Files
qglengine/shaders/ds_light.glsl

251 lines
8.5 KiB
GLSL

// 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 sampler2DArray tex_shadows_cone;
uniform samplerCube tex_env;
uniform int lights_start, lights_count;
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 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 vds, vds2;
float rough_diff, rough_spec, dist, NdotL, NdotH, spot, ldist, diff, spec, sdist, shadow;
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 -= 0.05;
return shp;
}
float getShadow(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;
return dot(step(vec4(uvz.z), gt), uvv);
}
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;
#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);
if (qgl_light_parameter[index].flags == 1 && bitfieldExtract(flags, 3, 1) == 1) {
float ds = ldist/300.;
//float bias = ldist * 0.05;
//vds = ds * bn.xyz;
//vds2 = ds * bn2.xyz;
int layer = index - lights_start;
float shadow = 0.;
vec4 shp = mapScreenToShadow(index, vec3(0));
shp.xy /= shp.w;
//shp.z -= bias;
//for (int xi = -2; xi <= 2; ++xi) {
// for (int yi = -2; yi <= 2; ++yi) {
//shadow += step(shp.z, texture(tex_shadows_cone, vec3(shp.xy, layer), ivec2(0, 0)).r);
shadow = getShadow(shp.xyz, layer);
// }
//}
spot *= shadow;// / 25.f;
//spot = texture(tex_shadows_cone, shp.xyz).r/20;
//spot = sz;
/*//lwdir = mat3(mat_viewi) * qgl_Light[index].direction.xyz;
//bn = normalize(cross(lwdir, vec3(1, 0, 0)));
//bn2 = normalize(cross(lwdir, bn));
float ds = ldist/200.;//max(abs(sdist) / 5000, 0.02);
//spot *= clamp(1. - sdist, 0, 1);
vds = ds * bn.xyz;
vds2 = ds * bn2.xyz;
float shadow = getShadow(index, pos.xyz, vec3(0)) * 3.;
shadow += getShadow(index, pos.xyz, vds ) * 2.;
shadow += getShadow(index, pos.xyz, - vds ) * 2.;
shadow += getShadow(index, pos.xyz, - vds2 ) * 2.;
shadow += getShadow(index, pos.xyz, + vds2 ) * 2.;
//shadow += getShadow(index, pos.xyz, vds - vds2 ) * 1.5;
//shadow += getShadow(index, pos.xyz, vds + vds2 ) * 1.5;
//shadow += getShadow(index, pos.xyz, - vds - vds2 ) * 1.5;
//shadow += getShadow(index, pos.xyz, - vds + vds2 ) * 1.5;
//shadow += getShadow(index, pos.xyz, vds + vds );
//shadow += getShadow(index, pos.xyz, - vds - vds );
//shadow += getShadow(index, pos.xyz, - vds2 - vds2);
//shadow += getShadow(index, pos.xyz, + vds2 + vds2);
//shadow += getShadow(index, pos.xyz, vds + vds - vds2 );
//shadow += getShadow(index, pos.xyz, - vds - vds - vds2 );
//shadow += getShadow(index, pos.xyz, vds + vds + vds2 );
//shadow += getShadow(index, pos.xyz, - vds - vds + vds2 );
//shadow += getShadow(index, pos.xyz, vds - vds2 - vds2);
//shadow += getShadow(index, pos.xyz, vds + vds2 + vds2);
//shadow += getShadow(index, pos.xyz, - vds - vds2 - vds2);
//shadow += getShadow(index, pos.xyz, - vds + vds2 + vds2);
//shadow += shadow += getShadow(index, pos.xyz, vds+vds2)*10;
spot *= mix(1., shadow / 11., shadow_on);*/
}
#endif
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 * qgl_light_parameter[index].color.rgb;
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 * qgl_light_parameter[index].color.rgb;
}
float GeometrySchlickGGX(float NdotV, float roughness) {
float a = roughness;
float k = (a * a) / 2.0;
float nom = NdotV;
float denom = NdotV * (1.0 - k) + k;
return nom / denom;
}
// ----------------------------------------------------------------------------
float GeometrySmith(vec3 N, vec3 V, vec3 L, float roughness) {
float NdotV = max(dot(N, V), 0.0);
float NdotL = max(dot(N, L), 0.0);
float ggx2 = GeometrySchlickGGX(NdotV, roughness);
float ggx1 = GeometrySchlickGGX(NdotL, roughness);
return ggx1 * ggx2;
}
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;
vec3 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(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((v2.w/15));
//qgl_FragColor.rgb = diffuse.rgb;
/*
#ifdef SPOT
vec4 wpos = vec4(world_dir * z, 1);
vec4 shp = qgl_light_position[lights_start].shadow_matrix * (pos);
//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(shp.xy,0);
#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.;
}