298 lines
10 KiB
GLSL
298 lines
10 KiB
GLSL
// vert //
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out vec3 view_dir, world_dir;
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uniform vec4 view_corners[4], world_corners[4];
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void main(void) {
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qgl_FragTexture = qgl_Texture;
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gl_Position = qgl_ftransform();
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view_dir = view_corners [gl_VertexID].xyz;
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world_dir = world_corners[gl_VertexID].xyz;
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}
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// frag //
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in vec3 view_dir, world_dir;
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uniform vec2 dt, shadow_size;
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uniform float z_near;
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uniform sampler2D tex_coeffs[2];
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uniform sampler2D tex_0, tex_1, tex_2, tex_3, tex_4, tex_sh;
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//uniform sampler2DShadow tex_shadow[16];
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uniform sampler2DArray tex_shadows_cone;
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uniform samplerCube tex_env;
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uniform int lights_start, lights_count, soft_shadows_samples = 16;
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uniform bool soft_shadows_enabled = false;
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uniform vec4 fog_color = vec4(0.5, 0.5, 0.5, 1);
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uniform float fog_decay = 10, fog_density = 0;
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uniform mat3 view_mat;
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const vec3 luma = vec3(0.299, 0.587, 0.114);
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const float _min_rough = 1.e-8, max_lod = 8;
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const float PI = 3.1416;
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vec4 pos, lpos, shp;
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vec3 li, si, ldir, halfV, bn, bn2, lwdir;
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vec3 vds, vds2;
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float rough_diff, rough_spec, dist, NdotL, NdotH, spot, ldist, diff, spec, sdist, shadow, shadow_dz;
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uint flags;
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vec4 mapScreenToShadow(in int light_index, in vec3 offset) {
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vec4 shp = qgl_light_position[light_index].shadow_matrix * (pos + vec4(offset, 0));
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shp.z -= 0.05;
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return shp;
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}
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float getShadow(in vec3 uvz, in int layer, in vec2 uv_offset) {
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vec2 uvpix = (uvz.xy + uv_offset) * shadow_size + vec2(0.5f);
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vec2 uvp = fract(uvpix), iuvp = vec2(1.f) - uvp;
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vec4 gt = textureGather(tex_shadows_cone, vec3(floor(uvpix.xy) / shadow_size, layer), 0);
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vec4 uvv;
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uvv[0] = iuvp.x * uvp.y;
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uvv[1] = uvp.x * uvp.y;
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uvv[2] = uvp.x * iuvp.y;
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uvv[3] = iuvp.x * iuvp.y;
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shadow_dz = max(max(uvz.z - gt[0], uvz.z - gt[1]), max(uvz.z - gt[2], uvz.z - gt[3]));
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return clamp(dot(step(vec4(uvz.z), gt), uvv), 0, 1);
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}
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float rand(vec2 co) {
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float a = 12.9898;
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float b = 78.233;
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float c = 43758.5453;
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float dt= dot(co.xy ,vec2(a,b));
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float sn= mod(dt,3.14);
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return fract(sin(sn) * c) - 0.5;
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}
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vec4 qgl_lightTexture(int index, vec2 coord, vec4 tex_shift) {
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coord *= qgl_light_parameter[index].map.scale;
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vec4 t = texture(qgl_texture_array[qgl_light_parameter[index].map.array_index],
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vec3(coord, qgl_light_parameter[index].map.map_index));
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t += tex_shift;
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t.rgb *= qgl_light_parameter[index].map.amount + qgl_light_parameter[index].map.offset;
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return t;
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}
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void calcLight(in int index, in vec3 n, in vec3 v) {
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lpos = qgl_light_position[index].position;
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ldir = lpos.xyz - (pos.xyz * lpos.w);
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ldist = length(ldir);
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ldir = normalize(ldir);
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//ldir = vec3(0,0,1);
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halfV = normalize(ldir + v);
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NdotL = max(dot(n, ldir), 1E-8);
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NdotH = max(dot(n, halfV), 1E-8);
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spot = step(1.001E-8, NdotL) * qgl_light_parameter[index].decay_intensity.w;
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vec3 light_color = qgl_light_parameter[index].color.rgb;
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#ifdef SPOT
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float scos = max(dot(-ldir, qgl_light_position[index].direction.xyz), 0.);
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spot *= scos * step(qgl_light_parameter[index].angles.w, scos);
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spot *= smoothstep(qgl_light_parameter[index].angles.w, qgl_light_parameter[index].angles.y, scos);
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vec4 shp = mapScreenToShadow(index, vec3(0));
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vec4 light_map_pix = qgl_lightTexture(index, shp.xy / shp.w, vec4(0));
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light_color *= light_map_pix.rgb;
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spot *= light_map_pix.a;
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if (int(round(qgl_light_parameter[index].flags)) == 1 && bitfieldExtract(flags, 3, 1) == 1) {
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int layer = index - lights_start;
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float shadow = 0.;
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if (soft_shadows_enabled) {
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float ds = (ldist / 2.) / qgl_light_parameter[index].size;
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vds = ds * bn.xyz;
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vds2 = ds * bn2.xyz;
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vec2 so;
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for (int i = 1; i <= soft_shadows_samples; ++i) {
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//shadow += step(shp.z, texture(tex_shadows_cone, vec3(shp.xy, layer)).r);
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so = vec2(rand(vec2(shp.x + i, shp.y)), rand(vec2(shp.x + i + 1, shp.y)));
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vec4 shp = mapScreenToShadow(index, vds * so.x + vds2 * so.y);
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shp.xy /= shp.w;
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shadow += getShadow(shp.xyz, layer, vec2(0));
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}
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//shadow = getShadow(shp.xyz, layer, vec2(0));
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spot *= shadow / (soft_shadows_samples + 0);// / 25.f;
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} else {
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shp.xy /= shp.w;
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spot *= getShadow(shp.xyz, layer, vec2(0));
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}
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//shp.z -= bias;
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//shadow += getShadow(shp.xyz, layer, vec2(0));
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//spot *= dot(so,vec2(1)) / scount + 0.5;// / 25.f;
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//spot *= shadow_dz;
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//spot = texture(tex_shadows_cone, shp.xyz).r/20;
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//spot = sz;
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/*//lwdir = mat3(mat_viewi) * qgl_Light[index].direction.xyz;
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//bn = normalize(cross(lwdir, vec3(1, 0, 0)));
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//bn2 = normalize(cross(lwdir, bn));
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float ds = ldist/200.;//max(abs(sdist) / 5000, 0.02);
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//spot *= clamp(1. - sdist, 0, 1);
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vds = ds * bn.xyz;
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vds2 = ds * bn2.xyz;
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float shadow = getShadow(index, pos.xyz, vec3(0)) * 3.;
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shadow += getShadow(index, pos.xyz, vds ) * 2.;
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shadow += getShadow(index, pos.xyz, - vds ) * 2.;
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shadow += getShadow(index, pos.xyz, - vds2 ) * 2.;
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shadow += getShadow(index, pos.xyz, + vds2 ) * 2.;
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//shadow += getShadow(index, pos.xyz, vds - vds2 ) * 1.5;
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//shadow += getShadow(index, pos.xyz, vds + vds2 ) * 1.5;
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//shadow += getShadow(index, pos.xyz, - vds - vds2 ) * 1.5;
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//shadow += getShadow(index, pos.xyz, - vds + vds2 ) * 1.5;
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//shadow += getShadow(index, pos.xyz, vds + vds );
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//shadow += getShadow(index, pos.xyz, - vds - vds );
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//shadow += getShadow(index, pos.xyz, - vds2 - vds2);
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//shadow += getShadow(index, pos.xyz, + vds2 + vds2);
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//shadow += getShadow(index, pos.xyz, vds + vds - vds2 );
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//shadow += getShadow(index, pos.xyz, - vds - vds - vds2 );
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//shadow += getShadow(index, pos.xyz, vds + vds + vds2 );
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//shadow += getShadow(index, pos.xyz, - vds - vds + vds2 );
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//shadow += getShadow(index, pos.xyz, vds - vds2 - vds2);
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//shadow += getShadow(index, pos.xyz, vds + vds2 + vds2);
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//shadow += getShadow(index, pos.xyz, - vds - vds2 - vds2);
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//shadow += getShadow(index, pos.xyz, - vds + vds2 + vds2);
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//shadow += shadow += getShadow(index, pos.xyz, vds+vds2)*10;
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spot *= mix(1., shadow / 11., shadow_on);*/
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}
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#endif
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vec3 dist_decay = vec3(1, ldist, ldist*ldist);
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spot /= dot(qgl_light_parameter[index].decay_intensity.xyz, dist_decay);
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float NdotLs = NdotL*NdotL;
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float NdotHs = NdotH*NdotH;
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float ndlc = (1. - NdotLs) / NdotLs;
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diff = 2. / (1. + sqrt(1. + (1. - rough_diff) * ndlc));
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//diff = texture(tex_coeffs[0], vec2(roughness, (NdotLs))).r;
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li += spot * diff * light_color;
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ndlc = (1. - NdotHs) / NdotHs;
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float der = NdotHs * (rough_spec + ndlc);
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spec = rough_spec / (der*der) / PI;
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//spec = texture(tex_coeffs[1], vec2(roughness, (NdotHs))).r;
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si += spot * spec * light_color;
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}
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float GeometrySchlickGGX(float NdotV, float roughness) {
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float a = roughness;
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float k = (a * a) / 2.0;
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float nom = NdotV;
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float denom = NdotV * (1.0 - k) + k;
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return nom / denom;
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}
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// ----------------------------------------------------------------------------
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float GeometrySmith(vec3 N, vec3 V, vec3 L, float roughness) {
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float NdotV = max(dot(N, V), 0.0);
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float NdotL = max(dot(N, L), 0.0);
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float ggx2 = GeometrySchlickGGX(NdotV, roughness);
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float ggx1 = GeometrySchlickGGX(NdotL, roughness);
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return ggx1 * ggx2;
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}
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void main(void) {
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ivec2 tc = ivec2(gl_FragCoord.xy);
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vec4 v1 = texelFetch(tex_1, tc, 0);
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float z = v1.w;
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if (z == 1.) {
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discard;
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}
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pos.w = 1;
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pos.xyz = view_dir * z;
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vec3 v = normalize(-pos.xyz);
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vec4 v0 = texelFetch(tex_0, tc, 0),
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v2 = texelFetch(tex_2, tc, 0),
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v3 = texelFetch(tex_3, tc, 0),
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v4 = texelFetch(tex_4, tc, 0);
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vec3 diffuse = v0.rgb;
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vec3 normal = v1.xyz;
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vec3 emission = v3.rgb;
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float alpha = v0.a;
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float metalness = v2.r;
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float roughness = v2.g;
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float reflectivity = v2.b;
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float NdotV = dot(normal, v);
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float roughness3 = roughness*roughness*roughness;
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bn = normalize(cross(normal, view_dir));
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bn2 = normalize(cross(normal, bn));
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rough_diff = max(roughness, _min_rough);
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rough_spec = max(roughness3, _min_rough);
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float shlick = clamp(metalness + (1 - metalness) * pow(1 - NdotV, 5), 0, 1);
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flags = uint(round(v2.w));
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li = vec3(0.);//qgl_AmbientLight.color.rgb * qgl_AmbientLight.intensity;
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si = vec3(0.);
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if (bitfieldExtract(flags, 0, 1) == 1) {
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for (int i = 0; i < lights_count; ++i)
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calcLight(lights_start + i, normal, v);
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} else {
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li = vec3(1.);
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}
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si *= shlick;
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li *= (1 - shlick);
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alpha = min(1, alpha * (1 + shlick));
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vec2 brdf = texture(tex_coeffs[0], vec2(NdotV*0.99, roughness*0.995)).rg;
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float env_spec = shlick * brdf.x + brdf.y;
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vec3 spec_col = mix(vec3(1), diffuse, metalness);
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vec3 env_dir = view_mat * reflect(-v, normal);
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vec3 env_col = textureLod(tex_env, env_dir, sqrt(roughness) * max_lod).rgb * spec_col;
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vec3 res_col = max(vec3(0), li * diffuse + si * spec_col + emission);
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res_col = mix(res_col, env_col, env_spec * reflectivity);
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if (bitfieldExtract(flags, 1, 1) == 1) {
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float plen = length(pos.xyz);
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float fog = 1 - exp(-plen / fog_decay);
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fog = clamp(fog * fog_color.a * fog_density, 0, 1);
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res_col = mix(res_col, fog_color.rgb, fog);
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}
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qgl_FragColor = vec4(res_col, alpha);
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//qgl_FragColor.rgb = vec3(qgl_light_parameter[0].size);
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#ifdef SPOT
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//vec4 shp = mapScreenToShadow(0, vec3(0));
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//shp.xy /= shp.w;
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//shp.z -= bias;
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//for (int xi = -2; xi <= 2; ++xi) {
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// for (int yi = -2; yi <= 2; ++yi) {
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//qgl_FragColor.rgb = vec3(step(shp.z, texture(tex_shadows_cone, vec3(shp.xy, 0)).r));
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//qgl_FragColor.r = texture(tex_shadows_cone, vec3(0)).r;
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//qgl_FragColor.gb = vec2(1);
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//qgl_FragColor.rg = shp.xy;//vec4(res_col, alpha);
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//shp.z += 0.095;
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//qgl_FragColor.rgb = vec3(texture(tex_sh, shp.xy).rgb);
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//qgl_FragColor.rgb = vec3(textureProj(tex_shadow[0], shp));
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//vec4 rp = qgl_ViewProjMatrix*vec4(qgl_FragTexture.xy,z,1);
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//qgl_FragColor.rgb = vec3(texture(tex_shadows_cone, vec3(gl_FragCoord.xy/1000, 0)).r);
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#endif
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//vec3 specular = prefilteredColor * (F * envBRDF.x + envBRDF.y);
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//qgl_FragColor.rgb = vec3(shlick * brdf.x + brdf.y);
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//qgl_FragColor.rgb = vec3(alpha);
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//qgl_FragColor.rgb = vec3(textureLod(tex_env, world_dir, 0).rgb);
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//qgl_FragColor.a = 1.;
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}
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