3(transpose(inverse(modelview)));
normal = normal_matrix * normal;
#else
normal = normalize((modelview * vec4(normal, 0.0)).xyz);
#endif
#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP) || defined(LIGHT_USE_ANISOTROPY)
tangent = normalize((modelview * vec4(tangent, 0.0)).xyz);
binormal = normalize((modelview * vec4(binormal, 0.0)).xyz);
#endif
#endif
//using world coordinates
#if !defined(SKIP_TRANSFORM_USED) && defined(VERTEX_WORLD_COORDS_USED)
vertex = camera_inverse_matrix * vertex;
normal = normalize((camera_inverse_matrix * vec4(normal, 0.0)).xyz);
#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP) || defined(LIGHT_USE_ANISOTROPY)
tangent = normalize((camera_inverse_matrix * vec4(tangent, 0.0)).xyz);
binormal = normalize((camera_inverse_matrix * vec4(binormal, 0.0)).xyz);
#endif
#endif
vertex_interp = vertex.xyz;
normal_interp = normal;
#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP) || defined(LIGHT_USE_ANISOTROPY)
tangent_interp = tangent;
binormal_interp = binormal;
#endif
#ifdef RENDER_DEPTH
#ifdef RENDER_DEPTH_DUAL_PARABOLOID
vertex_interp.z *= shadow_dual_paraboloid_render_side;
normal_interp.z *= shadow_dual_paraboloid_render_side;
dp_clip = vertex_interp.z; //this attempts to avoid noise caused by objects sent to the other parabolloid side due to bias
//for dual paraboloid shadow mapping, this is the fastest but least correct way, as it curves straight edges
highp vec3 vtx = vertex_interp + normalize(vertex_interp) * z_offset;
highp float distance = length(vtx);
vtx = normalize(vtx);
vtx.xy /= 1.0 - vtx.z;
vtx.z = (distance / shadow_dual_paraboloid_render_zfar);
vtx.z = vtx.z * 2.0 - 1.0;
vertex_interp = vtx;
#else
float z_ofs = z_offset;
z_ofs += (1.0 - abs(normal_interp.z)) * z_slope_scale;
vertex_interp.z -= z_ofs;
#endif //RENDER_DEPTH_DUAL_PARABOLOID
#endif //RENDER_DEPTH
#ifdef OVERRIDE_POSITION
gl_Position = position;
#else
gl_Position = projection_matrix * vec4(vertex_interp, 1.0);
#endif
position_interp = gl_Position;
#ifdef USE_VERTEX_LIGHTING
diffuse_light_interp = vec4(0.0);
specular_light_interp = vec4(0.0);
#ifdef USE_FORWARD_LIGHTING
for (int i = 0; i < omni_light_count; i++) {
light_process_omni(omni_light_indices[i], vertex_interp, -normalize(vertex_interp), normal_interp, roughness, diffuse_light_interp.rgb, specular_light_interp.rgb);
}
for (int i = 0; i < spot_light_count; i++) {
light_process_spot(spot_light_indices[i], vertex_interp, -normalize(vertex_interp), normal_interp, roughness, diffuse_light_interp.rgb, specular_light_interp.rgb);
}
#endif
#ifdef USE_LIGHT_DIRECTIONAL
vec3 directional_diffuse = vec3(0.0);
vec3 directional_specular = vec3(0.0);
light_compute(normal_interp, -light_direction_attenuation.xyz, -normalize(vertex_interp), light_color_energy.rgb, roughness, directional_diffuse, directional_specular);
float diff_avg = dot(diffuse_light_interp.rgb, vec3(0.33333));
float diff_dir_avg = dot(directional_diffuse, vec3(0.33333));
if (diff_avg > 0.0) {
diffuse_light_interp.a = diff_dir_avg / (diff_avg + diff_dir_avg);
} else {
diffuse_light_interp.a = 1.0;
}
diffuse_light_interp.rgb += directional_diffuse;
float spec_avg = dot(specular_light_interp.rgb, vec3(0.33333));
float spec_dir_avg = dot(directional_specular, vec3(0.33333));
if (spec_avg > 0.0) {
specular_light_interp.a = spec_dir_avg / (spec_avg + spec_dir_avg);
} else {
specular_light_interp.a = 1.0;
}
specular_light_interp.rgb += directional_specular;
#endif //USE_LIGHT_DIRECTIONAL
#endif // USE_VERTEX_LIGHTING
}
/* clang-format off */
[fragment]
/* texture unit usage, N is max_texture_unity-N
1-skeleton
2-radiance
3-reflection_atlas
4-directional_shadow
5-shadow_atlas
6-decal_atlas
7-screen
8-depth
9-probe1
10-probe2
*/
uniform highp mat4 world_transform;
/* clang-format on */
#define M_PI 3.14159265359
#define SHADER_IS_SRGB false
/* Varyings */
#if defined(ENABLE_COLOR_INTERP)
in vec4 color_interp;
#endif
#if defined(ENABLE_UV_INTERP)
in vec2 uv_interp;
#endif
#if defined(ENABLE_UV2_INTERP) || defined(USE_LIGHTMAP)
in vec2 uv2_interp;
#endif
#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP) || defined(LIGHT_USE_ANISOTROPY)
in vec3 tangent_interp;
in vec3 binormal_interp;
#endif
in highp vec3 vertex_interp;
in vec3 normal_interp;
/* PBR CHANNELS */
#ifdef USE_RADIANCE_MAP
layout(std140) uniform Radiance { // ubo:2
mat4 radiance_inverse_xform;
float radiance_ambient_contribution;
};
#define RADIANCE_MAX_LOD 5.0
uniform sampler2D irradiance_map; // texunit:-6
#ifdef USE_RADIANCE_MAP_ARRAY
uniform sampler2DArray radiance_map; // texunit:-2
vec3 textureDualParaboloid(sampler2DArray p_tex, vec3 p_vec, float p_roughness) {
vec3 norm = normalize(p_vec);
norm.xy /= 1.0 + abs(norm.z);
norm.xy = norm.xy * vec2(0.5, 0.25) + vec2(0.5, 0.25);
// we need to lie the derivatives (normg) and assume that DP side is always the same
// to get proper texture filtering
vec2 normg = norm.xy;
if (norm.z > 0.0) {
norm.y = 0.5 - norm.y + 0.5;
}
// thanks to OpenGL spec using floor(layer + 0.5) for texture arrays,
// it's easy to have precision errors using fract() to interpolate layers
// as such, using fixed point to ensure it works.
float index = p_roughness * RADIANCE_MAX_LOD;
int indexi = int(index * 256.0);
vec3 base = textureGrad(p_tex, vec3(norm.xy, float(indexi / 256)), dFdx(normg), dFdy(normg)).xyz;
vec3 next = textureGrad(p_tex, vec3(norm.xy, float(indexi / 256 + 1)), dFdx(normg), dFdy(normg)).xyz;
return mix(base, next, float(indexi % 256) / 256.0);
}
#else
uniform sampler2D radiance_map; // texunit:-2
vec3 textureDualParaboloid(sampler2D p_tex, vec3 p_vec, float p_roughness) {
vec3 norm = normalize(p_vec);
norm.xy /= 1.0 + abs(norm.z);
norm.xy = norm.xy * vec2(0.5, 0.25) + vec2(0.5, 0.25);
if (norm.z > 0.0) {
norm.y = 0.5 - norm.y + 0.5;
}
return textureLod(p_tex, norm.xy, p_roughness * RADIANCE_MAX_LOD).xyz;
}
#endif
#endif
/* Material Uniforms */
#if defined(USE_MATERIAL)
/* clang-format off */
layout(std140) uniform UniformData {
MATERIAL_UNIFORMS
};
/* clang-format on */
#endif
/* clang-format off */
FRAGMENT_SHADER_GLOBALS
/* clang-format on */
layout(std140) uniform SceneData {
highp mat4 projection_matrix;
highp mat4 inv_projection_matrix;
highp mat4 camera_inverse_matrix;
highp mat4 camera_matrix;
mediump vec4 ambient_light_color;
mediump vec4 bg_color;
mediump vec4 fog_color_enabled;
mediump vec4 fog_sun_color_amount;
mediump float ambient_energy;
mediump float bg_energy;
mediump float z_offset;
mediump float z_slope_scale;
highp float shadow_dual_paraboloid_render_zfar;
highp float shadow_dual_paraboloid_render_side;
highp vec2 viewport_size;
highp vec2 screen_pixel_size;
highp vec2 shadow_atlas_pixel_size;
highp vec2 directional_shadow_pixel_size;
highp float time;
highp float z_far;
mediump float reflection_multiplier;
mediump float subsurface_scatter_width;
mediump float ambient_occlusion_affect_light;
mediump float ambient_occlusion_affect_ao_channel;
mediump float opaque_prepass_threshold;
bool fog_depth_enabled;
highp float fog_depth_begin;
highp float fog_depth_end;
mediump float fog_density;
highp float fog_depth_curve;
bool fog_transmit_enabled;
highp float fog_transmit_curve;
bool fog_height_enabled;
highp float fog_height_min;
highp float fog_height_max;
highp float fog_height_curve;
int view_index;
};
//directional light data
#ifdef USE_LIGHT_DIRECTIONAL
layout(std140) uniform DirectionalLightData {
highp vec4 light_pos_inv_radius;
mediump vec4 light_direction_attenuation;
mediump vec4 light_color_energy;
mediump vec4 light_params; // cone attenuation, angle, specular, shadow enabled,
mediump vec4 light_clamp;
mediump vec4 shadow_color_contact;
highp mat4 shadow_matrix1;
highp mat4 shadow_matrix2;
highp mat4 shadow_matrix3;
highp mat4 shadow_matrix4;
mediump vec4 shadow_split_offsets;
};
uniform highp sampler2DShadow directional_shadow; // texunit:-4
#endif
#ifdef USE_VERTEX_LIGHTING
in vec4 diffuse_light_interp;
in vec4 specular_light_interp;
#endif
// omni and spot
struct LightData {
highp vec4 light_pos_inv_radius;
mediump vec4 light_direction_attenuation;
mediump vec4 light_color_energy;
mediump vec4 light_params; // cone attenuation, angle, specular, shadow enabled,
mediump vec4 light_clamp;
mediump vec4 shadow_color_contact;
highp mat4 shadow_matrix;
};
layout(std140) uniform OmniLightData { // ubo:4
LightData omni_lights[MAX_LIGHT_DATA_STRUCTS];
};
layout(std140) uniform SpotLightData { // ubo:5
LightData spot_lights[MAX_LIGHT_DATA_STRUCTS];
};
uniform highp sampler2DShadow shadow_atlas; // texunit:-5
struct ReflectionData {
mediump vec4 box_extents;
mediump vec4 box_offset;
mediump vec4 params; // intensity, 0, interior , boxproject
mediump vec4 ambient; // ambient color, energy
mediump vec4 atlas_clamp;
highp mat4 local_matrix; // up to here for spot and omni, rest is for directional
// notes: for ambientblend, use distance to edge to blend between already existing global environment
};
layout(std140) uniform ReflectionProbeData { //ubo:6
ReflectionData reflections[MAX_REFLECTION_DATA_STRUCTS];
};
uniform mediump sampler2D reflection_atlas; // texunit:-3
#ifdef USE_FORWARD_LIGHTING
uniform int omni_light_indices[MAX_FORWARD_LIGHTS];
uniform int omni_light_count;
uniform int spot_light_indices[MAX_FORWARD_LIGHTS];
uniform int spot_light_count;
uniform int reflection_indices[MAX_FORWARD_LIGHTS];
uniform int reflection_count;
#endif
#if defined(SCREEN_TEXTURE_USED)
uniform highp sampler2D screen_texture; // texunit:-7
#endif
#ifdef USE_MULTIPLE_RENDER_TARGETS
layout(location = 0) out vec4 diffuse_buffer;
layout(location = 1) out vec4 specular_buffer;
layout(location = 2) out vec4 normal_mr_buffer;
#if defined(ENABLE_SSS)
layout(location = 3) out float sss_buffer;
#endif
#else
layout(location = 0) out vec4 frag_color;
#endif
in highp vec4 position_interp;
uniform highp sampler2D depth_buffer; // texunit:-8
#ifdef USE_CONTACT_SHADOWS
float contact_shadow_compute(vec3 pos, vec3 dir, float max_distance) {
if (abs(dir.z) > 0.99)
return 1.0;
vec3 endpoint = pos + dir * max_distance;
vec4 source = position_interp;
vec4 dest = projection_matrix * vec4(endpoint, 1.0);
vec2 from_screen = (source.xy / source.w) * 0.5 + 0.5;
vec2 to_screen = (dest.xy / dest.w) * 0.5 + 0.5;
vec2 screen_rel = to_screen - from_screen;
if (length(screen_rel) < 0.00001)
return 1.0; // too small, don't do anything
/*
float pixel_size; // approximate pixel size
if (screen_rel.x > screen_rel.y) {
pixel_size = abs((pos.x - endpoint.x) / (screen_rel.x / screen_pixel_size.x));
} else {
pixel_size = abs((pos.y - endpoint.y) / (screen_rel.y / screen_pixel_size.y));
}
*/
vec4 bias = projection_matrix * vec4(pos + vec3(0.0, 0.0, max_distance * 0.5), 1.0);
vec2 pixel_incr = normalize(screen_rel) * screen_pixel_size;
float steps = length(screen_rel) / length(pixel_incr);
steps = min(2000.0, steps); // put a limit to avoid freezing in some strange situation
//steps = 10.0;
vec4 incr = (dest - source) / steps;
float ratio = 0.0;
float ratio_incr = 1.0 / steps;
while (steps > 0.0) {
source += incr * 2.0;
bias += incr * 2.0;
vec3 uv_depth = (source.xyz / source.w) * 0.5 + 0.5;
if (uv_depth.x > 0.0 && uv_depth.x < 1.0 && uv_depth.y > 0.0 && uv_depth.y < 1.0) {
float depth = texture(depth_buffer, uv_depth.xy).r;
if (depth < uv_depth.z) {
if (depth > (bias.z / bias.w) * 0.5 + 0.5) {
return min(pow(ratio, 4.0), 1.0);
} else {
return 1.0;
}
}
ratio += ratio_incr;
steps -= 1.0;
} else {
return 1.0;
}
}
return 1.0;
}
#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_USE_CLEARCOAT)
vec3 H = normalize(V + L);
#endif
#if defined(SPECULAR_BLINN) || defined(SPECULAR_SCHLICK_GGX) || defined(LIGHT_USE_CLEARCOAT)
float cNdotH = max(dot(N, H), 0.0);
#endif
#if defined(DIFFUSE_BURLEY) || defined(SPECULAR_SCHLICK_GGX) || defined(LIGHT_USE_CLEARCOAT)
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(LIGHT_USE_RIM)
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) * cNdotL;
blinn *= (shininess + 8.0) * (1.0 / (8.0 * M_PI));
float intensity = blinn;
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_USE_ANISOTROPY)
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_USE_CLEARCOAT)
#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)
}
float sample_shadow(highp sampler2DShadow shadow, vec2 shadow_pixel_size, vec2 pos, float depth, vec4 clamp_rect) {
#ifdef SHADOW_MODE_PCF_13
float avg = textureProj(shadow, vec4(pos, depth, 1.0));
avg += textureProj(shadow, vec4(pos + vec2(shadow_pixel_size.x, 0.0), depth, 1.0));
avg += textureProj(shadow, vec4(pos + vec2(-shadow_pixel_size.x, 0.0), depth, 1.0));
avg += textureProj(shadow, vec4(pos + vec2(0.0, shadow_pixel_size.y), depth, 1.0));
avg += textureProj(shadow, vec4(pos + vec2(0.0, -shadow_pixel_size.y), depth, 1.0));
avg += textureProj(shadow, vec4(pos + vec2(shadow_pixel_size.x, shadow_pixel_size.y), depth, 1.0));
avg += textureProj(shadow, vec4(pos + vec2(-shadow_pixel_size.x, shadow_pixel_size.y), depth, 1.0));
avg += textureProj(shadow, vec4(pos + vec2(shadow_pixel_size.x, -shadow_pixel_size.y), depth, 1.0));
avg += textureProj(shadow, vec4(pos + vec2(-shadow_pixel_size.x, -shadow_pixel_size.y), depth, 1.0));
avg += textureProj(shadow, vec4(pos + vec2(shadow_pixel_size.x * 2.0, 0.0), depth, 1.0));
avg += textureProj(shadow, vec4(pos + vec2(-shadow_pixel_size.x * 2.0, 0.0), depth, 1.0));
avg += textureProj(shadow, vec4(pos + vec2(0.0, shadow_pixel_size.y * 2.0), depth, 1.0));
avg += textureProj(shadow, vec4(pos + vec2(0.0, -shadow_pixel_size.y * 2.0), depth, 1.0));
return avg * (1.0 / 13.0);
#endif
#ifdef SHADOW_MODE_PCF_5
float avg = textureProj(shadow, vec4(pos, depth, 1.0));
avg += textureProj(shadow, vec4(pos + vec2(shadow_pixel_size.x, 0.0), depth, 1.0));
avg += textureProj(shadow, vec4(pos + vec2(-shadow_pixel_size.x, 0.0), depth, 1.0));
avg += textureProj(shadow, vec4(pos + vec2(0.0, shadow_pixel_size.y), depth, 1.0));
avg += textureProj(shadow, vec4(pos + vec2(0.0, -shadow_pixel_size.y), depth, 1.0));
return avg * (1.0 / 5.0);
#endif
#if !defined(SHADOW_MODE_PCF_5) || !defined(SHADOW_MODE_PCF_13)
return textureProj(shadow, vec4(pos, depth, 1.0));
#endif
}
#ifdef RENDER_DEPTH_DUAL_PARABOLOID
in highp float dp_clip;
#endif
void light_process_omni(int idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 binormal, vec3 tangent, vec3 albedo, vec3 transmission, float roughness, float metallic, float specular, float rim, float rim_tint, float clearcoat, float clearcoat_gloss, float anisotropy, float p_blob_intensity, inout vec3 diffuse_light, inout vec3 specular_light, inout float alpha) {
vec3 light_rel_vec = omni_lights[idx].light_pos_inv_radius.xyz - vertex;
float light_length = length(light_rel_vec);
float normalized_distance = light_length * omni_lights[idx].light_pos_inv_radius.w;
float omni_attenuation;
if (normalized_distance < 1.0) {
omni_attenuation = pow(1.0 - normalized_distance, omni_lights[idx].light_direction_attenuation.w);
} else {
omni_attenuation = 0.0;
}
vec3 light_attenuation = vec3(omni_attenuation);
#if !defined(SHADOWS_DISABLED)
#ifdef USE_SHADOW
if (omni_lights[idx].light_params.w > 0.5) {
// there is a shadowmap
highp vec3 splane = (omni_lights[idx].shadow_matrix * vec4(vertex, 1.0)).xyz;
float shadow_len = length(splane);
splane = normalize(splane);
vec4 clamp_rect = omni_lights[idx].light_clamp;
if (splane.z >= 0.0) {
splane.z += 1.0;
clamp_rect.y += clamp_rect.w;
} else {
splane.z = 1.0 - splane.z;
/*
if (clamp_rect.z < clamp_rect.w) {
clamp_rect.x += clamp_rect.z;
} else {
clamp_rect.y += clamp_rect.w;
}
*/
}
splane.xy /= splane.z;
splane.xy = splane.xy * 0.5 + 0.5;
splane.z = shadow_len * omni_lights[idx].light_pos_inv_radius.w;
splane.xy = clamp_rect.xy + splane.xy * clamp_rect.zw;
float shadow = sample_shadow(shadow_atlas, shadow_atlas_pixel_size, splane.xy, splane.z, clamp_rect);
#ifdef USE_CONTACT_SHADOWS
if (shadow > 0.01 && omni_lights[idx].shadow_color_contact.a > 0.0) {
float contact_shadow = contact_shadow_compute(vertex, normalize(light_rel_vec), min(light_length, omni_lights[idx].shadow_color_contact.a));
shadow = min(shadow, contact_shadow);
}
#endif
light_attenuation *= mix(omni_lights[idx].shadow_color_contact.rgb, vec3(1.0), shadow);
}
#endif //USE_SHADOW
#endif //SHADOWS_DISABLED
light_compute(normal, normalize(light_rel_vec), eye_vec, binormal, tangent, omni_lights[idx].light_color_energy.rgb, light_attenuation, albedo, transmission, omni_lights[idx].light_params.z * p_blob_intensity, roughness, metallic, specular, rim * omni_attenuation, rim_tint, clearcoat, clearcoat_gloss, anisotropy, diffuse_light, specular_light, alpha);
}
void light_process_spot(int idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 binormal, vec3 tangent, vec3 albedo, vec3 transmission, float roughness, float metallic, float specular, float rim, float rim_tint, float clearcoat, float clearcoat_gloss, float anisotropy, float p_blob_intensity, inout vec3 diffuse_light, inout vec3 specular_light, inout float alpha) {
vec3 light_rel_vec = spot_lights[idx].light_pos_inv_radius.xyz - vertex;
float light_length = length(light_rel_vec);
float normalized_distance = light_length * spot_lights[idx].light_pos_inv_radius.w;
float spot_attenuation;
if (normalized_distance < 1.0) {
spot_attenuation = pow(1.0 - normalized_distance, spot_lights[idx].light_direction_attenuation.w);
} else {
spot_attenuation = 0.0;
}
vec3 spot_dir = spot_lights[idx].light_direction_attenuation.xyz;
float spot_cutoff = spot_lights[idx].light_params.y;
float scos = max(dot(-normalize(light_rel_vec), spot_dir), spot_cutoff);
float spot_rim = max(0.0001, (1.0 - scos) / (1.0 - spot_cutoff));
spot_attenuation *= 1.0 - pow(spot_rim, spot_lights[idx].light_params.x);
vec3 light_attenuation = vec3(spot_attenuation);
#if !defined(SHADOWS_DISABLED)
#ifdef USE_SHADOW
if (spot_lights[idx].light_params.w > 0.5) {
//there is a shadowmap
highp vec4 splane = (spot_lights[idx].shadow_matrix * vec4(vertex, 1.0));
splane.xyz /= splane.w;
float shadow = sample_shadow(shadow_atlas, shadow_atlas_pixel_size, splane.xy, splane.z, spot_lights[idx].light_clamp);
#ifdef USE_CONTACT_SHADOWS
if (shadow > 0.01 && spot_lights[idx].shadow_color_contact.a > 0.0) {
float contact_shadow = contact_shadow_compute(vertex, normalize(light_rel_vec), min(light_length, spot_lights[idx].shadow_color_contact.a));
shadow = min(shadow, contact_shadow);
}
#endif
light_attenuation *= mix(spot_lights[idx].shadow_color_contact.rgb, vec3(1.0), shadow);
}
#endif //USE_SHADOW
#endif //SHADOWS_DISABLED
light_compute(normal, normalize(light_rel_vec), eye_vec, binormal, tangent, spot_lights[idx].light_color_energy.rgb, light_attenuation, albedo, transmission, spot_lights[idx].light_params.z * p_blob_intensity, roughness, metallic, specular, rim * spot_attenuation, rim_tint, clearcoat, clearcoat_gloss, anisotropy, diffuse_light, specular_light, alpha);
}
void reflection_process(int idx, vec3 vertex, vec3 normal, vec3 binormal, vec3 tangent, float roughness, float anisotropy, vec3 ambient, vec3 skybox, inout highp vec4 reflection_accum, inout highp vec4 ambient_accum) {
vec3 ref_vec = normalize(reflect(vertex, normal));
vec3 local_pos = (reflections[idx].local_matrix * vec4(vertex, 1.0)).xyz;
vec3 box_extents = reflections[idx].box_extents.xyz;
if (any(greaterThan(abs(local_pos), box_extents))) { //out of the reflection box
return;
}
vec3 inner_pos = abs(local_pos / box_extents);
float blend = max(inner_pos.x, max(inner_pos.y, inner_pos.z));
//make blend more rounded
blend = mix(length(inner_pos), blend, blend);
blend *= blend;
blend = max(0.0, 1.0 - blend);
if (reflections[idx].params.x > 0.0) { // compute reflection
vec3 local_ref_vec = (reflections[idx].local_matrix * vec4(ref_vec, 0.0)).xyz;
if (reflections[idx].params.w > 0.5) { //box project
vec3 nrdir = normalize(local_ref_vec);
vec3 rbmax = (box_extents - local_pos) / nrdir;
vec3 rbmin = (-box_extents - local_pos) / nrdir;
vec3 rbminmax = mix(rbmin, rbmax, greaterThan(nrdir, vec3(0.0, 0.0, 0.0)));
float fa = min(min(rbminmax.x, rbminmax.y), rbminmax.z);
vec3 posonbox = local_pos + nrdir * fa;
local_ref_vec = posonbox - reflections[idx].box_offset.xyz;
}
vec4 clamp_rect = reflections[idx].atlas_clamp;
vec3 norm = normalize(local_ref_vec);
norm.xy /= 1.0 + abs(norm.z);
norm.xy = norm.xy * vec2(0.5, 0.25) + vec2(0.5, 0.25);
if (norm.z > 0.0) {
norm.y = 0.5 - norm.y + 0.5;
}
vec2 atlas_uv = norm.xy * clamp_rect.zw + clamp_rect.xy;
atlas_uv = clamp(atlas_uv, clamp_rect.xy, clamp_rect.xy + clamp_rect.zw);
highp vec4 reflection;
reflection.rgb = textureLod(reflection_atlas, atlas_uv, roughness * 5.0).rgb;
if (reflections[idx].params.z < 0.5) {
reflection.rgb = mix(skybox, reflection.rgb, blend);
}
reflection.rgb *= reflections[idx].params.x;
reflection.a = blend;
reflection.rgb *= reflection.a;
reflection_accum += reflection;
}
#if !defined(USE_LIGHTMAP) && !defined(USE_LIGHTMAP_CAPTURE)
if (reflections[idx].ambient.a > 0.0) { //compute ambient using skybox
vec3 local_amb_vec = (reflections[idx].local_matrix * vec4(normal, 0.0)).xyz;
vec3 splane = normalize(local_amb_vec);
vec4 clamp_rect = reflections[idx].atlas_clamp;
splane.z *= -1.0;
if (splane.z >= 0.0) {
splane.z += 1.0;
clamp_rect.y += clamp_rect.w;
} else {
splane.z = 1.0 - splane.z;
splane.y = -splane.y;
}
splane.xy /= splane.z;
splane.xy = splane.xy * 0.5 + 0.5;
splane.xy = splane.xy * clamp_rect.zw + clamp_rect.xy;
splane.xy = clamp(splane.xy, clamp_rect.xy, clamp_rect.xy + clamp_rect.zw);
highp vec4 ambient_out;
ambient_out.a = blend;
ambient_out.rgb = textureLod(reflection_atlas, splane.xy, 5.0).rgb;
ambient_out.rgb = mix(reflections[idx].ambient.rgb, ambient_out.rgb, reflections[idx].ambient.a);
if (reflections[idx].params.z < 0.5) {
ambient_out.rgb = mix(ambient, ambient_out.rgb, blend);
}
ambient_out.rgb *= ambient_out.a;
ambient_accum += ambient_out;
} else {
highp vec4 ambient_out;
ambient_out.a = blend;
ambient_out.rgb = reflections[idx].ambient.rgb;
if (reflections[idx].params.z < 0.5) {
ambient_out.rgb = mix(ambient, ambient_out.rgb, blend);
}
ambient_out.rgb *= ambient_out.a;
ambient_accum += ambient_out;
}
#endif
}
#ifdef USE_LIGHTMAP
#ifdef USE_LIGHTMAP_LAYERED
uniform mediump sampler2DArray lightmap; //texunit:-9
uniform int lightmap_layer;
#else
uniform mediump sampler2D lightmap; //texunit:-9
#endif
uniform mediump float lightmap_energy;
#ifdef USE_LIGHTMAP_FILTER_BICUBIC
uniform vec2 lightmap_texture_size;
// w0, w1, w2, and w3 are the four cubic B-spline basis functions
float w0(float a) {
return (1.0 / 6.0) * (a * (a * (-a + 3.0) - 3.0) + 1.0);
}
float w1(float a) {
return (1.0 / 6.0) * (a * a * (3.0 * a - 6.0) + 4.0);
}
float w2(float a) {
return (1.0 / 6.0) * (a * (a * (-3.0 * a + 3.0) + 3.0) + 1.0);
}
float w3(float a) {
return (1.0 / 6.0) * (a * a * a);
}
// g0 and g1 are the two amplitude functions
float g0(float a) {
return w0(a) + w1(a);
}
float g1(float a) {
return w2(a) + w3(a);
}
// h0 and h1 are the two offset functions
float h0(float a) {
return -1.0 + w1(a) / (w0(a) + w1(a));
}
float h1(float a) {
return 1.0 + w3(a) / (w2(a) + w3(a));
}
vec4 texture_bicubic(sampler2D tex, vec2 uv) {
vec2 texel_size = vec2(1.0) / lightmap_texture_size;
uv = uv * lightmap_texture_size + vec2(0.5);
vec2 iuv = floor(uv);
vec2 fuv = fract(uv);
float g0x = g0(fuv.x);
float g1x = g1(fuv.x);
float h0x = h0(fuv.x);
float h1x = h1(fuv.x);
float h0y = h0(fuv.y);
float h1y = h1(fuv.y);
vec2 p0 = (vec2(iuv.x + h0x, iuv.y + h0y) - vec2(0.5)) * texel_size;
vec2 p1 = (vec2(iuv.x + h1x, iuv.y + h0y) - vec2(0.5)) * texel_size;
vec2 p2 = (vec2(iuv.x + h0x, iuv.y + h1y) - vec2(0.5)) * texel_size;
vec2 p3 = (vec2(iuv.x + h1x, iuv.y + h1y) - vec2(0.5)) * texel_size;
return (g0(fuv.y) * (g0x * texture(tex, p0) + g1x * texture(tex, p1))) +
(g1(fuv.y) * (g0x * texture(tex, p2) + g1x * texture(tex, p3)));
}
vec4 textureArray_bicubic(sampler2DArray tex, vec3 uv) {
vec2 texel_size = vec2(1.0) / lightmap_texture_size;
uv.xy = uv.xy * lightmap_texture_size + vec2(0.5);
vec2 iuv = floor(uv.xy);
vec2 fuv = fract(uv.xy);
float g0x = g0(fuv.x);
float g1x = g1(fuv.x);
float h0x = h0(fuv.x);
float h1x = h1(fuv.x);
float h0y = h0(fuv.y);
float h1y = h1(fuv.y);
vec2 p0 = (vec2(iuv.x + h0x, iuv.y + h0y) - vec2(0.5)) * texel_size;
vec2 p1 = (vec2(iuv.x + h1x, iuv.y + h0y) - vec2(0.5)) * texel_size;
vec2 p2 = (vec2(iuv.x + h0x, iuv.y + h1y) - vec2(0.5)) * texel_size;
vec2 p3 = (vec2(iuv.x + h1x, iuv.y + h1y) - vec2(0.5)) * texel_size;
return (g0(fuv.y) * (g0x * texture(tex, vec3(p0, uv.z)) + g1x * texture(tex, vec3(p1, uv.z)))) +
(g1(fuv.y) * (g0x * texture(tex, vec3(p2, uv.z)) + g1x * texture(tex, vec3(p3, uv.z))));
}
#define LIGHTMAP_TEXTURE_SAMPLE(m_tex, m_uv) texture_bicubic(m_tex, m_uv)
#define LIGHTMAP_TEXTURE_LAYERED_SAMPLE(m_tex, m_uv) textureArray_bicubic(m_tex, m_uv)
#else //!USE_LIGHTMAP_FILTER_BICUBIC
#define LIGHTMAP_TEXTURE_SAMPLE(m_tex, m_uv) texture(m_tex, m_uv)
#define LIGHTMAP_TEXTURE_LAYERED_SAMPLE(m_tex, m_uv) texture(m_tex, m_uv)
#endif //USE_LIGHTMAP_FILTER_BICUBIC
#endif
#ifdef USE_LIGHTMAP_CAPTURE
uniform mediump vec4[12] lightmap_captures;
#endif
#ifdef USE_GI_PROBES
uniform mediump sampler3D gi_probe1; //texunit:-9
uniform highp mat4 gi_probe_xform1;
uniform highp vec3 gi_probe_bounds1;
uniform highp vec3 gi_probe_cell_size1;
uniform highp float gi_probe_multiplier1;
uniform highp float gi_probe_bias1;
uniform highp float gi_probe_normal_bias1;
uniform bool gi_probe_blend_ambient1;
uniform mediump sampler3D gi_probe2; //texunit:-10
uniform highp mat4 gi_probe_xform2;
uniform highp vec3 gi_probe_bounds2;
uniform highp vec3 gi_probe_cell_size2;
uniform highp float gi_probe_multiplier2;
uniform highp float gi_probe_bias2;
uniform highp float gi_probe_normal_bias2;
uniform bool gi_probe2_enabled;
uniform bool gi_probe_blend_ambient2;
vec3 voxel_cone_trace(mediump sampler3D probe, vec3 cell_size, vec3 pos, vec3 ambient, bool blend_ambient, vec3 direction, float tan_half_angle, float max_distance, float p_bias) {
float dist = p_bias; //1.0; //dot(direction,mix(vec3(-1.0),vec3(1.0),greaterThan(direction,vec3(0.0))))*2.0;
float alpha = 0.0;
vec3 color = vec3(0.0);
while (dist < max_distance && alpha < 0.95) {
float diameter = max(1.0, 2.0 * tan_half_angle * dist);
vec4 scolor = textureLod(probe, (pos + dist * direction) * cell_size, log2(diameter));
float a = (1.0 - alpha);
color += scolor.rgb * a;
alpha += a * scolor.a;
dist += diameter * 0.5;
}
if (blend_ambient) {
color.rgb = mix(ambient, color.rgb, min(1.0, alpha / 0.95));
}
return color;
}
void gi_probe_compute(mediump sampler3D probe, mat4 probe_xform, vec3 bounds, vec3 cell_size, vec3 pos, vec3 ambient, vec3 environment, bool blend_ambient, float multiplier, mat3 normal_mtx, vec3 ref_vec, float roughness, float p_bias, float p_normal_bias, inout vec4 out_spec, inout vec4 out_diff) {
vec3 probe_pos = (probe_xform * vec4(pos, 1.0)).xyz;
vec3 ref_pos = (probe_xform * vec4(pos + ref_vec, 1.0)).xyz;
ref_vec = normalize(ref_pos - probe_pos);
probe_pos += (probe_xform * vec4(normal_mtx[2], 0.0)).xyz * p_normal_bias;
/* out_diff.rgb = voxel_cone_trace(probe,cell_size,probe_pos,normalize((probe_xform * vec4(ref_vec,0.0)).xyz),0.0 ,100.0);
out_diff.a = 1.0;
return;*/
//out_diff = vec4(textureLod(probe,probe_pos*cell_size,3.0).rgb,1.0);
//return;
//this causes corrupted pixels, i have no idea why..
if (any(bvec2(any(lessThan(probe_pos, vec3(0.0))), any(greaterThan(probe_pos, bounds))))) {
return;
}
vec3 blendv = abs(probe_pos / bounds * 2.0 - 1.0);
float blend = clamp(1.0 - max(blendv.x, max(blendv.y, blendv.z)), 0.0, 1.0);
//float blend=1.0;
float max_distance = length(bounds);
//radiance
#ifdef VCT_QUALITY_HIGH
#define MAX_CONE_DIRS 6
vec3 cone_dirs[MAX_CONE_DIRS] = vec3[](
vec3(0.0, 0.0, 1.0),
vec3(0.866025, 0.0, 0.5),
vec3(0.267617, 0.823639, 0.5),
vec3(-0.700629, 0.509037, 0.5),
vec3(-0.700629, -0.509037, 0.5),
vec3(0.267617, -0.823639, 0.5));
float cone_weights[MAX_CONE_DIRS] = float[](0.25, 0.15, 0.15, 0.15, 0.15, 0.15);
float cone_angle_tan = 0.577;
float min_ref_tan = 0.0;
#else
#define MAX_CONE_DIRS 4
vec3 cone_dirs[MAX_CONE_DIRS] = vec3[](
vec3(0.707107, 0.0, 0.707107),
vec3(0.0, 0.707107, 0.707107),
vec3(-0.707107, 0.0, 0.707107),
vec3(0.0, -0.707107, 0.707107));
float cone_weights[MAX_CONE_DIRS] = float[](0.25, 0.25, 0.25, 0.25);
float cone_angle_tan = 0.98269;
max_distance *= 0.5;
float min_ref_tan = 0.2;
#endif
vec3 light = vec3(0.0);
for (int i = 0; i < MAX_CONE_DIRS; i++) {
vec3 dir = normalize((probe_xform * vec4(pos + normal_mtx * cone_dirs[i], 1.0)).xyz - probe_pos);
light += cone_weights[i] * voxel_cone_trace(probe, cell_size, probe_pos, ambient, blend_ambient, dir, cone_angle_tan, max_distance, p_bias);
}
light *= multiplier;
out_diff += vec4(light * blend, blend);
//irradiance
vec3 irr_light = voxel_cone_trace(probe, cell_size, probe_pos, environment, blend_ambient, ref_vec, max(min_ref_tan, tan(roughness * 0.5 * M_PI * 0.99)), max_distance, p_bias);
irr_light *= multiplier;
//irr_light=vec3(0.0);
out_spec += vec4(irr_light * blend, blend);
}
void gi_probes_compute(vec3 pos, vec3 normal, float roughness, inout vec3 out_specular, inout vec3 out_ambient) {
roughness = roughness * roughness;
vec3 ref_vec = normalize(reflect(normalize(pos), normal));
//find arbitrary tangent and bitangent, then build a matrix
vec3 v0 = abs(normal.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(0.0, 1.0, 0.0);
vec3 tangent = normalize(cross(v0, normal));
vec3 bitangent = normalize(cross(tangent, normal));
mat3 normal_mat = mat3(tangent, bitangent, normal);
vec4 diff_accum = vec4(0.0);
vec4 spec_accum = vec4(0.0);
vec3 ambient = out_ambient;
out_ambient = vec3(0.0);
vec3 environment = out_specular;
out_specular = vec3(0.0);
gi_probe_compute(gi_probe1, gi_probe_xform1, gi_probe_bounds1, gi_probe_cell_size1, pos, ambient, environment, gi_probe_blend_ambient1, gi_probe_multiplier1, normal_mat, ref_vec, roughness, gi_probe_bias1, gi_probe_normal_bias1, spec_accum, diff_accum);
if (gi_probe2_enabled) {
gi_probe_compute(gi_probe2, gi_probe_xform2, gi_probe_bounds2, gi_probe_cell_size2, pos, ambient, environment, gi_probe_blend_ambient2, gi_probe_multiplier2, normal_mat, ref_vec, roughness, gi_probe_bias2, gi_probe_normal_bias2, spec_accum, diff_accum);
}
if (diff_accum.a > 0.0) {
diff_accum.rgb /= diff_accum.a;
}
if (spec_accum.a > 0.0) {
spec_accum.rgb /= spec_accum.a;
}
out_specular += spec_accum.rgb;
out_ambient += diff_accum.rgb;
}
#endif
void main() {
#ifdef RENDER_DEPTH_DUAL_PARABOLOID
if (dp_clip > 0.0)
discard;
#endif
//lay out everything, whathever is unused is optimized away anyway
highp 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(ENABLE_AO)
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(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP) || defined(LIGHT_USE_ANISOTROPY)
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(ENABLE_UV_INTERP)
vec2 uv = uv_interp;
#endif
#if defined(ENABLE_UV2_INTERP) || defined(USE_LIGHTMAP)
vec2 uv2 = uv2_interp;
#endif
#if defined(ENABLE_COLOR_INTERP)
vec4 color = color_interp;
#endif
#if defined(ENABLE_NORMALMAP)
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
#if defined(ENABLE_SSS)
float sss_strength = 0.0;
#endif
{
/* 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(ENABLE_NORMALMAP)
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_USE_ANISOTROPY)
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
#ifdef USE_VERTEX_LIGHTING
vec3 specular_light = specular_light_interp.rgb;
vec3 diffuse_light = diffuse_light_interp.rgb;
#else
vec3 specular_light = vec3(0.0, 0.0, 0.0);
vec3 diffuse_light = vec3(0.0, 0.0, 0.0);
#endif
vec3 ambient_light;
vec3 env_reflection_light = vec3(0.0, 0.0, 0.0);
vec3 eye_vec = view;
// IBL precalculations
float ndotv = clamp(dot(normal, eye_vec), 0.0, 1.0);
vec3 f0 = F0(metallic, specular, albedo);
vec3 F = f0 + (max(vec3(1.0 - roughness), f0) - f0) * pow(1.0 - ndotv, 5.0);
#ifdef USE_RADIANCE_MAP
#ifdef AMBIENT_LIGHT_DISABLED
ambient_light = vec3(0.0, 0.0, 0.0);
#else
{
{ //read radiance from dual paraboloid
vec3 ref_vec = reflect(-eye_vec, normal);
ref_vec = normalize((radiance_inverse_xform * vec4(ref_vec, 0.0)).xyz);
vec3 radiance = textureDualParaboloid(radiance_map, ref_vec, roughness) * bg_energy;
env_reflection_light = radiance;
}
}
#ifndef USE_LIGHTMAP
{
vec3 norm = normal;
norm = normalize((radiance_inverse_xform * vec4(norm, 0.0)).xyz);
norm.xy /= 1.0 + abs(norm.z);
norm.xy = norm.xy * vec2(0.5, 0.25) + vec2(0.5, 0.25);
if (norm.z > 0.0) {
norm.y = 0.5 - norm.y + 0.5;
}
vec3 env_ambient = texture(irradiance_map, norm.xy).rgb * bg_energy;
env_ambient *= 1.0 - F;
ambient_light = mix(ambient_light_color.rgb, env_ambient, radiance_ambient_contribution);
}
#endif
#endif //AMBIENT_LIGHT_DISABLED
#else
#ifdef AMBIENT_LIGHT_DISABLED
ambient_light = vec3(0.0, 0.0, 0.0);
#else
ambient_light = ambient_light_color.rgb;
env_reflection_light = bg_color.rgb * bg_energy;
#endif //AMBIENT_LIGHT_DISABLED
#endif
ambient_light *= ambient_energy;
float specular_blob_intensity = 1.0;
#if defined(SPECULAR_TOON)
specular_blob_intensity *= specular * 2.0;
#endif
#ifdef USE_GI_PROBES
gi_probes_compute(vertex, normal, roughness, env_reflection_light, ambient_light);
#endif
#ifdef USE_LIGHTMAP
#ifdef USE_LIGHTMAP_LAYERED
ambient_light = LIGHTMAP_TEXTURE_LAYERED_SAMPLE(lightmap, vec3(uv2, float(lightmap_layer))).rgb * lightmap_energy;
#else
ambient_light = LIGHTMAP_TEXTURE_SAMPLE(lightmap, uv2).rgb * lightmap_energy;
#endif
#endif
#ifdef USE_LIGHTMAP_CAPTURE
{
vec3 cone_dirs[12] = vec3[](
vec3(0.0, 0.0, 1.0),
vec3(0.866025, 0.0, 0.5),
vec3(0.267617, 0.823639, 0.5),
vec3(-0.700629, 0.509037, 0.5),
vec3(-0.700629, -0.509037, 0.5),
vec3(0.267617, -0.823639, 0.5),
vec3(0.0, 0.0, -1.0),
vec3(0.866025, 0.0, -0.5),
vec3(0.267617, 0.823639, -0.5),
vec3(-0.700629, 0.509037, -0.5),
vec3(-0.700629, -0.509037, -0.5),
vec3(0.267617, -0.823639, -0.5));
vec3 local_normal = normalize(camera_matrix * vec4(normal, 0.0)).xyz;
vec4 captured = vec4(0.0);
float sum = 0.0;
for (int i = 0; i < 12; i++) {
float amount = max(0.0, dot(local_normal, cone_dirs[i])); //not correct, but creates a nice wrap around effect
captured += lightmap_captures[i] * amount;
sum += amount;
}
captured /= sum;
// Alpha channel is used to indicate if dynamic objects keep the environment lighting
if (lightmap_captures[0].a > 0.5) {
ambient_light += captured.rgb;
} else {
ambient_light = captured.rgb;
}
}
#endif
#ifdef USE_FORWARD_LIGHTING
highp vec4 reflection_accum = vec4(0.0, 0.0, 0.0, 0.0);
highp vec4 ambient_accum = vec4(0.0, 0.0, 0.0, 0.0);
for (int i = 0; i < reflection_count; i++) {
reflection_process(reflection_indices[i], vertex, normal, binormal, tangent, roughness, anisotropy, ambient_light, env_reflection_light, reflection_accum, ambient_accum);
}
if (reflection_accum.a > 0.0) {
specular_light += reflection_accum.rgb / reflection_accum.a;
} else {
specular_light += env_reflection_light;
}
#if !defined(USE_LIGHTMAP) && !defined(USE_LIGHTMAP_CAPTURE)
if (ambient_accum.a > 0.0) {
ambient_light = ambient_accum.rgb / ambient_accum.a;
}
#endif
#endif
{
#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 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 * F + env.y;
#endif
}
#if defined(USE_LIGHT_DIRECTIONAL)
vec3 light_attenuation = vec3(1.0);
float depth_z = -vertex.z;
#ifdef LIGHT_DIRECTIONAL_SHADOW
#if !defined(SHADOWS_DISABLED)
#ifdef LIGHT_USE_PSSM4
if (depth_z < shadow_split_offsets.w) {
#elif defined(LIGHT_USE_PSSM2)
if (depth_z < shadow_split_offsets.y) {
#else
if (depth_z < shadow_split_offsets.x) {
#endif //LIGHT_USE_PSSM4
vec3 pssm_coord;
float pssm_fade = 0.0;
#ifdef LIGHT_USE_PSSM_BLEND
float pssm_blend;
vec3 pssm_coord2;
bool use_blend = true;
#endif
#ifdef LIGHT_USE_PSSM4
if (depth_z < shadow_split_offsets.y) {
if (depth_z < shadow_split_offsets.x) {
highp vec4 splane = (shadow_matrix1 * vec4(vertex, 1.0));
pssm_coord = splane.xyz / splane.w;
#if defined(LIGHT_USE_PSSM_BLEND)
splane = (shadow_matrix2 * vec4(vertex, 1.0));
pssm_coord2 = splane.xyz / splane.w;
pssm_blend = smoothstep(0.0, shadow_split_offsets.x, depth_z);
#endif
} else {
highp vec4 splane = (shadow_matrix2 * vec4(vertex, 1.0));
pssm_coord = splane.xyz / splane.w;
#if defined(LIGHT_USE_PSSM_BLEND)
splane = (shadow_matrix3 * vec4(vertex, 1.0));
pssm_coord2 = splane.xyz / splane.w;
pssm_blend = smoothstep(shadow_split_offsets.x, shadow_split_offsets.y, depth_z);
#endif
}
} else {
if (depth_z < shadow_split_offsets.z) {
highp vec4 splane = (shadow_matrix3 * vec4(vertex, 1.0));
pssm_coord = splane.xyz / splane.w;
#if defined(LIGHT_USE_PSSM_BLEND)
splane = (shadow_matrix4 * vec4(vertex, 1.0));
pssm_coord2 = splane.xyz / splane.w;
pssm_blend = smoothstep(shadow_split_offsets.y, shadow_split_offsets.z, depth_z);
#endif
} else {
highp vec4 splane = (shadow_matrix4 * vec4(vertex, 1.0));
pssm_coord = splane.xyz / splane.w;
pssm_fade = smoothstep(shadow_split_offsets.z, shadow_split_offsets.w, depth_z);
#if defined(LIGHT_USE_PSSM_BLEND)
use_blend = false;
#endif
}
}
#endif //LIGHT_USE_PSSM4
#ifdef LIGHT_USE_PSSM2
if (depth_z < shadow_split_offsets.x) {
highp vec4 splane = (shadow_matrix1 * vec4(vertex, 1.0));
pssm_coord = splane.xyz / splane.w;
#if defined(LIGHT_USE_PSSM_BLEND)
splane = (shadow_matrix2 * vec4(vertex, 1.0));
pssm_coord2 = splane.xyz / splane.w;
pssm_blend = smoothstep(0.0, shadow_split_offsets.x, depth_z);
#endif
} else {
highp vec4 splane = (shadow_matrix2 * vec4(vertex, 1.0));
pssm_coord = splane.xyz / splane.w;
pssm_fade = smoothstep(shadow_split_offsets.x, shadow_split_offsets.y, depth_z);
#if defined(LIGHT_USE_PSSM_BLEND)
use_blend = false;
#endif
}
#endif //LIGHT_USE_PSSM2
#if !defined(LIGHT_USE_PSSM4) && !defined(LIGHT_USE_PSSM2)
{ //regular orthogonal
highp vec4 splane = (shadow_matrix1 * vec4(vertex, 1.0));
pssm_coord = splane.xyz / splane.w;
}
#endif
//one one sample
float shadow = sample_shadow(directional_shadow, directional_shadow_pixel_size, pssm_coord.xy, pssm_coord.z, light_clamp);
#if defined(LIGHT_USE_PSSM_BLEND)
if (use_blend) {
shadow = mix(shadow, sample_shadow(directional_shadow, directional_shadow_pixel_size, pssm_coord2.xy, pssm_coord2.z, light_clamp), pssm_blend);
}
#endif
#ifdef USE_CONTACT_SHADOWS
if (shadow > 0.01 && shadow_color_contact.a > 0.0) {
float contact_shadow = contact_shadow_compute(vertex, -light_direction_attenuation.xyz, shadow_color_contact.a);
shadow = min(shadow, contact_shadow);
}
#endif
light_attenuation = mix(mix(shadow_color_contact.rgb, vec3(1.0), shadow), vec3(1.0), pssm_fade);
}
#endif // !defined(SHADOWS_DISABLED)
#endif //LIGHT_DIRECTIONAL_SHADOW
#ifdef USE_VERTEX_LIGHTING
diffuse_light *= mix(vec3(1.0), light_attenuation, diffuse_light_interp.a);
specular_light *= mix(vec3(1.0), light_attenuation, specular_light_interp.a);
#else
light_compute(normal, -light_direction_attenuation.xyz, eye_vec, binormal, tangent, light_color_energy.rgb, light_attenuation, albedo, transmission, light_params.z * specular_blob_intensity, roughness, metallic, specular, rim, rim_tint, clearcoat, clearcoat_gloss, anisotropy, diffuse_light, specular_light, alpha);
#endif
#endif //#USE_LIGHT_DIRECTIONAL
#ifdef USE_VERTEX_LIGHTING
diffuse_light *= albedo;
#endif
#ifdef USE_FORWARD_LIGHTING
#ifndef USE_VERTEX_LIGHTING
for (int i = 0; i < omni_light_count; i++) {
light_process_omni(omni_light_indices[i], vertex, eye_vec, normal, binormal, tangent, albedo, transmission, roughness, metallic, specular, rim, rim_tint, clearcoat, clearcoat_gloss, anisotropy, specular_blob_intensity, diffuse_light, specular_light, alpha);
}
for (int i = 0; i < spot_light_count; i++) {
light_process_spot(spot_light_indices[i], vertex, eye_vec, normal, binormal, tangent, albedo, transmission, roughness, metallic, specular, rim, rim_tint, clearcoat, clearcoat_gloss, anisotropy, specular_blob_intensity, diffuse_light, specular_light, alpha);
}
#endif //USE_VERTEX_LIGHTING
#endif
#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 RENDER_DEPTH
//nothing happens, so a tree-ssa optimizer will result in no fragment shader :)
#else
specular_light *= reflection_multiplier;
ambient_light *= albedo; //ambient must be multiplied by albedo at the end
#if defined(ENABLE_AO)
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;
if (fog_color_enabled.a > 0.5) {
float fog_amount = 0.0;
#ifdef USE_LIGHT_DIRECTIONAL
vec3 fog_color = mix(fog_color_enabled.rgb, fog_sun_color_amount.rgb, fog_sun_color_amount.a * pow(max(dot(normalize(vertex), -light_direction_attenuation.xyz), 0.0), 8.0));
#else
vec3 fog_color = fog_color_enabled.rgb;
#endif
//apply fog
if (fog_depth_enabled) {
float fog_far = fog_depth_end > 0.0 ? fog_depth_end : z_far;
float fog_z = smoothstep(fog_depth_begin, fog_far, length(vertex));
fog_amount = pow(fog_z, fog_depth_curve) * fog_density;
if (fog_transmit_enabled) {
vec3 total_light = emission + ambient_light + specular_light + diffuse_light;
float transmit = pow(fog_z, fog_transmit_curve);
fog_color = mix(max(total_light, fog_color), fog_color, transmit);
}
}
if (fog_height_enabled) {
float y = (camera_matrix * vec4(vertex, 1.0)).y;
fog_amount = max(fog_amount, pow(smoothstep(fog_height_min, fog_height_max, y), fog_height_curve));
}
float rev_amount = 1.0 - fog_amount;
emission = emission * rev_amount + fog_color * fog_amount;
ambient_light *= rev_amount;
specular_light *= rev_amount;
diffuse_light *= rev_amount;
}
#ifdef USE_MULTIPLE_RENDER_TARGETS
#ifdef SHADELESS
diffuse_buffer = vec4(albedo.rgb, 0.0);
specular_buffer = vec4(0.0);
#else
//approximate ambient scale for SSAO, since we will lack full ambient
float max_emission = max(emission.r, max(emission.g, emission.b));
float max_ambient = max(ambient_light.r, max(ambient_light.g, ambient_light.b));
float max_diffuse = max(diffuse_light.r, max(diffuse_light.g, diffuse_light.b));
float total_ambient = max_ambient + max_diffuse + max_emission;
float ambient_scale = (total_ambient > 0.0) ? (max_ambient + ambient_occlusion_affect_light * max_diffuse) / total_ambient : 0.0;
#if defined(ENABLE_AO)
ambient_scale = mix(0.0, ambient_scale, ambient_occlusion_affect_ao_channel);
#endif
diffuse_buffer = vec4(emission + diffuse_light + ambient_light, ambient_scale);
specular_buffer = vec4(specular_light, metallic);
#endif //SHADELESS
normal_mr_buffer = vec4(normalize(normal) * 0.5 + 0.5, roughness);
#if defined(ENABLE_SSS)
sss_buffer = sss_strength;
#endif
#else //USE_MULTIPLE_RENDER_TARGETS
#ifdef SHADELESS
frag_color = vec4(albedo, alpha);
#else
frag_color = vec4(emission + ambient_light + diffuse_light + specular_light, alpha);
#endif //SHADELESS
#endif //USE_MULTIPLE_RENDER_TARGETS
#endif //RENDER_DEPTH
}