baaa7503c7
This can be used to make shadows translucent for a specific light. The light distance fade system also uses this to smoothly fade the shadow when the light fade transition distance is greater than 0.
1627 lines
55 KiB
GLSL
1627 lines
55 KiB
GLSL
#[vertex]
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#version 450
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#VERSION_DEFINES
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/* Include our forward mobile UBOs definitions etc. */
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#include "scene_forward_mobile_inc.glsl"
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#define SHADER_IS_SRGB false
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/* INPUT ATTRIBS */
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layout(location = 0) in vec3 vertex_attrib;
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//only for pure render depth when normal is not used
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#ifdef NORMAL_USED
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layout(location = 1) in vec3 normal_attrib;
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#endif
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#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
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layout(location = 2) in vec4 tangent_attrib;
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#endif
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#if defined(COLOR_USED)
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layout(location = 3) in vec4 color_attrib;
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#endif
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#ifdef UV_USED
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layout(location = 4) in vec2 uv_attrib;
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#endif
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#if defined(UV2_USED) || defined(USE_LIGHTMAP) || defined(MODE_RENDER_MATERIAL)
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layout(location = 5) in vec2 uv2_attrib;
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#endif // MODE_RENDER_MATERIAL
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#if defined(CUSTOM0_USED)
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layout(location = 6) in vec4 custom0_attrib;
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#endif
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#if defined(CUSTOM1_USED)
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layout(location = 7) in vec4 custom1_attrib;
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#endif
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#if defined(CUSTOM2_USED)
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layout(location = 8) in vec4 custom2_attrib;
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#endif
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#if defined(CUSTOM3_USED)
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layout(location = 9) in vec4 custom3_attrib;
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#endif
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#if defined(BONES_USED) || defined(USE_PARTICLE_TRAILS)
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layout(location = 10) in uvec4 bone_attrib;
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#endif
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#if defined(WEIGHTS_USED) || defined(USE_PARTICLE_TRAILS)
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layout(location = 11) in vec4 weight_attrib;
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#endif
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/* Varyings */
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layout(location = 0) highp out vec3 vertex_interp;
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#ifdef NORMAL_USED
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layout(location = 1) mediump out vec3 normal_interp;
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#endif
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#if defined(COLOR_USED)
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layout(location = 2) mediump out vec4 color_interp;
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#endif
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#ifdef UV_USED
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layout(location = 3) mediump out vec2 uv_interp;
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#endif
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#if defined(UV2_USED) || defined(USE_LIGHTMAP)
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layout(location = 4) mediump out vec2 uv2_interp;
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#endif
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#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
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layout(location = 5) mediump out vec3 tangent_interp;
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layout(location = 6) mediump out vec3 binormal_interp;
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#endif
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#ifdef MATERIAL_UNIFORMS_USED
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layout(set = MATERIAL_UNIFORM_SET, binding = 0, std140) uniform MaterialUniforms{
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#MATERIAL_UNIFORMS
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} material;
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#endif
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#ifdef MODE_DUAL_PARABOLOID
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layout(location = 8) out highp float dp_clip;
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#endif
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#ifdef USE_MULTIVIEW
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#ifdef has_VK_KHR_multiview
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#define ViewIndex gl_ViewIndex
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#else
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// !BAS! This needs to become an input once we implement our fallback!
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#define ViewIndex 0
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#endif
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#else
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// Set to zero, not supported in non stereo
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#define ViewIndex 0
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#endif //USE_MULTIVIEW
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invariant gl_Position;
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#GLOBALS
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#define scene_data scene_data_block.data
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void main() {
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vec4 instance_custom = vec4(0.0);
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#if defined(COLOR_USED)
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color_interp = color_attrib;
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#endif
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bool is_multimesh = bool(draw_call.flags & INSTANCE_FLAGS_MULTIMESH);
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mat4 model_matrix = draw_call.transform;
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mat3 model_normal_matrix;
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if (bool(draw_call.flags & INSTANCE_FLAGS_NON_UNIFORM_SCALE)) {
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model_normal_matrix = transpose(inverse(mat3(model_matrix)));
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} else {
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model_normal_matrix = mat3(model_matrix);
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}
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if (is_multimesh) {
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//multimesh, instances are for it
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mat4 matrix;
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#ifdef USE_PARTICLE_TRAILS
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uint trail_size = (draw_call.flags >> INSTANCE_FLAGS_PARTICLE_TRAIL_SHIFT) & INSTANCE_FLAGS_PARTICLE_TRAIL_MASK;
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uint stride = 3 + 1 + 1; //particles always uses this format
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uint offset = trail_size * stride * gl_InstanceIndex;
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#ifdef COLOR_USED
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vec4 pcolor;
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#endif
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{
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uint boffset = offset + bone_attrib.x * stride;
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matrix = mat4(transforms.data[boffset + 0], transforms.data[boffset + 1], transforms.data[boffset + 2], vec4(0.0, 0.0, 0.0, 1.0)) * weight_attrib.x;
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#ifdef COLOR_USED
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pcolor = transforms.data[boffset + 3] * weight_attrib.x;
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#endif
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}
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if (weight_attrib.y > 0.001) {
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uint boffset = offset + bone_attrib.y * stride;
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matrix += mat4(transforms.data[boffset + 0], transforms.data[boffset + 1], transforms.data[boffset + 2], vec4(0.0, 0.0, 0.0, 1.0)) * weight_attrib.y;
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#ifdef COLOR_USED
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pcolor += transforms.data[boffset + 3] * weight_attrib.y;
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#endif
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}
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if (weight_attrib.z > 0.001) {
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uint boffset = offset + bone_attrib.z * stride;
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matrix += mat4(transforms.data[boffset + 0], transforms.data[boffset + 1], transforms.data[boffset + 2], vec4(0.0, 0.0, 0.0, 1.0)) * weight_attrib.z;
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#ifdef COLOR_USED
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pcolor += transforms.data[boffset + 3] * weight_attrib.z;
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#endif
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}
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if (weight_attrib.w > 0.001) {
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uint boffset = offset + bone_attrib.w * stride;
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matrix += mat4(transforms.data[boffset + 0], transforms.data[boffset + 1], transforms.data[boffset + 2], vec4(0.0, 0.0, 0.0, 1.0)) * weight_attrib.w;
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#ifdef COLOR_USED
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pcolor += transforms.data[boffset + 3] * weight_attrib.w;
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#endif
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}
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instance_custom = transforms.data[offset + 4];
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#ifdef COLOR_USED
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color_interp *= pcolor;
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#endif
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#else
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uint stride = 0;
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{
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//TODO implement a small lookup table for the stride
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if (bool(draw_call.flags & INSTANCE_FLAGS_MULTIMESH_FORMAT_2D)) {
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stride += 2;
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} else {
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stride += 3;
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}
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if (bool(draw_call.flags & INSTANCE_FLAGS_MULTIMESH_HAS_COLOR)) {
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stride += 1;
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}
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if (bool(draw_call.flags & INSTANCE_FLAGS_MULTIMESH_HAS_CUSTOM_DATA)) {
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stride += 1;
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}
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}
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uint offset = stride * gl_InstanceIndex;
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if (bool(draw_call.flags & INSTANCE_FLAGS_MULTIMESH_FORMAT_2D)) {
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matrix = mat4(transforms.data[offset + 0], transforms.data[offset + 1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0));
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offset += 2;
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} else {
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matrix = mat4(transforms.data[offset + 0], transforms.data[offset + 1], transforms.data[offset + 2], vec4(0.0, 0.0, 0.0, 1.0));
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offset += 3;
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}
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if (bool(draw_call.flags & INSTANCE_FLAGS_MULTIMESH_HAS_COLOR)) {
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#ifdef COLOR_USED
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color_interp *= transforms.data[offset];
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#endif
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offset += 1;
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}
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if (bool(draw_call.flags & INSTANCE_FLAGS_MULTIMESH_HAS_CUSTOM_DATA)) {
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instance_custom = transforms.data[offset];
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}
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#endif
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//transpose
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matrix = transpose(matrix);
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model_matrix = model_matrix * matrix;
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model_normal_matrix = model_normal_matrix * mat3(matrix);
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}
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vec3 vertex = vertex_attrib;
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#ifdef NORMAL_USED
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vec3 normal = normal_attrib * 2.0 - 1.0;
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#endif
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#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
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vec3 tangent = tangent_attrib.xyz * 2.0 - 1.0;
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float binormalf = tangent_attrib.a * 2.0 - 1.0;
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vec3 binormal = normalize(cross(normal, tangent) * binormalf);
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#endif
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#ifdef UV_USED
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uv_interp = uv_attrib;
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#endif
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#if defined(UV2_USED) || defined(USE_LIGHTMAP)
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uv2_interp = uv2_attrib;
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#endif
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#ifdef OVERRIDE_POSITION
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vec4 position;
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#endif
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#ifdef USE_MULTIVIEW
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mat4 projection_matrix = scene_data.projection_matrix_view[ViewIndex];
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mat4 inv_projection_matrix = scene_data.inv_projection_matrix_view[ViewIndex];
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#else
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mat4 projection_matrix = scene_data.projection_matrix;
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mat4 inv_projection_matrix = scene_data.inv_projection_matrix;
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#endif //USE_MULTIVIEW
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//using world coordinates
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#if !defined(SKIP_TRANSFORM_USED) && defined(VERTEX_WORLD_COORDS_USED)
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vertex = (model_matrix * vec4(vertex, 1.0)).xyz;
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#ifdef NORMAL_USED
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normal = model_normal_matrix * normal;
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#endif
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#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
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tangent = model_normal_matrix * tangent;
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binormal = model_normal_matrix * binormal;
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#endif
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#endif
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float roughness = 1.0;
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mat4 modelview = scene_data.view_matrix * model_matrix;
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mat3 modelview_normal = mat3(scene_data.view_matrix) * model_normal_matrix;
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{
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#CODE : VERTEX
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}
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/* output */
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// using local coordinates (default)
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#if !defined(SKIP_TRANSFORM_USED) && !defined(VERTEX_WORLD_COORDS_USED)
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vertex = (modelview * vec4(vertex, 1.0)).xyz;
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#ifdef NORMAL_USED
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normal = modelview_normal * normal;
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#endif
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#endif
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#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
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binormal = modelview_normal * binormal;
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tangent = modelview_normal * tangent;
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#endif
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//using world coordinates
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#if !defined(SKIP_TRANSFORM_USED) && defined(VERTEX_WORLD_COORDS_USED)
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vertex = (scene_data.view_matrix * vec4(vertex, 1.0)).xyz;
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#ifdef NORMAL_USED
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normal = (scene_data.view_matrix * vec4(normal, 0.0)).xyz;
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#endif
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#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
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binormal = (scene_data.view_matrix * vec4(binormal, 0.0)).xyz;
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tangent = (scene_data.view_matrix * vec4(tangent, 0.0)).xyz;
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#endif
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#endif
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vertex_interp = vertex;
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#ifdef NORMAL_USED
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normal_interp = normal;
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#endif
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#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
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tangent_interp = tangent;
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binormal_interp = binormal;
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#endif
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#ifdef MODE_RENDER_DEPTH
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#ifdef MODE_DUAL_PARABOLOID
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vertex_interp.z *= scene_data.dual_paraboloid_side;
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dp_clip = vertex_interp.z; //this attempts to avoid noise caused by objects sent to the other parabolloid side due to bias
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//for dual paraboloid shadow mapping, this is the fastest but least correct way, as it curves straight edges
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vec3 vtx = vertex_interp;
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float distance = length(vtx);
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vtx = normalize(vtx);
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vtx.xy /= 1.0 - vtx.z;
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vtx.z = (distance / scene_data.z_far);
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vtx.z = vtx.z * 2.0 - 1.0;
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vertex_interp = vtx;
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#endif
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#endif //MODE_RENDER_DEPTH
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#ifdef OVERRIDE_POSITION
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gl_Position = position;
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#else
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gl_Position = projection_matrix * vec4(vertex_interp, 1.0);
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#endif // OVERRIDE_POSITION
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#ifdef MODE_RENDER_DEPTH
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if (scene_data.pancake_shadows) {
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if (gl_Position.z <= 0.00001) {
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gl_Position.z = 0.00001;
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}
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}
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#endif // MODE_RENDER_DEPTH
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#ifdef MODE_RENDER_MATERIAL
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if (scene_data.material_uv2_mode) {
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vec2 uv_offset = draw_call.lightmap_uv_scale.xy; // we are abusing lightmap_uv_scale here, we shouldn't have a lightmap during a depth pass...
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gl_Position.xy = (uv2_attrib.xy + uv_offset) * 2.0 - 1.0;
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gl_Position.z = 0.00001;
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gl_Position.w = 1.0;
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}
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#endif // MODE_RENDER_MATERIAL
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}
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#[fragment]
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#version 450
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#VERSION_DEFINES
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#define SHADER_IS_SRGB false
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/* Specialization Constants */
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#if !defined(MODE_RENDER_DEPTH)
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#if !defined(MODE_UNSHADED)
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layout(constant_id = 0) const bool sc_use_light_projector = false;
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layout(constant_id = 1) const bool sc_use_light_soft_shadows = false;
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layout(constant_id = 2) const bool sc_use_directional_soft_shadows = false;
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layout(constant_id = 3) const uint sc_soft_shadow_samples = 4;
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layout(constant_id = 4) const uint sc_penumbra_shadow_samples = 4;
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layout(constant_id = 5) const uint sc_directional_soft_shadow_samples = 4;
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layout(constant_id = 6) const uint sc_directional_penumbra_shadow_samples = 4;
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layout(constant_id = 8) const bool sc_projector_use_mipmaps = true;
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layout(constant_id = 9) const bool sc_disable_omni_lights = false;
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layout(constant_id = 10) const bool sc_disable_spot_lights = false;
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layout(constant_id = 11) const bool sc_disable_reflection_probes = false;
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layout(constant_id = 12) const bool sc_disable_directional_lights = false;
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#endif //!MODE_UNSHADED
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layout(constant_id = 7) const bool sc_decal_use_mipmaps = true;
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layout(constant_id = 13) const bool sc_disable_decals = false;
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layout(constant_id = 14) const bool sc_disable_fog = false;
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#endif //!MODE_RENDER_DEPTH
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layout(constant_id = 15) const float sc_luminance_multiplier = 2.0;
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/* Include our forward mobile UBOs definitions etc. */
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#include "scene_forward_mobile_inc.glsl"
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/* Varyings */
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layout(location = 0) highp in vec3 vertex_interp;
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#ifdef NORMAL_USED
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layout(location = 1) mediump in vec3 normal_interp;
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#endif
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#if defined(COLOR_USED)
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layout(location = 2) mediump in vec4 color_interp;
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#endif
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#ifdef UV_USED
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layout(location = 3) mediump in vec2 uv_interp;
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#endif
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#if defined(UV2_USED) || defined(USE_LIGHTMAP)
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layout(location = 4) mediump in vec2 uv2_interp;
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#endif
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#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
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layout(location = 5) mediump in vec3 tangent_interp;
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layout(location = 6) mediump in vec3 binormal_interp;
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#endif
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#ifdef MODE_DUAL_PARABOLOID
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layout(location = 8) highp in float dp_clip;
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#endif
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#ifdef USE_MULTIVIEW
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#ifdef has_VK_KHR_multiview
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#define ViewIndex gl_ViewIndex
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#else
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// !BAS! This needs to become an input once we implement our fallback!
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#define ViewIndex 0
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#endif
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#else
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// Set to zero, not supported in non stereo
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#define ViewIndex 0
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#endif //USE_MULTIVIEW
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//defines to keep compatibility with vertex
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#define model_matrix draw_call.transform
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#ifdef USE_MULTIVIEW
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#define projection_matrix scene_data.projection_matrix_view[ViewIndex]
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#else
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#define projection_matrix scene_data.projection_matrix
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#endif
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#if defined(ENABLE_SSS) && defined(ENABLE_TRANSMITTANCE)
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//both required for transmittance to be enabled
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#define LIGHT_TRANSMITTANCE_USED
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#endif
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#ifdef MATERIAL_UNIFORMS_USED
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layout(set = MATERIAL_UNIFORM_SET, binding = 0, std140) uniform MaterialUniforms{
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#MATERIAL_UNIFORMS
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} material;
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#endif
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#GLOBALS
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/* clang-format on */
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#ifdef MODE_RENDER_DEPTH
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#ifdef MODE_RENDER_MATERIAL
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layout(location = 0) out vec4 albedo_output_buffer;
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layout(location = 1) out vec4 normal_output_buffer;
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layout(location = 2) out vec4 orm_output_buffer;
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layout(location = 3) out vec4 emission_output_buffer;
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layout(location = 4) out float depth_output_buffer;
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#endif // MODE_RENDER_MATERIAL
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#else // RENDER DEPTH
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#ifdef MODE_MULTIPLE_RENDER_TARGETS
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layout(location = 0) out vec4 diffuse_buffer; //diffuse (rgb) and roughness
|
|
layout(location = 1) out vec4 specular_buffer; //specular and SSS (subsurface scatter)
|
|
#else
|
|
|
|
layout(location = 0) out mediump vec4 frag_color;
|
|
#endif // MODE_MULTIPLE_RENDER_TARGETS
|
|
|
|
#endif // RENDER DEPTH
|
|
|
|
#include "scene_forward_aa_inc.glsl"
|
|
|
|
#if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED)
|
|
|
|
// Default to SPECULAR_SCHLICK_GGX.
|
|
#if !defined(SPECULAR_DISABLED) && !defined(SPECULAR_SCHLICK_GGX) && !defined(SPECULAR_TOON)
|
|
#define SPECULAR_SCHLICK_GGX
|
|
#endif
|
|
|
|
#include "scene_forward_lights_inc.glsl"
|
|
|
|
#endif //!defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED)
|
|
|
|
#ifndef MODE_RENDER_DEPTH
|
|
|
|
/*
|
|
Only supporting normal fog here.
|
|
*/
|
|
|
|
vec4 fog_process(vec3 vertex) {
|
|
vec3 fog_color = scene_data_block.data.fog_light_color;
|
|
|
|
if (scene_data_block.data.fog_aerial_perspective > 0.0) {
|
|
vec3 sky_fog_color = vec3(0.0);
|
|
vec3 cube_view = scene_data_block.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_block.data.z_near) / (scene_data_block.data.z_far - scene_data_block.data.z_near));
|
|
#ifdef USE_RADIANCE_CUBEMAP_ARRAY
|
|
float lod, blend;
|
|
blend = modf(mip_level * MAX_ROUGHNESS_LOD, lod);
|
|
sky_fog_color = texture(samplerCubeArray(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), vec4(cube_view, lod)).rgb;
|
|
sky_fog_color = mix(sky_fog_color, texture(samplerCubeArray(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), vec4(cube_view, lod + 1)).rgb, blend);
|
|
#else
|
|
sky_fog_color = textureLod(samplerCube(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), cube_view, mip_level * MAX_ROUGHNESS_LOD).rgb;
|
|
#endif //USE_RADIANCE_CUBEMAP_ARRAY
|
|
fog_color = mix(fog_color, sky_fog_color, scene_data_block.data.fog_aerial_perspective);
|
|
}
|
|
|
|
if (scene_data_block.data.fog_sun_scatter > 0.001) {
|
|
vec4 sun_scatter = vec4(0.0);
|
|
float sun_total = 0.0;
|
|
vec3 view = normalize(vertex);
|
|
|
|
for (uint i = 0; i < scene_data_block.data.directional_light_count; i++) {
|
|
vec3 light_color = directional_lights.data[i].color * directional_lights.data[i].energy;
|
|
float light_amount = pow(max(dot(view, directional_lights.data[i].direction), 0.0), 8.0);
|
|
fog_color += light_color * light_amount * scene_data_block.data.fog_sun_scatter;
|
|
}
|
|
}
|
|
|
|
float fog_amount = 1.0 - exp(min(0.0, -length(vertex) * scene_data_block.data.fog_density));
|
|
|
|
if (abs(scene_data_block.data.fog_height_density) >= 0.0001) {
|
|
float y = (scene_data_block.data.inv_view_matrix * vec4(vertex, 1.0)).y;
|
|
|
|
float y_dist = y - scene_data_block.data.fog_height;
|
|
|
|
float vfog_amount = 1.0 - exp(min(0.0, y_dist * scene_data_block.data.fog_height_density));
|
|
|
|
fog_amount = max(vfog_amount, fog_amount);
|
|
}
|
|
|
|
return vec4(fog_color, fog_amount);
|
|
}
|
|
|
|
#endif //!MODE_RENDER DEPTH
|
|
|
|
#define scene_data scene_data_block.data
|
|
|
|
void main() {
|
|
#ifdef MODE_DUAL_PARABOLOID
|
|
|
|
if (dp_clip > 0.0)
|
|
discard;
|
|
#endif
|
|
|
|
//lay out everything, whatever is unused is optimized away anyway
|
|
vec3 vertex = vertex_interp;
|
|
#ifdef USE_MULTIVIEW
|
|
vec3 view = -normalize(vertex_interp - scene_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);
|
|
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
|
|
}
|
|
|
|
#ifdef LIGHT_TRANSMITTANCE_USED
|
|
#ifdef SSS_MODE_SKIN
|
|
transmittance_color.a = sss_strength;
|
|
#else
|
|
transmittance_color.a *= sss_strength;
|
|
#endif
|
|
#endif
|
|
|
|
#ifndef USE_SHADOW_TO_OPACITY
|
|
|
|
#ifdef ALPHA_SCISSOR_USED
|
|
if (alpha < alpha_scissor_threshold) {
|
|
discard;
|
|
}
|
|
#endif // ALPHA_SCISSOR_USED
|
|
|
|
// alpha hash can be used in unison with alpha antialiasing
|
|
#ifdef ALPHA_HASH_USED
|
|
if (alpha < compute_alpha_hash_threshold(vertex, alpha_hash_scale)) {
|
|
discard;
|
|
}
|
|
#endif // ALPHA_HASH_USED
|
|
|
|
// If we are not edge antialiasing, we need to remove the output alpha channel from scissor and hash
|
|
#if (defined(ALPHA_SCISSOR_USED) || defined(ALPHA_HASH_USED)) && !defined(ALPHA_ANTIALIASING_EDGE_USED)
|
|
alpha = 1.0;
|
|
#endif
|
|
|
|
#ifdef ALPHA_ANTIALIASING_EDGE_USED
|
|
// If alpha scissor is used, we must further the edge threshold, otherwise we won't get any edge feather
|
|
#ifdef ALPHA_SCISSOR_USED
|
|
alpha_antialiasing_edge = clamp(alpha_scissor_threshold + alpha_antialiasing_edge, 0.0, 1.0);
|
|
#endif
|
|
alpha = compute_alpha_antialiasing_edge(alpha, alpha_texture_coordinate, alpha_antialiasing_edge);
|
|
#endif // ALPHA_ANTIALIASING_EDGE_USED
|
|
|
|
#ifdef USE_OPAQUE_PREPASS
|
|
if (alpha < scene_data.opaque_prepass_threshold) {
|
|
discard;
|
|
}
|
|
#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
|
|
|
|
#ifdef ENABLE_CLIP_ALPHA
|
|
if (albedo.a < 0.99) {
|
|
//used for doublepass and shadowmapping
|
|
discard;
|
|
}
|
|
#endif
|
|
|
|
/////////////////////// FOG //////////////////////
|
|
#ifndef MODE_RENDER_DEPTH
|
|
|
|
#ifndef CUSTOM_FOG_USED
|
|
// fog must be processed as early as possible and then packed.
|
|
// to maximize VGPR usage
|
|
// Draw "fixed" fog before volumetric fog to ensure volumetric fog can appear in front of the sky.
|
|
|
|
if (!sc_disable_fog && scene_data.fog_enabled) {
|
|
fog = fog_process(vertex);
|
|
}
|
|
|
|
#endif //!CUSTOM_FOG_USED
|
|
|
|
uint fog_rg = packHalf2x16(fog.rg);
|
|
uint fog_ba = packHalf2x16(fog.ba);
|
|
|
|
#endif //!MODE_RENDER_DEPTH
|
|
|
|
/////////////////////// DECALS ////////////////////////////////
|
|
|
|
#ifndef MODE_RENDER_DEPTH
|
|
|
|
vec3 vertex_ddx = dFdx(vertex);
|
|
vec3 vertex_ddy = dFdy(vertex);
|
|
|
|
if (!sc_disable_decals) { //Decals
|
|
// must implement
|
|
|
|
uint decal_indices = draw_call.decals.x;
|
|
for (uint i = 0; i < 8; i++) {
|
|
uint decal_index = decal_indices & 0xFF;
|
|
if (i == 4) {
|
|
decal_indices = draw_call.decals.y;
|
|
} else {
|
|
decal_indices = decal_indices >> 8;
|
|
}
|
|
|
|
if (decal_index == 0xFF) {
|
|
break;
|
|
}
|
|
|
|
vec3 uv_local = (decals.data[decal_index].xform * vec4(vertex, 1.0)).xyz;
|
|
if (any(lessThan(uv_local, vec3(0.0, -1.0, 0.0))) || any(greaterThan(uv_local, vec3(1.0)))) {
|
|
continue; //out of decal
|
|
}
|
|
|
|
float fade = pow(1.0 - (uv_local.y > 0.0 ? uv_local.y : -uv_local.y), uv_local.y > 0.0 ? decals.data[decal_index].upper_fade : decals.data[decal_index].lower_fade);
|
|
|
|
if (decals.data[decal_index].normal_fade > 0.0) {
|
|
fade *= smoothstep(decals.data[decal_index].normal_fade, 1.0, dot(normal_interp, decals.data[decal_index].normal) * 0.5 + 0.5);
|
|
}
|
|
|
|
//we need ddx/ddy for mipmaps, so simulate them
|
|
vec2 ddx = (decals.data[decal_index].xform * vec4(vertex_ddx, 0.0)).xz;
|
|
vec2 ddy = (decals.data[decal_index].xform * vec4(vertex_ddy, 0.0)).xz;
|
|
|
|
if (decals.data[decal_index].albedo_rect != vec4(0.0)) {
|
|
//has albedo
|
|
vec4 decal_albedo;
|
|
if (sc_decal_use_mipmaps) {
|
|
decal_albedo = textureGrad(sampler2D(decal_atlas_srgb, decal_sampler), uv_local.xz * decals.data[decal_index].albedo_rect.zw + decals.data[decal_index].albedo_rect.xy, ddx * decals.data[decal_index].albedo_rect.zw, ddy * decals.data[decal_index].albedo_rect.zw);
|
|
} else {
|
|
decal_albedo = textureLod(sampler2D(decal_atlas_srgb, decal_sampler), uv_local.xz * decals.data[decal_index].albedo_rect.zw + decals.data[decal_index].albedo_rect.xy, 0.0);
|
|
}
|
|
decal_albedo *= decals.data[decal_index].modulate;
|
|
decal_albedo.a *= fade;
|
|
albedo = mix(albedo, decal_albedo.rgb, decal_albedo.a * decals.data[decal_index].albedo_mix);
|
|
|
|
if (decals.data[decal_index].normal_rect != vec4(0.0)) {
|
|
vec3 decal_normal;
|
|
if (sc_decal_use_mipmaps) {
|
|
decal_normal = textureGrad(sampler2D(decal_atlas, decal_sampler), uv_local.xz * decals.data[decal_index].normal_rect.zw + decals.data[decal_index].normal_rect.xy, ddx * decals.data[decal_index].normal_rect.zw, ddy * decals.data[decal_index].normal_rect.zw).xyz;
|
|
} else {
|
|
decal_normal = textureLod(sampler2D(decal_atlas, decal_sampler), uv_local.xz * decals.data[decal_index].normal_rect.zw + decals.data[decal_index].normal_rect.xy, 0.0).xyz;
|
|
}
|
|
decal_normal.xy = decal_normal.xy * vec2(2.0, -2.0) - vec2(1.0, -1.0); //users prefer flipped y normal maps in most authoring software
|
|
decal_normal.z = sqrt(max(0.0, 1.0 - dot(decal_normal.xy, decal_normal.xy)));
|
|
//convert to view space, use xzy because y is up
|
|
decal_normal = (decals.data[decal_index].normal_xform * decal_normal.xzy).xyz;
|
|
|
|
normal = normalize(mix(normal, decal_normal, decal_albedo.a));
|
|
}
|
|
|
|
if (decals.data[decal_index].orm_rect != vec4(0.0)) {
|
|
vec3 decal_orm;
|
|
if (sc_decal_use_mipmaps) {
|
|
decal_orm = textureGrad(sampler2D(decal_atlas, decal_sampler), uv_local.xz * decals.data[decal_index].orm_rect.zw + decals.data[decal_index].orm_rect.xy, ddx * decals.data[decal_index].orm_rect.zw, ddy * decals.data[decal_index].orm_rect.zw).xyz;
|
|
} else {
|
|
decal_orm = textureLod(sampler2D(decal_atlas, decal_sampler), uv_local.xz * decals.data[decal_index].orm_rect.zw + decals.data[decal_index].orm_rect.xy, 0.0).xyz;
|
|
}
|
|
ao = mix(ao, decal_orm.r, decal_albedo.a);
|
|
roughness = mix(roughness, decal_orm.g, decal_albedo.a);
|
|
metallic = mix(metallic, decal_orm.b, decal_albedo.a);
|
|
}
|
|
}
|
|
|
|
if (decals.data[decal_index].emission_rect != vec4(0.0)) {
|
|
//emission is additive, so its independent from albedo
|
|
if (sc_decal_use_mipmaps) {
|
|
emission += textureGrad(sampler2D(decal_atlas_srgb, decal_sampler), uv_local.xz * decals.data[decal_index].emission_rect.zw + decals.data[decal_index].emission_rect.xy, ddx * decals.data[decal_index].emission_rect.zw, ddy * decals.data[decal_index].emission_rect.zw).xyz * decals.data[decal_index].emission_energy * fade;
|
|
} else {
|
|
emission += textureLod(sampler2D(decal_atlas_srgb, decal_sampler), uv_local.xz * decals.data[decal_index].emission_rect.zw + decals.data[decal_index].emission_rect.xy, 0.0).xyz * decals.data[decal_index].emission_energy * fade;
|
|
}
|
|
}
|
|
}
|
|
} //Decals
|
|
#endif //!MODE_RENDER_DEPTH
|
|
|
|
/////////////////////// LIGHTING //////////////////////////////
|
|
|
|
#ifdef NORMAL_USED
|
|
if (scene_data.roughness_limiter_enabled) {
|
|
//https://www.jp.square-enix.com/tech/library/pdf/ImprovedGeometricSpecularAA.pdf
|
|
float roughness2 = roughness * roughness;
|
|
vec3 dndu = dFdx(normal), dndv = dFdy(normal);
|
|
float variance = scene_data.roughness_limiter_amount * (dot(dndu, dndu) + dot(dndv, dndv));
|
|
float kernelRoughness2 = min(2.0 * variance, scene_data.roughness_limiter_limit); //limit effect
|
|
float filteredRoughness2 = min(1.0, roughness2 + kernelRoughness2);
|
|
roughness = sqrt(filteredRoughness2);
|
|
}
|
|
#endif // NORMAL_USED
|
|
//apply energy conservation
|
|
|
|
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);
|
|
|
|
#if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED)
|
|
|
|
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
|
|
float horizon = min(1.0 + dot(ref_vec, normal), 1.0);
|
|
ref_vec = scene_data.radiance_inverse_xform * ref_vec;
|
|
#ifdef USE_RADIANCE_CUBEMAP_ARRAY
|
|
|
|
float lod, blend;
|
|
blend = modf(roughness * MAX_ROUGHNESS_LOD, lod);
|
|
specular_light = texture(samplerCubeArray(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), vec4(ref_vec, lod)).rgb;
|
|
specular_light = mix(specular_light, texture(samplerCubeArray(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), vec4(ref_vec, lod + 1)).rgb, blend);
|
|
|
|
#else // USE_RADIANCE_CUBEMAP_ARRAY
|
|
specular_light = textureLod(samplerCube(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), ref_vec, roughness * MAX_ROUGHNESS_LOD).rgb;
|
|
|
|
#endif //USE_RADIANCE_CUBEMAP_ARRAY
|
|
specular_light *= horizon * horizon;
|
|
specular_light *= scene_data.ambient_light_color_energy.a;
|
|
}
|
|
|
|
#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;
|
|
|
|
if (scene_data.use_ambient_cubemap) {
|
|
vec3 ambient_dir = scene_data.radiance_inverse_xform * normal;
|
|
#ifdef USE_RADIANCE_CUBEMAP_ARRAY
|
|
vec3 cubemap_ambient = texture(samplerCubeArray(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), vec4(ambient_dir, MAX_ROUGHNESS_LOD)).rgb;
|
|
#else
|
|
vec3 cubemap_ambient = textureLod(samplerCube(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), ambient_dir, MAX_ROUGHNESS_LOD).rgb;
|
|
#endif //USE_RADIANCE_CUBEMAP_ARRAY
|
|
|
|
ambient_light = mix(ambient_light, cubemap_ambient * scene_data.ambient_light_color_energy.a, scene_data.ambient_color_sky_mix);
|
|
}
|
|
}
|
|
#endif // !USE_LIGHTMAP
|
|
|
|
#if defined(CUSTOM_IRRADIANCE_USED)
|
|
ambient_light = mix(ambient_light, custom_irradiance.rgb, custom_irradiance.a);
|
|
#endif // CUSTOM_IRRADIANCE_USED
|
|
#ifdef LIGHT_CLEARCOAT_USED
|
|
|
|
if (scene_data.use_reflection_cubemap) {
|
|
vec3 n = normalize(normal_interp); // We want to use geometric normal, not normal_map
|
|
float NoV = max(dot(n, view), 0.0001);
|
|
vec3 ref_vec = reflect(-view, n);
|
|
// The clear coat layer assumes an IOR of 1.5 (4% reflectance)
|
|
float Fc = clearcoat * (0.04 + 0.96 * SchlickFresnel(NoV));
|
|
float attenuation = 1.0 - Fc;
|
|
ambient_light *= attenuation;
|
|
specular_light *= attenuation;
|
|
|
|
float horizon = min(1.0 + dot(ref_vec, normal), 1.0);
|
|
ref_vec = scene_data.radiance_inverse_xform * ref_vec;
|
|
float roughness_lod = mix(0.001, 0.1, clearcoat_roughness) * MAX_ROUGHNESS_LOD;
|
|
#ifdef USE_RADIANCE_CUBEMAP_ARRAY
|
|
|
|
float lod, blend;
|
|
blend = modf(roughness_lod, lod);
|
|
vec3 clearcoat_light = texture(samplerCubeArray(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), vec4(ref_vec, lod)).rgb;
|
|
clearcoat_light = mix(clearcoat_light, texture(samplerCubeArray(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), vec4(ref_vec, lod + 1)).rgb, blend);
|
|
|
|
#else
|
|
vec3 clearcoat_light = textureLod(samplerCube(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), ref_vec, roughness_lod).rgb;
|
|
|
|
#endif //USE_RADIANCE_CUBEMAP_ARRAY
|
|
specular_light += clearcoat_light * horizon * horizon * Fc * scene_data.ambient_light_color_energy.a;
|
|
}
|
|
#endif
|
|
#endif //!defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED)
|
|
|
|
//radiance
|
|
|
|
#if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED)
|
|
|
|
#ifdef USE_LIGHTMAP
|
|
|
|
//lightmap
|
|
if (bool(draw_call.flags & INSTANCE_FLAGS_USE_LIGHTMAP_CAPTURE)) { //has lightmap capture
|
|
uint index = draw_call.gi_offset;
|
|
|
|
vec3 wnormal = mat3(scene_data.inv_view_matrix) * normal;
|
|
const float c1 = 0.429043;
|
|
const float c2 = 0.511664;
|
|
const float c3 = 0.743125;
|
|
const float c4 = 0.886227;
|
|
const float c5 = 0.247708;
|
|
ambient_light += (c1 * lightmap_captures.data[index].sh[8].rgb * (wnormal.x * wnormal.x - wnormal.y * wnormal.y) +
|
|
c3 * lightmap_captures.data[index].sh[6].rgb * wnormal.z * wnormal.z +
|
|
c4 * lightmap_captures.data[index].sh[0].rgb -
|
|
c5 * lightmap_captures.data[index].sh[6].rgb +
|
|
2.0 * c1 * lightmap_captures.data[index].sh[4].rgb * wnormal.x * wnormal.y +
|
|
2.0 * c1 * lightmap_captures.data[index].sh[7].rgb * wnormal.x * wnormal.z +
|
|
2.0 * c1 * lightmap_captures.data[index].sh[5].rgb * wnormal.y * wnormal.z +
|
|
2.0 * c2 * lightmap_captures.data[index].sh[3].rgb * wnormal.x +
|
|
2.0 * c2 * lightmap_captures.data[index].sh[1].rgb * wnormal.y +
|
|
2.0 * c2 * lightmap_captures.data[index].sh[2].rgb * wnormal.z);
|
|
|
|
} else if (bool(draw_call.flags & INSTANCE_FLAGS_USE_LIGHTMAP)) { // has actual lightmap
|
|
bool uses_sh = bool(draw_call.flags & INSTANCE_FLAGS_USE_SH_LIGHTMAP);
|
|
uint ofs = draw_call.gi_offset & 0xFFFF;
|
|
vec3 uvw;
|
|
uvw.xy = uv2 * draw_call.lightmap_uv_scale.zw + draw_call.lightmap_uv_scale.xy;
|
|
uvw.z = float((draw_call.gi_offset >> 16) & 0xFFFF);
|
|
|
|
if (uses_sh) {
|
|
uvw.z *= 4.0; //SH textures use 4 times more data
|
|
vec3 lm_light_l0 = textureLod(sampler2DArray(lightmap_textures[ofs], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw + vec3(0.0, 0.0, 0.0), 0.0).rgb;
|
|
vec3 lm_light_l1n1 = textureLod(sampler2DArray(lightmap_textures[ofs], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw + vec3(0.0, 0.0, 1.0), 0.0).rgb;
|
|
vec3 lm_light_l1_0 = textureLod(sampler2DArray(lightmap_textures[ofs], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw + vec3(0.0, 0.0, 2.0), 0.0).rgb;
|
|
vec3 lm_light_l1p1 = textureLod(sampler2DArray(lightmap_textures[ofs], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw + vec3(0.0, 0.0, 3.0), 0.0).rgb;
|
|
|
|
uint idx = draw_call.gi_offset >> 20;
|
|
vec3 n = normalize(lightmaps.data[idx].normal_xform * normal);
|
|
|
|
ambient_light += lm_light_l0 * 0.282095f;
|
|
ambient_light += lm_light_l1n1 * 0.32573 * n.y;
|
|
ambient_light += lm_light_l1_0 * 0.32573 * n.z;
|
|
ambient_light += lm_light_l1p1 * 0.32573 * n.x;
|
|
if (metallic > 0.01) { // since the more direct bounced light is lost, we can kind of fake it with this trick
|
|
vec3 r = reflect(normalize(-vertex), normal);
|
|
specular_light += lm_light_l1n1 * 0.32573 * r.y;
|
|
specular_light += lm_light_l1_0 * 0.32573 * r.z;
|
|
specular_light += lm_light_l1p1 * 0.32573 * r.x;
|
|
}
|
|
|
|
} else {
|
|
ambient_light += textureLod(sampler2DArray(lightmap_textures[ofs], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw, 0.0).rgb;
|
|
}
|
|
}
|
|
|
|
// No GI nor non low end mode...
|
|
|
|
#endif // USE_LIGHTMAP
|
|
|
|
// skipping ssao, do we remove ssao totally?
|
|
|
|
if (!sc_disable_reflection_probes) { //Reflection probes
|
|
vec4 reflection_accum = vec4(0.0, 0.0, 0.0, 0.0);
|
|
vec4 ambient_accum = vec4(0.0, 0.0, 0.0, 0.0);
|
|
|
|
uint reflection_indices = draw_call.reflection_probes.x;
|
|
for (uint i = 0; i < 8; i++) {
|
|
uint reflection_index = reflection_indices & 0xFF;
|
|
if (i == 4) {
|
|
reflection_indices = draw_call.reflection_probes.y;
|
|
} else {
|
|
reflection_indices = reflection_indices >> 8;
|
|
}
|
|
|
|
if (reflection_index == 0xFF) {
|
|
break;
|
|
}
|
|
#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)));
|
|
#else
|
|
vec3 bent_normal = normal;
|
|
#endif
|
|
reflection_process(reflection_index, view, vertex, bent_normal, roughness, ambient_light, specular_light, ambient_accum, reflection_accum);
|
|
}
|
|
|
|
if (reflection_accum.a > 0.0) {
|
|
specular_light = reflection_accum.rgb / reflection_accum.a;
|
|
}
|
|
|
|
#if !defined(USE_LIGHTMAP)
|
|
if (ambient_accum.a > 0.0) {
|
|
ambient_light = ambient_accum.rgb / ambient_accum.a;
|
|
}
|
|
#endif
|
|
} //Reflection probes
|
|
|
|
// finalize ambient light here
|
|
ambient_light *= albedo.rgb;
|
|
ambient_light *= ao;
|
|
|
|
// convert ao to direct light ao
|
|
ao = mix(1.0, ao, ao_light_affect);
|
|
|
|
//this saves some VGPRs
|
|
vec3 f0 = F0(metallic, specular, albedo);
|
|
|
|
{
|
|
#if defined(DIFFUSE_TOON)
|
|
//simplify for toon, as
|
|
specular_light *= specular * metallic * albedo * 2.0;
|
|
#else
|
|
|
|
// scales the specular reflections, needs to 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;
|
|
#endif
|
|
}
|
|
|
|
#endif // !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED)
|
|
|
|
#if !defined(MODE_RENDER_DEPTH)
|
|
//this saves some VGPRs
|
|
uint orms = packUnorm4x8(vec4(ao, roughness, metallic, specular));
|
|
#endif
|
|
|
|
// LIGHTING
|
|
#if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED)
|
|
|
|
if (!sc_disable_directional_lights) { //directional light
|
|
#ifndef SHADOWS_DISABLED
|
|
// Do shadow and lighting in two passes to reduce register pressure
|
|
uint shadow0 = 0;
|
|
uint shadow1 = 0;
|
|
|
|
for (uint i = 0; i < 8; i++) {
|
|
if (i >= scene_data.directional_light_count) {
|
|
break;
|
|
}
|
|
|
|
if (!bool(directional_lights.data[i].mask & draw_call.layer_mask)) {
|
|
continue; //not masked
|
|
}
|
|
|
|
float shadow = 1.0;
|
|
|
|
// Directional light shadow code is basically the same as forward clustered at this point in time minus `LIGHT_TRANSMITTANCE_USED` support.
|
|
// Not sure if there is a reason to change this seeing directional lights are part of our global data
|
|
// Should think about whether we may want to move this code into an include file or function??
|
|
|
|
#ifdef USE_SOFT_SHADOWS
|
|
//version with soft shadows, more expensive
|
|
if (directional_lights.data[i].shadow_opacity > 0.001) {
|
|
float depth_z = -vertex.z;
|
|
|
|
vec4 pssm_coord;
|
|
vec3 light_dir = directional_lights.data[i].direction;
|
|
|
|
#define BIAS_FUNC(m_var, m_idx) \
|
|
m_var.xyz += light_dir * directional_lights.data[i].shadow_bias[m_idx]; \
|
|
vec3 normal_bias = normalize(normal_interp) * (1.0 - max(0.0, dot(light_dir, -normalize(normal_interp)))) * directional_lights.data[i].shadow_normal_bias[m_idx]; \
|
|
normal_bias -= light_dir * dot(light_dir, normal_bias); \
|
|
m_var.xyz += normal_bias;
|
|
|
|
if (depth_z < directional_lights.data[i].shadow_split_offsets.x) {
|
|
vec4 v = vec4(vertex, 1.0);
|
|
|
|
BIAS_FUNC(v, 0)
|
|
|
|
pssm_coord = (directional_lights.data[i].shadow_matrix1 * v);
|
|
pssm_coord /= pssm_coord.w;
|
|
|
|
if (directional_lights.data[i].softshadow_angle > 0) {
|
|
float range_pos = dot(directional_lights.data[i].direction, v.xyz);
|
|
float range_begin = directional_lights.data[i].shadow_range_begin.x;
|
|
float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle;
|
|
vec2 tex_scale = directional_lights.data[i].uv_scale1 * test_radius;
|
|
shadow = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale);
|
|
} else {
|
|
shadow = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord);
|
|
}
|
|
} else if (depth_z < directional_lights.data[i].shadow_split_offsets.y) {
|
|
vec4 v = vec4(vertex, 1.0);
|
|
|
|
BIAS_FUNC(v, 1)
|
|
|
|
pssm_coord = (directional_lights.data[i].shadow_matrix2 * v);
|
|
pssm_coord /= pssm_coord.w;
|
|
|
|
if (directional_lights.data[i].softshadow_angle > 0) {
|
|
float range_pos = dot(directional_lights.data[i].direction, v.xyz);
|
|
float range_begin = directional_lights.data[i].shadow_range_begin.y;
|
|
float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle;
|
|
vec2 tex_scale = directional_lights.data[i].uv_scale2 * test_radius;
|
|
shadow = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale);
|
|
} else {
|
|
shadow = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord);
|
|
}
|
|
} else if (depth_z < directional_lights.data[i].shadow_split_offsets.z) {
|
|
vec4 v = vec4(vertex, 1.0);
|
|
|
|
BIAS_FUNC(v, 2)
|
|
|
|
pssm_coord = (directional_lights.data[i].shadow_matrix3 * v);
|
|
pssm_coord /= pssm_coord.w;
|
|
|
|
if (directional_lights.data[i].softshadow_angle > 0) {
|
|
float range_pos = dot(directional_lights.data[i].direction, v.xyz);
|
|
float range_begin = directional_lights.data[i].shadow_range_begin.z;
|
|
float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle;
|
|
vec2 tex_scale = directional_lights.data[i].uv_scale3 * test_radius;
|
|
shadow = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale);
|
|
} else {
|
|
shadow = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord);
|
|
}
|
|
} else {
|
|
vec4 v = vec4(vertex, 1.0);
|
|
|
|
BIAS_FUNC(v, 3)
|
|
|
|
pssm_coord = (directional_lights.data[i].shadow_matrix4 * v);
|
|
pssm_coord /= pssm_coord.w;
|
|
|
|
if (directional_lights.data[i].softshadow_angle > 0) {
|
|
float range_pos = dot(directional_lights.data[i].direction, v.xyz);
|
|
float range_begin = directional_lights.data[i].shadow_range_begin.w;
|
|
float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle;
|
|
vec2 tex_scale = directional_lights.data[i].uv_scale4 * test_radius;
|
|
shadow = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale);
|
|
} else {
|
|
shadow = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord);
|
|
}
|
|
}
|
|
|
|
if (directional_lights.data[i].blend_splits) {
|
|
float pssm_blend;
|
|
float shadow2;
|
|
|
|
if (depth_z < directional_lights.data[i].shadow_split_offsets.x) {
|
|
vec4 v = vec4(vertex, 1.0);
|
|
BIAS_FUNC(v, 1)
|
|
pssm_coord = (directional_lights.data[i].shadow_matrix2 * v);
|
|
pssm_coord /= pssm_coord.w;
|
|
|
|
if (directional_lights.data[i].softshadow_angle > 0) {
|
|
float range_pos = dot(directional_lights.data[i].direction, v.xyz);
|
|
float range_begin = directional_lights.data[i].shadow_range_begin.y;
|
|
float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle;
|
|
vec2 tex_scale = directional_lights.data[i].uv_scale2 * test_radius;
|
|
shadow2 = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale);
|
|
} else {
|
|
shadow2 = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord);
|
|
}
|
|
|
|
pssm_blend = smoothstep(0.0, directional_lights.data[i].shadow_split_offsets.x, depth_z);
|
|
} else if (depth_z < directional_lights.data[i].shadow_split_offsets.y) {
|
|
vec4 v = vec4(vertex, 1.0);
|
|
BIAS_FUNC(v, 2)
|
|
pssm_coord = (directional_lights.data[i].shadow_matrix3 * v);
|
|
pssm_coord /= pssm_coord.w;
|
|
|
|
if (directional_lights.data[i].softshadow_angle > 0) {
|
|
float range_pos = dot(directional_lights.data[i].direction, v.xyz);
|
|
float range_begin = directional_lights.data[i].shadow_range_begin.z;
|
|
float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle;
|
|
vec2 tex_scale = directional_lights.data[i].uv_scale3 * test_radius;
|
|
shadow2 = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale);
|
|
} else {
|
|
shadow2 = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord);
|
|
}
|
|
|
|
pssm_blend = smoothstep(directional_lights.data[i].shadow_split_offsets.x, directional_lights.data[i].shadow_split_offsets.y, depth_z);
|
|
} else if (depth_z < directional_lights.data[i].shadow_split_offsets.z) {
|
|
vec4 v = vec4(vertex, 1.0);
|
|
BIAS_FUNC(v, 3)
|
|
pssm_coord = (directional_lights.data[i].shadow_matrix4 * v);
|
|
pssm_coord /= pssm_coord.w;
|
|
if (directional_lights.data[i].softshadow_angle > 0) {
|
|
float range_pos = dot(directional_lights.data[i].direction, v.xyz);
|
|
float range_begin = directional_lights.data[i].shadow_range_begin.w;
|
|
float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle;
|
|
vec2 tex_scale = directional_lights.data[i].uv_scale4 * test_radius;
|
|
shadow2 = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale);
|
|
} else {
|
|
shadow2 = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord);
|
|
}
|
|
|
|
pssm_blend = smoothstep(directional_lights.data[i].shadow_split_offsets.y, directional_lights.data[i].shadow_split_offsets.z, depth_z);
|
|
} else {
|
|
pssm_blend = 0.0; //if no blend, same coord will be used (divide by z will result in same value, and already cached)
|
|
}
|
|
|
|
pssm_blend = sqrt(pssm_blend);
|
|
|
|
shadow = mix(shadow, shadow2, pssm_blend);
|
|
}
|
|
|
|
shadow = mix(shadow, 1.0, smoothstep(directional_lights.data[i].fade_from, directional_lights.data[i].fade_to, vertex.z)); //done with negative values for performance
|
|
|
|
#undef BIAS_FUNC
|
|
}
|
|
#else
|
|
// Soft shadow disabled version
|
|
|
|
if (directional_lights.data[i].shadow_opacity > 0.001) {
|
|
float depth_z = -vertex.z;
|
|
|
|
vec4 pssm_coord;
|
|
float blur_factor;
|
|
vec3 light_dir = directional_lights.data[i].direction;
|
|
vec3 base_normal_bias = normalize(normal_interp) * (1.0 - max(0.0, dot(light_dir, -normalize(normal_interp))));
|
|
|
|
#define BIAS_FUNC(m_var, m_idx) \
|
|
m_var.xyz += light_dir * directional_lights.data[i].shadow_bias[m_idx]; \
|
|
vec3 normal_bias = base_normal_bias * directional_lights.data[i].shadow_normal_bias[m_idx]; \
|
|
normal_bias -= light_dir * dot(light_dir, normal_bias); \
|
|
m_var.xyz += normal_bias;
|
|
|
|
if (depth_z < directional_lights.data[i].shadow_split_offsets.x) {
|
|
vec4 v = vec4(vertex, 1.0);
|
|
|
|
BIAS_FUNC(v, 0)
|
|
|
|
pssm_coord = (directional_lights.data[i].shadow_matrix1 * v);
|
|
blur_factor = 1.0;
|
|
} else if (depth_z < directional_lights.data[i].shadow_split_offsets.y) {
|
|
vec4 v = vec4(vertex, 1.0);
|
|
|
|
BIAS_FUNC(v, 1)
|
|
|
|
pssm_coord = (directional_lights.data[i].shadow_matrix2 * v);
|
|
// Adjust shadow blur with reference to the first split to reduce discrepancy between shadow splits.
|
|
blur_factor = directional_lights.data[i].shadow_split_offsets.x / directional_lights.data[i].shadow_split_offsets.y;
|
|
;
|
|
} else if (depth_z < directional_lights.data[i].shadow_split_offsets.z) {
|
|
vec4 v = vec4(vertex, 1.0);
|
|
|
|
BIAS_FUNC(v, 2)
|
|
|
|
pssm_coord = (directional_lights.data[i].shadow_matrix3 * v);
|
|
// Adjust shadow blur with reference to the first split to reduce discrepancy between shadow splits.
|
|
blur_factor = directional_lights.data[i].shadow_split_offsets.x / directional_lights.data[i].shadow_split_offsets.z;
|
|
} else {
|
|
vec4 v = vec4(vertex, 1.0);
|
|
|
|
BIAS_FUNC(v, 3)
|
|
|
|
pssm_coord = (directional_lights.data[i].shadow_matrix4 * v);
|
|
// Adjust shadow blur with reference to the first split to reduce discrepancy between shadow splits.
|
|
blur_factor = directional_lights.data[i].shadow_split_offsets.x / directional_lights.data[i].shadow_split_offsets.w;
|
|
}
|
|
|
|
pssm_coord /= pssm_coord.w;
|
|
|
|
shadow = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale * blur_factor, pssm_coord);
|
|
|
|
if (directional_lights.data[i].blend_splits) {
|
|
float pssm_blend;
|
|
float blur_factor2;
|
|
|
|
if (depth_z < directional_lights.data[i].shadow_split_offsets.x) {
|
|
vec4 v = vec4(vertex, 1.0);
|
|
BIAS_FUNC(v, 1)
|
|
pssm_coord = (directional_lights.data[i].shadow_matrix2 * v);
|
|
pssm_blend = smoothstep(0.0, directional_lights.data[i].shadow_split_offsets.x, depth_z);
|
|
// Adjust shadow blur with reference to the first split to reduce discrepancy between shadow splits.
|
|
blur_factor2 = directional_lights.data[i].shadow_split_offsets.x / directional_lights.data[i].shadow_split_offsets.y;
|
|
} else if (depth_z < directional_lights.data[i].shadow_split_offsets.y) {
|
|
vec4 v = vec4(vertex, 1.0);
|
|
BIAS_FUNC(v, 2)
|
|
pssm_coord = (directional_lights.data[i].shadow_matrix3 * v);
|
|
pssm_blend = smoothstep(directional_lights.data[i].shadow_split_offsets.x, directional_lights.data[i].shadow_split_offsets.y, depth_z);
|
|
// Adjust shadow blur with reference to the first split to reduce discrepancy between shadow splits.
|
|
blur_factor2 = directional_lights.data[i].shadow_split_offsets.x / directional_lights.data[i].shadow_split_offsets.z;
|
|
} else if (depth_z < directional_lights.data[i].shadow_split_offsets.z) {
|
|
vec4 v = vec4(vertex, 1.0);
|
|
BIAS_FUNC(v, 3)
|
|
pssm_coord = (directional_lights.data[i].shadow_matrix4 * v);
|
|
pssm_blend = smoothstep(directional_lights.data[i].shadow_split_offsets.y, directional_lights.data[i].shadow_split_offsets.z, depth_z);
|
|
// Adjust shadow blur with reference to the first split to reduce discrepancy between shadow splits.
|
|
blur_factor2 = directional_lights.data[i].shadow_split_offsets.x / directional_lights.data[i].shadow_split_offsets.w;
|
|
} else {
|
|
pssm_blend = 0.0; //if no blend, same coord will be used (divide by z will result in same value, and already cached)
|
|
blur_factor2 = 1.0;
|
|
}
|
|
|
|
pssm_coord /= pssm_coord.w;
|
|
|
|
float shadow2 = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale * blur_factor2, pssm_coord);
|
|
shadow = mix(shadow, shadow2, pssm_blend);
|
|
}
|
|
|
|
shadow = mix(shadow, 1.0, smoothstep(directional_lights.data[i].fade_from, directional_lights.data[i].fade_to, vertex.z)); //done with negative values for performance
|
|
|
|
#undef BIAS_FUNC
|
|
}
|
|
#endif
|
|
|
|
if (i < 4) {
|
|
shadow0 |= uint(clamp(shadow * 255.0, 0.0, 255.0)) << (i * 8);
|
|
} else {
|
|
shadow1 |= uint(clamp(shadow * 255.0, 0.0, 255.0)) << ((i - 4) * 8);
|
|
}
|
|
}
|
|
|
|
#endif // SHADOWS_DISABLED
|
|
|
|
for (uint i = 0; i < 8; i++) {
|
|
if (i >= scene_data.directional_light_count) {
|
|
break;
|
|
}
|
|
|
|
if (!bool(directional_lights.data[i].mask & draw_call.layer_mask)) {
|
|
continue; //not masked
|
|
}
|
|
|
|
// We're not doing light transmittence
|
|
|
|
float shadow = 1.0;
|
|
#ifndef SHADOWS_DISABLED
|
|
if (i < 4) {
|
|
shadow = float(shadow0 >> (i * 8) & 0xFF) / 255.0;
|
|
} else {
|
|
shadow = float(shadow1 >> ((i - 4) * 8) & 0xFF) / 255.0;
|
|
}
|
|
#endif
|
|
blur_shadow(shadow);
|
|
|
|
light_compute(normal, directional_lights.data[i].direction, normalize(view), 0.0, directional_lights.data[i].color * directional_lights.data[i].energy, shadow, f0, orms, 1.0, albedo, alpha,
|
|
#ifdef LIGHT_BACKLIGHT_USED
|
|
backlight,
|
|
#endif
|
|
/* not supported here
|
|
#ifdef LIGHT_TRANSMITTANCE_USED
|
|
transmittance_color,
|
|
transmittance_depth,
|
|
transmittance_boost,
|
|
transmittance_z,
|
|
#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
|
|
#ifdef USE_SOFT_SHADOW
|
|
directional_lights.data[i].size,
|
|
#endif
|
|
diffuse_light,
|
|
specular_light);
|
|
}
|
|
} //directional light
|
|
|
|
if (!sc_disable_omni_lights) { //omni lights
|
|
uint light_indices = draw_call.omni_lights.x;
|
|
for (uint i = 0; i < 8; i++) {
|
|
uint light_index = light_indices & 0xFF;
|
|
if (i == 4) {
|
|
light_indices = draw_call.omni_lights.y;
|
|
} else {
|
|
light_indices = light_indices >> 8;
|
|
}
|
|
|
|
if (light_index == 0xFF) {
|
|
break;
|
|
}
|
|
|
|
float shadow = light_process_omni_shadow(light_index, vertex, normal);
|
|
|
|
shadow = blur_shadow(shadow);
|
|
|
|
light_process_omni(light_index, vertex, view, normal, vertex_ddx, vertex_ddy, f0, orms, shadow, albedo, alpha,
|
|
#ifdef LIGHT_BACKLIGHT_USED
|
|
backlight,
|
|
#endif
|
|
/*
|
|
#ifdef LIGHT_TRANSMITTANCE_USED
|
|
transmittance_color,
|
|
transmittance_depth,
|
|
transmittance_boost,
|
|
#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);
|
|
}
|
|
} //omni lights
|
|
|
|
if (!sc_disable_spot_lights) { //spot lights
|
|
|
|
uint light_indices = draw_call.spot_lights.x;
|
|
for (uint i = 0; i < 8; i++) {
|
|
uint light_index = light_indices & 0xFF;
|
|
if (i == 4) {
|
|
light_indices = draw_call.spot_lights.y;
|
|
} else {
|
|
light_indices = light_indices >> 8;
|
|
}
|
|
|
|
if (light_index == 0xFF) {
|
|
break;
|
|
}
|
|
|
|
float shadow = light_process_spot_shadow(light_index, vertex, normal);
|
|
|
|
shadow = blur_shadow(shadow);
|
|
|
|
light_process_spot(light_index, vertex, view, normal, vertex_ddx, vertex_ddy, f0, orms, shadow, albedo, alpha,
|
|
#ifdef LIGHT_BACKLIGHT_USED
|
|
backlight,
|
|
#endif
|
|
/*
|
|
#ifdef LIGHT_TRANSMITTANCE_USED
|
|
transmittance_color,
|
|
transmittance_depth,
|
|
transmittance_boost,
|
|
#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);
|
|
}
|
|
} //spot lights
|
|
|
|
#ifdef 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 (alpha < scene_data.opaque_prepass_threshold) {
|
|
discard;
|
|
}
|
|
|
|
#endif // USE_OPAQUE_PREPASS
|
|
|
|
#endif // USE_SHADOW_TO_OPACITY
|
|
|
|
#endif //!defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED)
|
|
|
|
#ifdef MODE_RENDER_DEPTH
|
|
|
|
#ifdef MODE_RENDER_MATERIAL
|
|
|
|
albedo_output_buffer.rgb = albedo;
|
|
albedo_output_buffer.a = alpha;
|
|
|
|
normal_output_buffer.rgb = normal * 0.5 + 0.5;
|
|
normal_output_buffer.a = 0.0;
|
|
depth_output_buffer.r = -vertex.z;
|
|
|
|
orm_output_buffer.r = ao;
|
|
orm_output_buffer.g = roughness;
|
|
orm_output_buffer.b = metallic;
|
|
orm_output_buffer.a = sss_strength;
|
|
|
|
emission_output_buffer.rgb = emission;
|
|
emission_output_buffer.a = 0.0;
|
|
#endif // MODE_RENDER_MATERIAL
|
|
|
|
#else // MODE_RENDER_DEPTH
|
|
|
|
// multiply by albedo
|
|
diffuse_light *= albedo; // ambient must be multiplied by albedo at the end
|
|
|
|
// apply direct light AO
|
|
ao = unpackUnorm4x8(orms).x;
|
|
specular_light *= ao;
|
|
diffuse_light *= ao;
|
|
|
|
// apply metallic
|
|
metallic = unpackUnorm4x8(orms).z;
|
|
diffuse_light *= 1.0 - metallic;
|
|
ambient_light *= 1.0 - metallic;
|
|
|
|
//restore fog
|
|
fog = vec4(unpackHalf2x16(fog_rg), unpackHalf2x16(fog_ba));
|
|
|
|
#ifdef MODE_MULTIPLE_RENDER_TARGETS
|
|
|
|
#ifdef MODE_UNSHADED
|
|
diffuse_buffer = vec4(albedo.rgb, 0.0);
|
|
specular_buffer = vec4(0.0);
|
|
|
|
#else // MODE_UNSHADED
|
|
|
|
#ifdef SSS_MODE_SKIN
|
|
sss_strength = -sss_strength;
|
|
#endif // SSS_MODE_SKIN
|
|
diffuse_buffer = vec4(emission + diffuse_light + ambient_light, sss_strength);
|
|
specular_buffer = vec4(specular_light, metallic);
|
|
#endif // MODE_UNSHADED
|
|
|
|
diffuse_buffer.rgb = mix(diffuse_buffer.rgb, fog.rgb, fog.a);
|
|
specular_buffer.rgb = mix(specular_buffer.rgb, vec3(0.0), fog.a);
|
|
|
|
#else //MODE_MULTIPLE_RENDER_TARGETS
|
|
|
|
#ifdef MODE_UNSHADED
|
|
frag_color = vec4(albedo, alpha);
|
|
#else // MODE_UNSHADED
|
|
frag_color = vec4(emission + ambient_light + diffuse_light + specular_light, alpha);
|
|
#endif // MODE_UNSHADED
|
|
|
|
// Draw "fixed" fog before volumetric fog to ensure volumetric fog can appear in front of the sky.
|
|
frag_color.rgb = mix(frag_color.rgb, fog.rgb, fog.a);
|
|
|
|
// On mobile we use a UNORM buffer with 10bpp which results in a range from 0.0 - 1.0 resulting in HDR breaking
|
|
// We divide by sc_luminance_multiplier to support a range from 0.0 - 2.0 both increasing precision on bright and darker images
|
|
frag_color.rgb = frag_color.rgb / sc_luminance_multiplier;
|
|
|
|
#endif //MODE_MULTIPLE_RENDER_TARGETS
|
|
|
|
#endif //MODE_RENDER_DEPTH
|
|
}
|