391 lines
13 KiB
GLSL
391 lines
13 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;
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uniform float z_near;
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uniform sampler2D tex_coeff_brdf, tex_noise;
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uniform sampler2D tex_0, tex_1, tex_2, tex_3, tex_4, tex_5, tex_sh;
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//uniform sampler2DShadow tex_shadow[16];
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uniform vec2 shadow_size;
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uniform sampler2DArrayShadow tex_shadows_cone;
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uniform sampler2DArray tex_depths_cone;
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uniform samplerCubeArrayShadow tex_shadows_omni;
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uniform samplerCubeArray tex_depths_omni;
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uniform bool soft_shadows_enabled = false, shadows_enabled = false;
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uniform float soft_shadows_quality = 1.;
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uniform int soft_shadows_samples = 16, noise_size = 64;
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uniform samplerCube tex_env;
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uniform int lights_start, lights_count;
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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 float _pe = 2.4e-7;
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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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ivec2 tc;
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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 normal, geom_normal, vds, vds2;
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float rough_diff, rough_spec, dist, NdotL, NdotH, spot, ldist, diff, spec, sdist;
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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 += 0.5;
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return shp;
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}
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#ifdef SPOT
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float getShadowCone(in vec3 uvz, in int layer) {
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/*vec2 uvpix = uvz.xy * 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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float z = 1. - 1. / (uvz.z - z_near + 1.);
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return texture(tex_shadows_cone, vec4(uvz.xy, layer, z));
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}
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#else
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float getShadowOmni(in vec4 uvwz, in int layer) {
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/*vec3 uvpix = uvwz.xyz * vec3(shadow_size.x) + vec3(0.5f);
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vec3 uvp = fract(uvpix), iuvp = vec3(1.f) - uvp;
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vec4 gt = textureGather(tex_shadows_omni, vec4(floor(uvpix.xyz) / vec3(shadow_size.x), layer), 0);
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vec4 uvv;
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uvv[0] = iuvp.y * uvp.z;
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uvv[1] = uvp.y * uvp.z;
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uvv[2] = uvp.y * iuvp.z;
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uvv[3] = iuvp.y * iuvp.z;
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return clamp(dot(step(vec4(uvwz.w), gt), uvv), 0, 1);*/
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float d = 1. - 1. / (uvwz.w - z_near + 1.);
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return texture(tex_shadows_omni, vec4(uvwz.xyz, layer), d);
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//return step(uvwz.w, gt[3]);
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}
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#endif
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uint hash(uint x) {
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x += (x << 10u);
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x ^= (x >> 6u);
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x += (x << 3u);
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x ^= (x >> 11u);
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x += (x << 15u);
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return x;
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}
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uint hash( uvec2 v ) { return hash( v.x ^ hash(v.y) ); }
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uint hash( uvec3 v ) { return hash( v.x ^ hash(v.y) ^ hash(v.z) ); }
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uint hash( uvec4 v ) { return hash( v.x ^ hash(v.y) ^ hash(v.z) ^ hash(v.w) ); }
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float floatConstruct( uint m ) {
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const uint ieeeMantissa = 0x007FFFFFu; // binary32 mantissa bitmask
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const uint ieeeOne = 0x3F800000u; // 1.0 in IEEE binary32
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m &= ieeeMantissa; // Keep only mantissa bits (fractional part)
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m |= ieeeOne; // Add fractional part to 1.0
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float f = uintBitsToFloat( m ); // Range [1:2]
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return f - 1.; // Range [0:1]
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}
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float random( float x ) { return floatConstruct(hash(floatBitsToUint(x))); }
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float random( vec2 v ) { return floatConstruct(hash(floatBitsToUint(v))); }
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float random( vec3 v ) { return floatConstruct(hash(floatBitsToUint(v))); }
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float random( vec4 v ) { return floatConstruct(hash(floatBitsToUint(v))); }
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float random( int x ) { return floatConstruct(hash(x)); }
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float random( ivec2 v ) { return floatConstruct(hash(v)); }
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float random( ivec3 v ) { return floatConstruct(hash(v)); }
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float random( ivec4 v ) { return floatConstruct(hash(v)); }
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uvec2 noise_hash;
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void noise2init(vec2 v) {
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noise_hash = uvec2(hash(uint(v.x + 1)), hash(uint(v.y - 1)));
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}
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vec2 noise2() {
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noise2init(vec2(noise_hash));
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//return vec2(floatConstruct(noise_hash.x), floatConstruct(noise_hash.y)) * 2 - vec2(1.);
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float r = floatConstruct(noise_hash.x);
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float a = floatConstruct(noise_hash.y) * 2 * PI;
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return r * vec2(cos(a), sin(a));
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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 d = dot(co.xy, vec2(a, b));
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float e = sin(mod(d, 3.14)) * c;
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return fract(e) - 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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shp.xy /= shp.w;
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vec4 light_map_pix = qgl_lightTexture(index, shp.xy, 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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#endif
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if (shadows_enabled && (int(round(qgl_light_parameter[index].flags)) == 1) && (bitfieldExtract(flags, 3, 1) == 1) && (spot > 1E-4)) {
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#ifndef SPOT
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vec3 odir = -(view_mat * ldir);
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#endif
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int layer = index - lights_start;
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float shadow = 0.;
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//float bias = abs(tan(PI/2.*(1 - abs(dot(normal, ldir)))) + 1) * z_near * 1;
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float bias = (1. + 1. / abs(dot(geom_normal, ldir))) * z_near * 2.;
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//bias = bias * bias + z_near;
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if (soft_shadows_enabled) {
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float depth = 1.;
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#ifdef SPOT
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const int gm_size = 2;
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for (int i = -gm_size; i <= gm_size; ++i) {
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for (int j = -gm_size; j <= gm_size; ++j) {
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//depth = min(depth, textureOffset(tex_depths_cone, vec3(shp.xy, layer), ivec2(i, j)).x);
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depth = min(depth, texture(tex_depths_cone, vec3(shp.xy + vec2(i, j) / vec2(shadow_size.x), layer)).x);
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}
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}
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#else
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const int gm_size = 2;
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for (int i = -gm_size; i <= gm_size; ++i) {
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for (int j = -gm_size; j <= gm_size; ++j) {
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for (int k = -gm_size; k <= gm_size; ++k) {
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depth = min(depth, texture(tex_depths_omni, vec4(odir + vec3(i, j, k) / vec3(shadow_size.x), layer)).r);
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}
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}
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}
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shp.z = ldist;
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#endif
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depth = 1. / (1. - depth) - 1. + z_near;
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float dz = max(0., shp.z - depth);
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float ds = qgl_light_parameter[index].size * dz / (ldist - dz);
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//float ds = (ldist / 2.) / qgl_light_parameter[index].size;
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float srate = abs(ds / pos.z) * 10. * soft_shadows_quality;
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//qgl_FragColor.rgb = vec3(srate);
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int samples = clamp(int(round(srate * float(soft_shadows_samples))), 1, soft_shadows_samples);
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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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ivec2 sotc = tc;
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noise2init(vec2(hash(ivec2(tc.x * 2. + 1., tc.y)), hash(ivec2(tc.x, (tc.y * 2. + 1.)))));
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for (int i = 0; i < samples; ++i) {
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so = noise2();
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#ifdef SPOT
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//vec4 nc = texelFetch(tex_noise, sotc % noise_size, 0);
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//sotc += ivec2(nc.ba * 256) % noise_size;
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//so = (nc.rg - vec2(0.5));
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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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shp.z -= bias;
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shadow += getShadowCone(shp.xyz, layer);
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#else
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//so = vec2(rand(vec2(odir.x + i, odir.y)), rand(vec2(odir.x + i + 1, odir.y)))*1.25;
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vec3 old = lpos.xyz - ((pos.xyz + vec3(vds * so.x + vds2 * so.y)) * lpos.w);
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odir = -(view_mat * old);
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shadow += getShadowOmni(vec4(odir, length(old) - bias), layer);
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#endif
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}
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spot *= min(1., 2. * shadow / samples);
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//spot *= shadow / soft_shadows_samples;
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//spot *= shadow / soft_shadows_samples + 1;
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} else {
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#ifdef SPOT
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shp.xy;
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shp.z -= bias;
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spot *= getShadowCone(shp.xyz, layer);
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#else
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spot *= getShadowOmni(vec4(odir, ldist - bias), layer);
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#endif
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}
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//shp.z -= bias;
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//shadow += getShadowCone(shp.xyz, layer, vec2(0));
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}
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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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void main(void) {
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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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v5 = texelFetch(tex_5, tc, 0);
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vec3 diffuse = v0.rgb;
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normal = v1.xyz;
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geom_normal = v5.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, vec3(1.,0.,0.)) + cross(normal, vec3(0.,1.,0.)));
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bn2 = normalize(cross(normal, bn));
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bn = cross(normal, bn2);
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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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//qgl_FragColor.rgba = vec4(0);
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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_coeff_brdf, 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 = vec4(diffuse.rgb, 0.25);
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//qgl_FragColor.a = alpha;
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//qgl_FragColor.rgb = vec3(geom_normal.rgb);
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//qgl_FragColor.rgba = vec4(vec3(0), 0.5);
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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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//float depth = texture(tex_depths_cone, vec3(shp.xy, 0)).r;
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////depth = 1 / (1 - depth) - 1 + z_near;
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//float dz = max(0, shp.z - depth);
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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.rgb = vec3(abs(depth) + 1);
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//float _d = texture(tex_depths_cone, vec3(shp.xy, 0)).r;
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//_d = 1 / (1 - _d) - 1 + z_near;
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//qgl_FragColor.rgb = vec3(texelFetch(tex_noise, tc % noise_size, 0).b);//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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#else
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//vec3 odir = -(view_mat * ldir);
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//float otex = texture(tex_shadows_omni, vec4(odir, 0), 0.8);
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//qgl_FragColor.rgb = vec3(otex);
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//qgl_FragColor.rgb = vec3(ldist/50);
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//qgl_FragColor.rgb = vec3(abs(otex - ldist) * 1.);
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//qgl_FragColor.rgb = vec3(tan((1-abs(dot(view_mat*normal, odir)))));
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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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