virtualx-engine/drivers/gles3/shaders/scene.glsl
clayjohn 9ce57050a5 Add GPUParticles to the OpenGL3 renderer.
This includes collision (2D SDF, Box, Sphere, Heightmap),
attraction (Box, Sphere), and all sorting modes.

This does not include 3D SDF collisions, trails, or
manual emission.
2022-11-14 23:28:25 -08:00

1307 lines
35 KiB
GLSL

/* clang-format off */
#[modes]
mode_color = #define BASE_PASS
mode_color_instancing = #define BASE_PASS \n#define USE_INSTANCING
mode_additive = #define USE_ADDITIVE_LIGHTING
mode_additive_instancing = #define USE_ADDITIVE_LIGHTING \n#define USE_INSTANCING
mode_depth = #define MODE_RENDER_DEPTH
mode_depth_instancing = #define MODE_RENDER_DEPTH \n#define USE_INSTANCING
#[specializations]
DISABLE_LIGHTMAP = false
DISABLE_LIGHT_DIRECTIONAL = false
DISABLE_LIGHT_OMNI = false
DISABLE_LIGHT_SPOT = false
DISABLE_FOG = false
USE_RADIANCE_MAP = true
USE_MULTIVIEW = false
#[vertex]
#define M_PI 3.14159265359
#define SHADER_IS_SRGB true
#include "stdlib_inc.glsl"
#if !defined(MODE_RENDER_DEPTH) || defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED) ||defined(LIGHT_CLEARCOAT_USED)
#ifndef NORMAL_USED
#define NORMAL_USED
#endif
#endif
/*
from RenderingServer:
ARRAY_VERTEX = 0, // RG32F or RGB32F (depending on 2D bit)
ARRAY_NORMAL = 1, // RG16 octahedral compression
ARRAY_TANGENT = 2, // RG16 octahedral compression, sign stored in sign of G
ARRAY_COLOR = 3, // RGBA8
ARRAY_TEX_UV = 4, // RG32F
ARRAY_TEX_UV2 = 5, // RG32F
ARRAY_CUSTOM0 = 6, // Depends on ArrayCustomFormat.
ARRAY_CUSTOM1 = 7,
ARRAY_CUSTOM2 = 8,
ARRAY_CUSTOM3 = 9,
ARRAY_BONES = 10, // RGBA16UI (x2 if 8 weights)
ARRAY_WEIGHTS = 11, // RGBA16UNORM (x2 if 8 weights)
*/
/* INPUT ATTRIBS */
layout(location = 0) in highp vec3 vertex_attrib;
/* clang-format on */
#ifdef NORMAL_USED
layout(location = 1) in vec2 normal_attrib;
#endif
#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
layout(location = 2) in vec2 tangent_attrib;
#endif
#if defined(COLOR_USED)
layout(location = 3) in vec4 color_attrib;
#endif
#ifdef UV_USED
layout(location = 4) in vec2 uv_attrib;
#endif
#if defined(UV2_USED) || defined(USE_LIGHTMAP)
layout(location = 5) in vec2 uv2_attrib;
#endif
#if defined(CUSTOM0_USED)
layout(location = 6) in vec4 custom0_attrib;
#endif
#if defined(CUSTOM1_USED)
layout(location = 7) in vec4 custom1_attrib;
#endif
#if defined(CUSTOM2_USED)
layout(location = 8) in vec4 custom2_attrib;
#endif
#if defined(CUSTOM3_USED)
layout(location = 9) in vec4 custom3_attrib;
#endif
#if defined(BONES_USED)
layout(location = 10) in uvec4 bone_attrib;
#endif
#if defined(WEIGHTS_USED)
layout(location = 11) in vec4 weight_attrib;
#endif
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;
}
#ifdef USE_INSTANCING
layout(location = 12) in highp vec4 instance_xform0;
layout(location = 13) in highp vec4 instance_xform1;
layout(location = 14) in highp vec4 instance_xform2;
layout(location = 15) in highp uvec4 instance_color_custom_data; // Color packed into xy, Custom data into zw.
#endif
layout(std140) uniform GlobalShaderUniformData { //ubo:1
vec4 global_shader_uniforms[MAX_GLOBAL_SHADER_UNIFORMS];
};
layout(std140) uniform SceneData { // ubo:2
highp mat4 projection_matrix;
highp mat4 inv_projection_matrix;
highp mat4 inv_view_matrix;
highp mat4 view_matrix;
vec2 viewport_size;
vec2 screen_pixel_size;
mediump vec4 ambient_light_color_energy;
mediump float ambient_color_sky_mix;
bool material_uv2_mode;
float pad2;
bool use_ambient_light;
bool use_ambient_cubemap;
bool use_reflection_cubemap;
float fog_aerial_perspective;
float time;
mat3 radiance_inverse_xform;
uint directional_light_count;
float z_far;
float z_near;
float pad;
bool fog_enabled;
float fog_density;
float fog_height;
float fog_height_density;
vec3 fog_light_color;
float fog_sun_scatter;
}
scene_data;
#ifdef USE_MULTIVIEW
layout(std140) uniform MultiviewData { // ubo:8
highp mat4 projection_matrix_view[MAX_VIEWS];
highp mat4 inv_projection_matrix_view[MAX_VIEWS];
highp vec4 eye_offset[MAX_VIEWS];
}
multiview_data;
#endif
uniform highp mat4 world_transform;
#ifdef USE_LIGHTMAP
uniform highp vec4 lightmap_uv_rect;
#endif
/* Varyings */
out highp vec3 vertex_interp;
#ifdef NORMAL_USED
out vec3 normal_interp;
#endif
#if defined(COLOR_USED)
out vec4 color_interp;
#endif
#if defined(UV_USED)
out vec2 uv_interp;
#endif
#if defined(UV2_USED)
out vec2 uv2_interp;
#else
#ifdef USE_LIGHTMAP
out vec2 uv2_interp;
#endif
#endif
#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
out vec3 tangent_interp;
out vec3 binormal_interp;
#endif
#ifdef MATERIAL_UNIFORMS_USED
/* clang-format off */
layout(std140) uniform MaterialUniforms { // ubo:3
#MATERIAL_UNIFORMS
};
/* clang-format on */
#endif
/* clang-format off */
#GLOBALS
/* clang-format on */
invariant gl_Position;
void main() {
highp vec3 vertex = vertex_attrib;
highp mat4 model_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));
model_matrix = model_matrix * transpose(m);
#endif
#ifdef NORMAL_USED
vec3 normal = oct_to_vec3(normal_attrib * 2.0 - 1.0);
#endif
highp mat3 model_normal_matrix = mat3(model_matrix);
#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
vec2 signed_tangent_attrib = tangent_attrib * 2.0 - 1.0;
vec3 tangent = oct_to_vec3(vec2(signed_tangent_attrib.x, abs(signed_tangent_attrib.y) * 2.0 - 1.0));
float binormalf = sign(signed_tangent_attrib.y);
vec3 binormal = normalize(cross(normal, tangent) * binormalf);
#endif
#if defined(COLOR_USED)
color_interp = color_attrib;
#ifdef USE_INSTANCING
vec4 instance_color = vec4(unpackHalf2x16(instance_color_custom_data.x), unpackHalf2x16(instance_color_custom_data.y));
color_interp *= instance_color;
#endif
#endif
#if defined(UV_USED)
uv_interp = uv_attrib;
#endif
#ifdef USE_LIGHTMAP
uv2_interp = lightmap_uv_rect.zw * uv2_attrib + lightmap_uv_rect.xy;
#else
#if defined(UV2_USED)
uv2_interp = uv2_attrib;
#endif
#endif
#if defined(OVERRIDE_POSITION)
highp vec4 position;
#endif
#ifdef USE_MULTIVIEW
mat4 projection_matrix = multiview_data.projection_matrix_view[ViewIndex];
mat4 inv_projection_matrix = multiview_data.inv_projection_matrix_view[ViewIndex];
#else
mat4 projection_matrix = scene_data.projection_matrix;
mat4 inv_projection_matrix = scene_data.inv_projection_matrix;
#endif //USE_MULTIVIEW
#ifdef USE_INSTANCING
vec4 instance_custom = vec4(unpackHalf2x16(instance_color_custom_data.z), unpackHalf2x16(instance_color_custom_data.w));
#else
vec4 instance_custom = vec4(0.0);
#endif
// Using world coordinates
#if !defined(SKIP_TRANSFORM_USED) && defined(VERTEX_WORLD_COORDS_USED)
vertex = (model_matrix * vec4(vertex, 1.0)).xyz;
#ifdef NORMAL_USED
normal = model_normal_matrix * normal;
#endif
#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
tangent = model_normal_matrix * tangent;
binormal = model_normal_matrix * binormal;
#endif
#endif
float roughness = 1.0;
highp mat4 modelview = scene_data.view_matrix * model_matrix;
highp mat3 modelview_normal = mat3(scene_data.view_matrix) * model_normal_matrix;
float point_size = 1.0;
{
#CODE : VERTEX
}
gl_PointSize = point_size;
// Using local coordinates (default)
#if !defined(SKIP_TRANSFORM_USED) && !defined(VERTEX_WORLD_COORDS_USED)
vertex = (modelview * vec4(vertex, 1.0)).xyz;
#ifdef NORMAL_USED
normal = modelview_normal * normal;
#endif
#endif
#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
binormal = modelview_normal * binormal;
tangent = modelview_normal * tangent;
#endif
// Using world coordinates
#if !defined(SKIP_TRANSFORM_USED) && defined(VERTEX_WORLD_COORDS_USED)
vertex = (scene_data.view_matrix * vec4(vertex, 1.0)).xyz;
#ifdef NORMAL_USED
normal = (scene_data.view_matrix * vec4(normal, 0.0)).xyz;
#endif
#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
binormal = (scene_data.view_matrix * vec4(binormal, 0.0)).xyz;
tangent = (scene_data.view_matrix * vec4(tangent, 0.0)).xyz;
#endif
#endif
vertex_interp = vertex;
#ifdef NORMAL_USED
normal_interp = normal;
#endif
#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
tangent_interp = tangent;
binormal_interp = binormal;
#endif
#if defined(OVERRIDE_POSITION)
gl_Position = position;
#else
gl_Position = projection_matrix * vec4(vertex_interp, 1.0);
#endif
}
/* clang-format off */
#[fragment]
// Default to SPECULAR_SCHLICK_GGX.
#if !defined(SPECULAR_DISABLED) && !defined(SPECULAR_SCHLICK_GGX) && !defined(SPECULAR_TOON)
#define SPECULAR_SCHLICK_GGX
#endif
#if !defined(MODE_RENDER_DEPTH) || defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED) ||defined(LIGHT_CLEARCOAT_USED)
#ifndef NORMAL_USED
#define NORMAL_USED
#endif
#endif
#ifndef MODE_RENDER_DEPTH
#include "tonemap_inc.glsl"
#endif
#include "stdlib_inc.glsl"
/* texture unit usage, N is max_texture_unity-N
1-color correction // In tonemap_inc.glsl
2-radiance
3-directional_shadow
4-positional_shadow
5-screen
6-depth
*/
#define M_PI 3.14159265359
/* clang-format on */
#define SHADER_IS_SRGB true
/* Varyings */
#if defined(COLOR_USED)
in vec4 color_interp;
#endif
#if defined(UV_USED)
in vec2 uv_interp;
#endif
#if defined(UV2_USED)
in vec2 uv2_interp;
#else
#ifdef USE_LIGHTMAP
in vec2 uv2_interp;
#endif
#endif
#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
in vec3 tangent_interp;
in vec3 binormal_interp;
#endif
#ifdef NORMAL_USED
in vec3 normal_interp;
#endif
in highp vec3 vertex_interp;
#ifdef USE_RADIANCE_MAP
#define RADIANCE_MAX_LOD 5.0
uniform samplerCube radiance_map; // texunit:-2
#endif
layout(std140) uniform GlobalShaderUniformData { //ubo:1
vec4 global_shader_uniforms[MAX_GLOBAL_SHADER_UNIFORMS];
};
/* Material Uniforms */
#ifdef MATERIAL_UNIFORMS_USED
/* clang-format off */
layout(std140) uniform MaterialUniforms { // ubo:3
#MATERIAL_UNIFORMS
};
/* clang-format on */
#endif
layout(std140) uniform SceneData { // ubo:2
highp mat4 projection_matrix;
highp mat4 inv_projection_matrix;
highp mat4 inv_view_matrix;
highp mat4 view_matrix;
vec2 viewport_size;
vec2 screen_pixel_size;
mediump vec4 ambient_light_color_energy;
mediump float ambient_color_sky_mix;
bool material_uv2_mode;
float pad2;
bool use_ambient_light;
bool use_ambient_cubemap;
bool use_reflection_cubemap;
float fog_aerial_perspective;
float time;
mat3 radiance_inverse_xform;
uint directional_light_count;
float z_far;
float z_near;
float pad;
bool fog_enabled;
float fog_density;
float fog_height;
float fog_height_density;
vec3 fog_light_color;
float fog_sun_scatter;
}
scene_data;
#ifdef USE_MULTIVIEW
layout(std140) uniform MultiviewData { // ubo:8
highp mat4 projection_matrix_view[MAX_VIEWS];
highp mat4 inv_projection_matrix_view[MAX_VIEWS];
highp vec4 eye_offset[MAX_VIEWS];
}
multiview_data;
#endif
/* clang-format off */
#GLOBALS
/* clang-format on */
//directional light data
#ifndef DISABLE_LIGHT_DIRECTIONAL
struct DirectionalLightData {
mediump vec3 direction;
mediump float energy;
mediump vec3 color;
mediump float size;
mediump vec3 pad;
mediump float specular;
};
layout(std140) uniform DirectionalLights { // ubo:7
DirectionalLightData directional_lights[MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS];
};
#endif
// omni and spot
#if !defined(DISABLE_LIGHT_OMNI) && !defined(DISABLE_LIGHT_SPOT)
struct LightData { //this structure needs to be as packed as possible
highp vec3 position;
highp float inv_radius;
mediump vec3 direction;
highp float size;
mediump vec3 color;
mediump float attenuation;
mediump float cone_attenuation;
mediump float cone_angle;
mediump float specular_amount;
mediump float shadow_opacity;
};
#ifndef DISABLE_LIGHT_OMNI
layout(std140) uniform OmniLightData { // ubo:5
LightData omni_lights[MAX_LIGHT_DATA_STRUCTS];
};
uniform uint omni_light_indices[MAX_FORWARD_LIGHTS];
uniform uint omni_light_count;
#endif
#ifndef DISABLE_LIGHT_SPOT
layout(std140) uniform SpotLightData { // ubo:6
LightData spot_lights[MAX_LIGHT_DATA_STRUCTS];
};
uniform uint spot_light_indices[MAX_FORWARD_LIGHTS];
uniform uint spot_light_count;
#endif
#ifdef USE_ADDITIVE_LIGHTING
uniform highp samplerCubeShadow positional_shadow; // texunit:-4
#endif
#endif // !defined(DISABLE_LIGHT_OMNI) && !defined(DISABLE_LIGHT_SPOT)
#ifdef USE_MULTIVIEW
uniform highp sampler2DArray depth_buffer; // texunit:-6
uniform highp sampler2DArray screen_texture; // texunit:-5
#else
uniform highp sampler2D depth_buffer; // texunit:-6
uniform highp sampler2D screen_texture; // texunit:-5
#endif
uniform highp mat4 world_transform;
uniform mediump float opaque_prepass_threshold;
layout(location = 0) out vec4 frag_color;
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));
}
#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;
#ifdef USE_MULTIVIEW
vec3 view = -normalize(vertex_interp - multiview_data.eye_offset[ViewIndex].xyz);
#else
vec3 view = -normalize(vertex_interp);
#endif
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
}
#ifndef USE_SHADOW_TO_OPACITY
#if defined(ALPHA_SCISSOR_USED)
if (alpha < alpha_scissor_threshold) {
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 NORMAL_MAP_USED
normal_map.xy = normal_map.xy * 2.0 - 1.0;
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.
normal = normalize(mix(normal, tangent * normal_map.x + binormal * normal_map.y + normal * normal_map.z, normal_map_depth));
#endif
#ifdef LIGHT_ANISOTROPY_USED
if (anisotropy > 0.01) {
//rotation matrix
mat3 rot = mat3(tangent, binormal, normal);
//make local to space
tangent = normalize(rot * vec3(anisotropy_flow.x, anisotropy_flow.y, 0.0));
binormal = normalize(rot * vec3(-anisotropy_flow.y, anisotropy_flow.x, 0.0));
}
#endif
#ifndef MODE_RENDER_DEPTH
#ifndef CUSTOM_FOG_USED
#ifndef DISABLE_FOG
// fog must be processed as early as possible and then packed.
// to maximize VGPR usage
if (scene_data.fog_enabled) {
fog = fog_process(vertex);
}
#endif // !DISABLE_FOG
#endif //!CUSTOM_FOG_USED
uint fog_rg = packHalf2x16(fog.rg);
uint fog_ba = packHalf2x16(fog.ba);
#endif //!MODE_RENDER_DEPTH
#ifndef MODE_RENDER_DEPTH
// Convert colors to linear
albedo = srgb_to_linear(albedo);
emission = srgb_to_linear(emission);
// TODO Backlight and transmittance when used
#ifndef MODE_UNSHADED
vec3 f0 = F0(metallic, specular, albedo);
vec3 specular_light = vec3(0.0, 0.0, 0.0);
vec3 diffuse_light = vec3(0.0, 0.0, 0.0);
vec3 ambient_light = vec3(0.0, 0.0, 0.0);
#ifdef BASE_PASS
/////////////////////// LIGHTING //////////////////////////////
// IBL precalculations
float ndotv = clamp(dot(normal, view), 0.0, 1.0);
vec3 F = f0 + (max(vec3(1.0 - roughness), f0) - f0) * pow(1.0 - ndotv, 5.0);
#ifdef USE_RADIANCE_MAP
if (scene_data.use_reflection_cubemap) {
#ifdef LIGHT_ANISOTROPY_USED
// https://google.github.io/filament/Filament.html#lighting/imagebasedlights/anisotropy
vec3 anisotropic_direction = anisotropy >= 0.0 ? binormal : tangent;
vec3 anisotropic_tangent = cross(anisotropic_direction, view);
vec3 anisotropic_normal = cross(anisotropic_tangent, anisotropic_direction);
vec3 bent_normal = normalize(mix(normal, anisotropic_normal, abs(anisotropy) * clamp(5.0 * roughness, 0.0, 1.0)));
vec3 ref_vec = reflect(-view, bent_normal);
#else
vec3 ref_vec = reflect(-view, normal);
#endif
ref_vec = mix(ref_vec, normal, roughness * roughness);
float horizon = min(1.0 + dot(ref_vec, normal), 1.0);
ref_vec = scene_data.radiance_inverse_xform * ref_vec;
specular_light = textureLod(radiance_map, ref_vec, roughness * RADIANCE_MAX_LOD).rgb;
specular_light = srgb_to_linear(specular_light);
specular_light *= horizon * horizon;
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
{
#if defined(AMBIENT_LIGHT_DISABLED)
ambient_light = vec3(0.0, 0.0, 0.0);
#else
ambient_light *= albedo.rgb;
ambient_light *= ao;
#endif // AMBIENT_LIGHT_DISABLED
}
// 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 (uint i = 0u; 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 (uint i = 0u; 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
}