diff options
author | Juan Linietsky <reduzio@gmail.com> | 2019-08-26 17:43:58 -0300 |
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committer | Juan Linietsky <reduzio@gmail.com> | 2020-02-11 12:01:05 +0100 |
commit | 2d6a916835bd851b2ea03a2e887ba83f0065dae4 (patch) | |
tree | 25542172b4275da52396b40033d8e77f7e2ce64c /servers/visual/rasterizer_rd/shaders/cubemap_roughness.glsl | |
parent | f7aa7927e7268f7b9f99eed18e13dd04e25be8b2 (diff) |
Environment sky more or less working.
Diffstat (limited to 'servers/visual/rasterizer_rd/shaders/cubemap_roughness.glsl')
-rw-r--r-- | servers/visual/rasterizer_rd/shaders/cubemap_roughness.glsl | 234 |
1 files changed, 234 insertions, 0 deletions
diff --git a/servers/visual/rasterizer_rd/shaders/cubemap_roughness.glsl b/servers/visual/rasterizer_rd/shaders/cubemap_roughness.glsl new file mode 100644 index 0000000000..f741fab355 --- /dev/null +++ b/servers/visual/rasterizer_rd/shaders/cubemap_roughness.glsl @@ -0,0 +1,234 @@ +/* clang-format off */ +[vertex] +/* clang-format on */ + +#version 450 + +/* clang-format off */ +VERSION_DEFINES +/* clang-format on */ + + +layout(location=0) out highp vec2 uv_interp; + + +void main() { + + vec2 base_arr[4] = vec2[](vec2(0.0,0.0),vec2(0.0,1.0),vec2(1.0,1.0),vec2(1.0,0.0)); + uv_interp = base_arr[gl_VertexIndex]; + gl_Position = vec4( uv_interp *2.0 - 1.0, 0.0, 1.0); + +} + +/* clang-format off */ +[fragment] +/* clang-format on */ + +#version 450 + +/* clang-format off */ +VERSION_DEFINES +/* clang-format on */ + +#ifdef MODE_SOURCE_PANORAMA +layout( set=0, binding=0 ) uniform sampler2D source_panorama; +#endif + +#ifdef MODE_SOURCE_CUBEMAP +layout( set=0, binding=0 ) uniform samplerCube source_cube; +#endif + +layout(push_constant, binding = 1, std430) uniform Params { + uint face_id; + uint sample_count; + float roughness; + bool use_direct_write; +} params; + +layout(location=0) in vec2 uv_interp; + +layout(location = 0) out vec4 frag_color; + +#define M_PI 3.14159265359 + +vec3 texelCoordToVec(vec2 uv, uint faceID) { + mat3 faceUvVectors[6]; + /* + // -x + faceUvVectors[0][0] = vec3(0.0, 0.0, 1.0); // u -> +z + faceUvVectors[0][1] = vec3(0.0, -1.0, 0.0); // v -> -y + faceUvVectors[0][2] = vec3(-1.0, 0.0, 0.0); // -x face + + // +x + faceUvVectors[1][0] = vec3(0.0, 0.0, -1.0); // u -> -z + faceUvVectors[1][1] = vec3(0.0, -1.0, 0.0); // v -> -y + faceUvVectors[1][2] = vec3(1.0, 0.0, 0.0); // +x face + + // -y + faceUvVectors[2][0] = vec3(1.0, 0.0, 0.0); // u -> +x + faceUvVectors[2][1] = vec3(0.0, 0.0, -1.0); // v -> -z + faceUvVectors[2][2] = vec3(0.0, -1.0, 0.0); // -y face + + // +y + faceUvVectors[3][0] = vec3(1.0, 0.0, 0.0); // u -> +x + faceUvVectors[3][1] = vec3(0.0, 0.0, 1.0); // v -> +z + faceUvVectors[3][2] = vec3(0.0, 1.0, 0.0); // +y face + + // -z + faceUvVectors[4][0] = vec3(-1.0, 0.0, 0.0); // u -> -x + faceUvVectors[4][1] = vec3(0.0, -1.0, 0.0); // v -> -y + faceUvVectors[4][2] = vec3(0.0, 0.0, -1.0); // -z face + + // +z + faceUvVectors[5][0] = vec3(1.0, 0.0, 0.0); // u -> +x + faceUvVectors[5][1] = vec3(0.0, -1.0, 0.0); // v -> -y + faceUvVectors[5][2] = vec3(0.0, 0.0, 1.0); // +z face + */ + + // -x + faceUvVectors[1][0] = vec3(0.0, 0.0, 1.0); // u -> +z + faceUvVectors[1][1] = vec3(0.0, -1.0, 0.0); // v -> -y + faceUvVectors[1][2] = vec3(-1.0, 0.0, 0.0); // -x face + + // +x + faceUvVectors[0][0] = vec3(0.0, 0.0, -1.0); // u -> -z + faceUvVectors[0][1] = vec3(0.0, -1.0, 0.0); // v -> -y + faceUvVectors[0][2] = vec3(1.0, 0.0, 0.0); // +x face + + // -y + faceUvVectors[3][0] = vec3(1.0, 0.0, 0.0); // u -> +x + faceUvVectors[3][1] = vec3(0.0, 0.0, -1.0); // v -> -z + faceUvVectors[3][2] = vec3(0.0, -1.0, 0.0); // -y face + + // +y + faceUvVectors[2][0] = vec3(1.0, 0.0, 0.0); // u -> +x + faceUvVectors[2][1] = vec3(0.0, 0.0, 1.0); // v -> +z + faceUvVectors[2][2] = vec3(0.0, 1.0, 0.0); // +y face + + // -z + faceUvVectors[5][0] = vec3(-1.0, 0.0, 0.0); // u -> -x + faceUvVectors[5][1] = vec3(0.0, -1.0, 0.0); // v -> -y + faceUvVectors[5][2] = vec3(0.0, 0.0, -1.0); // -z face + + // +z + faceUvVectors[4][0] = vec3(1.0, 0.0, 0.0); // u -> +x + faceUvVectors[4][1] = vec3(0.0, -1.0, 0.0); // v -> -y + faceUvVectors[4][2] = vec3(0.0, 0.0, 1.0); // +z face + + // out = u * s_faceUv[0] + v * s_faceUv[1] + s_faceUv[2]. + vec3 result = (faceUvVectors[faceID][0] * uv.x) + (faceUvVectors[faceID][1] * uv.y) + faceUvVectors[faceID][2]; + return normalize(result); +} + +vec3 ImportanceSampleGGX(vec2 Xi, float Roughness, vec3 N) { + float a = Roughness * Roughness; // DISNEY'S ROUGHNESS [see Burley'12 siggraph] + + // Compute distribution direction + float Phi = 2.0 * M_PI * Xi.x; + float CosTheta = sqrt((1.0 - Xi.y) / (1.0 + (a * a - 1.0) * Xi.y)); + float SinTheta = sqrt(1.0 - CosTheta * CosTheta); + + // Convert to spherical direction + vec3 H; + H.x = SinTheta * cos(Phi); + H.y = SinTheta * sin(Phi); + H.z = CosTheta; + + vec3 UpVector = abs(N.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0); + vec3 TangentX = normalize(cross(UpVector, N)); + vec3 TangentY = cross(N, TangentX); + + // Tangent to world space + return TangentX * H.x + TangentY * H.y + N * H.z; +} + +// http://graphicrants.blogspot.com.au/2013/08/specular-brdf-reference.html +float GGX(float NdotV, float a) { + float k = a / 2.0; + return NdotV / (NdotV * (1.0 - k) + k); +} + +// http://graphicrants.blogspot.com.au/2013/08/specular-brdf-reference.html +float G_Smith(float a, float nDotV, float nDotL) { + return GGX(nDotL, a * a) * GGX(nDotV, a * a); +} + +float radicalInverse_VdC(uint bits) { + bits = (bits << 16u) | (bits >> 16u); + bits = ((bits & 0x55555555u) << 1u) | ((bits & 0xAAAAAAAAu) >> 1u); + bits = ((bits & 0x33333333u) << 2u) | ((bits & 0xCCCCCCCCu) >> 2u); + bits = ((bits & 0x0F0F0F0Fu) << 4u) | ((bits & 0xF0F0F0F0u) >> 4u); + bits = ((bits & 0x00FF00FFu) << 8u) | ((bits & 0xFF00FF00u) >> 8u); + return float(bits) * 2.3283064365386963e-10; // / 0x100000000 +} + +vec2 Hammersley(uint i, uint N) { + return vec2(float(i) / float(N), radicalInverse_VdC(i)); +} + +#ifdef MODE_SOURCE_PANORAMA + +vec4 texturePanorama(vec3 normal, sampler2D pano) { + + vec2 st = vec2( + atan(normal.x, -normal.z), + acos(normal.y)); + + if (st.x < 0.0) + st.x += M_PI * 2.0; + + st /= vec2(M_PI * 2.0, M_PI); + + return textureLod(pano, st, 0.0); +} + +#endif + + +void main() { + + vec2 uv = (uv_interp * 2.0) - 1.0; + vec3 N = texelCoordToVec(uv, params.face_id); + + //vec4 color = color_interp; + + if (params.use_direct_write) { + +#ifdef MODE_SOURCE_PANORAMA + + frag_color = vec4(texturePanorama(N, source_panorama).rgb, 1.0); +#endif + +#ifdef MODE_SOURCE_CUBEMAP + frag_color = vec4(texture(source_cube,N).rgb, 1.0); +#endif + + } else { + + vec4 sum = vec4(0.0, 0.0, 0.0, 0.0); + + for (uint sampleNum = 0u; sampleNum < params.sample_count; sampleNum++) { + vec2 xi = Hammersley(sampleNum, params.sample_count); + + vec3 H = ImportanceSampleGGX(xi, params.roughness, N); + vec3 V = N; + vec3 L = (2.0 * dot(V, H) * H - V); + + float ndotl = clamp(dot(N, L), 0.0, 1.0); + + if (ndotl > 0.0) { +#ifdef MODE_SOURCE_PANORAMA + sum.rgb += texturePanorama(L, source_panorama).rgb * ndotl; +#endif + +#ifdef MODE_SOURCE_CUBEMAP + sum.rgb += textureLod(source_cube, L, 0.0).rgb * ndotl; +#endif + sum.a += ndotl; + } + } + sum /= sum.a; + + frag_color = vec4(sum.rgb, 1.0); + } +} |