// vert // out vec3 view_dir, world_dir; uniform vec4 view_corners[4], world_corners[4]; void main(void) { qgl_FragTexture = qgl_Texture; gl_Position = qgl_ftransform(); view_dir = view_corners [gl_VertexID].xyz; world_dir = world_corners[gl_VertexID].xyz; } // frag // in vec3 view_dir, world_dir; uniform vec2 dt, shadow_size; uniform float z_near; uniform sampler2D tex_coeffs[2]; uniform sampler2D tex_0, tex_1, tex_2, tex_3, tex_4, tex_sh; //uniform sampler2DShadow tex_shadow[16]; uniform sampler2DArrayShadow tex_shadows_cone; uniform samplerCubeArrayShadow tex_shadows_omni; uniform samplerCube tex_env; uniform int lights_start, lights_count, soft_shadows_samples = 16; uniform bool soft_shadows_enabled = false; uniform vec4 fog_color = vec4(0.5, 0.5, 0.5, 1); uniform float fog_decay = 10, fog_density = 0; uniform mat3 view_mat; const float _pe = 2.4e-7; const vec3 luma = vec3(0.299, 0.587, 0.114); const float _min_rough = 1.e-8, max_lod = 8; const float PI = 3.1416; vec4 pos, lpos, shp; vec3 li, si, ldir, halfV, bn, bn2, lwdir; vec3 normal, vds, vds2; float rough_diff, rough_spec, dist, NdotL, NdotH, spot, ldist, diff, spec, sdist, shadow, shadow_dz; uint flags; vec4 mapScreenToShadow(in int light_index, in vec3 offset) { vec4 shp = qgl_light_position[light_index].shadow_matrix * (pos + vec4(offset, 0)); //shp.z += 0.5; return shp; } #ifdef SPOT float getShadowCone(in vec3 uvz, in int layer) { /*vec2 uvpix = uvz.xy * shadow_size + vec2(0.5f); vec2 uvp = fract(uvpix), iuvp = vec2(1.f) - uvp; vec4 gt = textureGather(tex_shadows_cone, vec3(floor(uvpix.xy) / shadow_size, layer), 0); vec4 uvv; uvv[0] = iuvp.x * uvp.y; uvv[1] = uvp.x * uvp.y; uvv[2] = uvp.x * iuvp.y; uvv[3] = iuvp.x * iuvp.y; shadow_dz = max(max(uvz.z - gt[0], uvz.z - gt[1]), max(uvz.z - gt[2], uvz.z - gt[3])); return clamp(dot(step(vec4(uvz.z), gt), uvv), 0, 1);*/ float z = 1 - 1 / (uvz.z - z_near + 1); return texture(tex_shadows_cone, vec4(uvz.xy, layer, z)); } #else float getShadowOmni(in vec4 uvwz, in int layer) { /*vec3 uvpix = uvwz.xyz * vec3(shadow_size.x) + vec3(0.5f); vec3 uvp = fract(uvpix), iuvp = vec3(1.f) - uvp; vec4 gt = textureGather(tex_shadows_omni, vec4(floor(uvpix.xyz) / vec3(shadow_size.x), layer), 0); vec4 uvv; uvv[0] = iuvp.y * uvp.z; uvv[1] = uvp.y * uvp.z; uvv[2] = uvp.y * iuvp.z; uvv[3] = iuvp.y * iuvp.z; return clamp(dot(step(vec4(uvwz.w), gt), uvv), 0, 1);*/ float d = 1 - 1 / (uvwz.w - z_near + 1); return texture(tex_shadows_omni, vec4(uvwz.xyz, layer), d); //return step(uvwz.w, gt[3]); } #endif float rand(vec2 co) { float a = 12.9898; float b = 78.233; float c = 43758.5453; float dt= dot(co.xy ,vec2(a,b)); float sn= mod(dt,3.14); return fract(sin(sn) * c) - 0.5; } vec4 qgl_lightTexture(int index, vec2 coord, vec4 tex_shift) { coord *= qgl_light_parameter[index].map.scale; vec4 t = texture(qgl_texture_array[qgl_light_parameter[index].map.array_index], vec3(coord, qgl_light_parameter[index].map.map_index)); t += tex_shift; t.rgb *= qgl_light_parameter[index].map.amount + qgl_light_parameter[index].map.offset; return t; } void calcLight(in int index, in vec3 n, in vec3 v) { lpos = qgl_light_position[index].position; ldir = lpos.xyz - (pos.xyz * lpos.w); ldist = length(ldir); ldir = normalize(ldir); //ldir = vec3(0,0,1); halfV = normalize(ldir + v); NdotL = max(dot(n, ldir), 1E-8); NdotH = max(dot(n, halfV), 1E-8); spot = step(1.001E-8, NdotL) * qgl_light_parameter[index].decay_intensity.w; vec3 light_color = qgl_light_parameter[index].color.rgb; #ifdef SPOT float scos = max(dot(-ldir, qgl_light_position[index].direction.xyz), 0.); spot *= scos * step(qgl_light_parameter[index].angles.w, scos); spot *= smoothstep(qgl_light_parameter[index].angles.w, qgl_light_parameter[index].angles.y, scos); vec4 shp = mapScreenToShadow(index, vec3(0)); vec4 light_map_pix = qgl_lightTexture(index, shp.xy / shp.w, vec4(0)); light_color *= light_map_pix.rgb; spot *= light_map_pix.a; #endif if (int(round(qgl_light_parameter[index].flags)) == 1 && bitfieldExtract(flags, 3, 1) == 1) { vec3 odir = -(view_mat * ldir); int layer = index - lights_start; float shadow = 0.; //float bias = abs(tan(PI/2.*(1 - abs(dot(normal, ldir)))) + 1) * z_near * 1; float bias = (1. + 1. / abs(dot(normal, ldir))) * z_near * 5; //bias = bias * bias + z_near; if (soft_shadows_enabled) { float ds = (ldist / 2.) / qgl_light_parameter[index].size; vds = ds * bn.xyz; vds2 = ds * bn2.xyz; vec2 so; for (int i = 1; i <= soft_shadows_samples; ++i) { #ifdef SPOT so = vec2(rand(vec2(shp.x + i, shp.y)), rand(vec2(shp.x + i + 1, shp.y))); vec4 shp = mapScreenToShadow(index, vds * so.x + vds2 * so.y); shp.xy /= shp.w; shp.z -= bias; shadow += getShadowCone(shp.xyz, layer); #else so = vec2(rand(vec2(odir.x + i, odir.y)), rand(vec2(odir.x + i + 1, odir.y))); vec3 old = lpos.xyz - ((pos.xyz + vec3(vds * so.x + vds2 * so.y)) * lpos.w); odir = -(view_mat * old); shadow += getShadowOmni(vec4(odir, length(old) - bias), layer); #endif } spot *= shadow / (soft_shadows_samples + 0); } else { #ifdef SPOT shp.xy /= shp.w; shp.z -= bias; spot *= getShadowCone(shp.xyz, layer); #else spot *= getShadowOmni(vec4(odir, ldist - bias), layer); #endif } //shp.z -= bias; //shadow += getShadowCone(shp.xyz, layer, vec2(0)); } vec3 dist_decay = vec3(1, ldist, ldist*ldist); spot /= dot(qgl_light_parameter[index].decay_intensity.xyz, dist_decay); float NdotLs = NdotL*NdotL; float NdotHs = NdotH*NdotH; float ndlc = (1. - NdotLs) / NdotLs; diff = 2. / (1. + sqrt(1. + (1. - rough_diff) * ndlc)); //diff = texture(tex_coeffs[0], vec2(roughness, (NdotLs))).r; li += spot * diff * light_color; ndlc = (1. - NdotHs) / NdotHs; float der = NdotHs * (rough_spec + ndlc); spec = rough_spec / (der*der) / PI; //spec = texture(tex_coeffs[1], vec2(roughness, (NdotHs))).r; si += spot * spec * light_color; } void main(void) { ivec2 tc = ivec2(gl_FragCoord.xy); vec4 v1 = texelFetch(tex_1, tc, 0); float z = v1.w; if (z == 1.) { discard; } pos.w = 1; pos.xyz = view_dir * z; vec3 v = normalize(-pos.xyz); vec4 v0 = texelFetch(tex_0, tc, 0), v2 = texelFetch(tex_2, tc, 0), v3 = texelFetch(tex_3, tc, 0), v4 = texelFetch(tex_4, tc, 0); vec3 diffuse = v0.rgb; normal = v1.xyz; vec3 emission = v3.rgb; float alpha = v0.a; float metalness = v2.r; float roughness = v2.g; float reflectivity = v2.b; float NdotV = dot(normal, v); float roughness3 = roughness*roughness*roughness; bn = normalize(cross(normal, view_dir)); bn2 = normalize(cross(normal, bn)); rough_diff = max(roughness, _min_rough); rough_spec = max(roughness3, _min_rough); float shlick = clamp(metalness + (1 - metalness) * pow(1 - NdotV, 5), 0, 1); flags = uint(round(v2.w)); li = vec3(0.);//qgl_AmbientLight.color.rgb * qgl_AmbientLight.intensity; si = vec3(0.); if (bitfieldExtract(flags, 0, 1) == 1) { for (int i = 0; i < lights_count; ++i) calcLight(lights_start + i, normal, v); } else { li = vec3(1.); } si *= shlick; li *= (1 - shlick); alpha = min(1, alpha * (1 + shlick)); vec2 brdf = texture(tex_coeffs[0], vec2(NdotV*0.99, roughness*0.995)).rg; float env_spec = shlick * brdf.x + brdf.y; vec3 spec_col = mix(vec3(1), diffuse, metalness); vec3 env_dir = view_mat * reflect(-v, normal); vec3 env_col = textureLod(tex_env, env_dir, sqrt(roughness) * max_lod).rgb * spec_col; vec3 res_col = max(vec3(0), li * diffuse + si * spec_col + emission); res_col = mix(res_col, env_col, env_spec * reflectivity); if (bitfieldExtract(flags, 1, 1) == 1) { float plen = length(pos.xyz); float fog = 1 - exp(-plen / fog_decay); fog = clamp(fog * fog_color.a * fog_density, 0, 1); res_col = mix(res_col, fog_color.rgb, fog); } qgl_FragColor = vec4(res_col, alpha); //qgl_FragColor.rgb = vec3(qgl_light_parameter[0].size); #ifdef SPOT vec4 shp = mapScreenToShadow(0, vec3(0)); //shp.xy /= shp.w; //shp.z -= bias; //for (int xi = -2; xi <= 2; ++xi) { // for (int yi = -2; yi <= 2; ++yi) { //qgl_FragColor.rgb = vec3(step(shp.z, texture(tex_shadows_cone, vec3(shp.xy, 0)).r)); //qgl_FragColor.r = texture(tex_shadows_cone, vec3(0)).r; //qgl_FragColor.gb = vec2(1); //qgl_FragColor.rgb = vec3(shp.z / shp.w);//vec4(res_col, alpha); //shp.z += 0.095; //qgl_FragColor.rgb = vec3(texture(tex_sh, shp.xy).rgb); //qgl_FragColor.rgb = vec3(textureProj(tex_shadow[0], shp)); //vec4 rp = qgl_ViewProjMatrix*vec4(qgl_FragTexture.xy,z,1); //qgl_FragColor.rgb = vec3(texture(tex_shadows_cone, vec3(gl_FragCoord.xy/1000, 0)).r); #else //vec3 odir = -(view_mat * ldir); //float otex = texture(tex_shadows_omni, vec4(odir, 0), 0.8); //qgl_FragColor.rgb = vec3(otex); //qgl_FragColor.rgb = vec3(ldist/50); //qgl_FragColor.rgb = vec3(abs(otex - ldist) * 1.); //qgl_FragColor.rgb = vec3(tan((1-abs(dot(view_mat*normal, odir))))); #endif //vec3 specular = prefilteredColor * (F * envBRDF.x + envBRDF.y); //qgl_FragColor.rgb = vec3(shlick * brdf.x + brdf.y); //qgl_FragColor.rgb = vec3(alpha); //qgl_FragColor.rgb = vec3(textureLod(tex_env, world_dir, 0).rgb); //qgl_FragColor.a = 1.; }