diff options
Diffstat (limited to 'drivers/gles2/shaders')
-rw-r--r-- | drivers/gles2/shaders/scene.glsl | 1093 |
1 files changed, 830 insertions, 263 deletions
diff --git a/drivers/gles2/shaders/scene.glsl b/drivers/gles2/shaders/scene.glsl index 906c089170..fa8063b3dd 100644 --- a/drivers/gles2/shaders/scene.glsl +++ b/drivers/gles2/shaders/scene.glsl @@ -5,12 +5,16 @@ #define mediump #define highp #else -precision mediump float; -precision mediump int; +precision highp float; +precision highp int; #endif #include "stdlib.glsl" +#define SHADER_IS_SRGB true + +#define M_PI 3.14159265359 + // // attributes // @@ -39,9 +43,9 @@ attribute vec2 uv2_attrib; // attrib:5 #ifdef USE_SKELETON_SOFTWARE -attribute highp vec4 bone_transform_row_0; // attrib:9 -attribute highp vec4 bone_transform_row_1; // attrib:10 -attribute highp vec4 bone_transform_row_2; // attrib:11 +attribute highp vec4 bone_transform_row_0; // attrib:8 +attribute highp vec4 bone_transform_row_1; // attrib:9 +attribute highp vec4 bone_transform_row_2; // attrib:10 #else @@ -57,12 +61,12 @@ uniform ivec2 skeleton_texture_size; #ifdef USE_INSTANCING -attribute highp vec4 instance_xform_row_0; // attrib:12 -attribute highp vec4 instance_xform_row_1; // attrib:13 -attribute highp vec4 instance_xform_row_2; // attrib:14 +attribute highp vec4 instance_xform_row_0; // attrib:8 +attribute highp vec4 instance_xform_row_1; // attrib:9 +attribute highp vec4 instance_xform_row_2; // attrib:10 -attribute highp vec4 instance_color; // attrib:15 -attribute highp vec4 instance_custom_data; // attrib:8 +attribute highp vec4 instance_color; // attrib:11 +attribute highp vec4 instance_custom_data; // attrib:12 #endif @@ -116,6 +120,155 @@ VERTEX_SHADER_GLOBALS /* clang-format on */ +#ifdef RENDER_DEPTH_DUAL_PARABOLOID + +varying highp float dp_clip; +uniform highp float shadow_dual_paraboloid_render_zfar; +uniform highp float shadow_dual_paraboloid_render_side; + +#endif + +#if defined(USE_SHADOW) && defined(USE_LIGHTING) + +#ifdef LIGHT_MODE_DIRECTIONAL +uniform highp sampler2D light_directional_shadow; // texunit:-3 +uniform highp vec4 light_split_offsets; +#endif + + +uniform highp mat4 light_shadow_matrix; +varying highp vec4 shadow_coord; + +#if defined(LIGHT_USE_PSSM2) || defined(LIGHT_USE_PSSM4) +uniform highp mat4 light_shadow_matrix2; +varying highp vec4 shadow_coord2; +#endif + +#if defined(LIGHT_USE_PSSM4) + +uniform highp mat4 light_shadow_matrix3; +uniform highp mat4 light_shadow_matrix4; +varying highp vec4 shadow_coord3; +varying highp vec4 shadow_coord4; + +#endif + +#endif + + +#if defined(USE_VERTEX_LIGHTING) && defined(USE_LIGHTING) + +varying highp vec3 diffuse_interp; +varying highp vec3 specular_interp; + +// general for all lights +uniform vec4 light_color; +uniform float light_specular; + +// directional +uniform vec3 light_direction; + +// omni +uniform vec3 light_position; + +uniform float light_range; +uniform vec4 light_attenuation; + +// spot +uniform float light_spot_attenuation; +uniform float light_spot_range; +uniform float light_spot_angle; + +void light_compute( + vec3 N, + vec3 L, + vec3 V, + vec3 light_color, + vec3 attenuation, + float roughness) { + +//this makes lights behave closer to linear, but then addition of lights looks bad +//better left disabled + +//#define SRGB_APPROX(m_var) m_var = pow(m_var,0.4545454545); +/* +#define SRGB_APPROX(m_var) {\ + float S1 = sqrt(m_var);\ + float S2 = sqrt(S1);\ + float S3 = sqrt(S2);\ + m_var = 0.662002687 * S1 + 0.684122060 * S2 - 0.323583601 * S3 - 0.0225411470 * m_var;\ + } +*/ +#define SRGB_APPROX(m_var) + + float NdotL = dot(N, L); + float cNdotL = max(NdotL, 0.0); // clamped NdotL + float NdotV = dot(N, V); + float cNdotV = max(NdotV, 0.0); + + +#if defined(DIFFUSE_OREN_NAYAR) + vec3 diffuse_brdf_NL; +#else + float diffuse_brdf_NL; // BRDF times N.L for calculating diffuse radiance +#endif + +#if defined(DIFFUSE_LAMBERT_WRAP) + // energy conserving lambert wrap shader + diffuse_brdf_NL = max(0.0, (NdotL + roughness) / ((1.0 + roughness) * (1.0 + roughness))); + +#elif defined(DIFFUSE_OREN_NAYAR) + + { + // see http://mimosa-pudica.net/improved-oren-nayar.html + float LdotV = dot(L, V); + + float s = LdotV - NdotL * NdotV; + float t = mix(1.0, max(NdotL, NdotV), step(0.0, s)); + + float sigma2 = roughness * roughness; // TODO: this needs checking + vec3 A = 1.0 + sigma2 * (-0.5 / (sigma2 + 0.33) + 0.17 * diffuse_color / (sigma2 + 0.13)); + float B = 0.45 * sigma2 / (sigma2 + 0.09); + + diffuse_brdf_NL = cNdotL * (A + vec3(B) * s / t) * (1.0 / M_PI); + } +#else + // lambert by default for everything else + diffuse_brdf_NL = cNdotL * (1.0 / M_PI); +#endif + + SRGB_APPROX(diffuse_brdf_NL) + + diffuse_interp += light_color * diffuse_brdf_NL * attenuation; + + + + if (roughness > 0.0) { + + // D + float specular_brdf_NL = 0.0; + +#if !defined(SPECULAR_DISABLED) + //normalized blinn always unless disabled + vec3 H = normalize(V + L); + float cNdotH = max(dot(N, H), 0.0); + float cVdotH = max(dot(V, H), 0.0); + float cLdotH = max(dot(L, H), 0.0); + float shininess = exp2( 15.0 * (1.0 - roughness) + 1.0 ) * 0.25; + float blinn = pow( cNdotH, shininess ); + blinn *= (shininess + 8.0) / (8.0 * 3.141592654); + specular_brdf_NL = ( blinn ) / max( 4.0 * cNdotV * cNdotL, 0.75 ); +#endif + + SRGB_APPROX(specular_brdf_NL) + specular_interp += specular_brdf_NL * light_color * attenuation; + + } + +} + +#endif + void main() { highp vec4 vertex = vertex_attrib; @@ -209,6 +362,8 @@ void main() { #endif mat4 modelview = camera_matrix * world_matrix; + float roughness = 1.0; + #define world_transform world_matrix @@ -252,13 +407,106 @@ VERTEX_SHADER_CODE #ifdef RENDER_DEPTH +#ifdef RENDER_DEPTH_DUAL_PARABOLOID + + vertex_interp.z *= shadow_dual_paraboloid_render_side; + normal_interp.z *= shadow_dual_paraboloid_render_side; + + dp_clip = vertex_interp.z; //this attempts to avoid noise caused by objects sent to the other parabolloid side due to bias + + //for dual paraboloid shadow mapping, this is the fastest but least correct way, as it curves straight edges + + highp vec3 vtx = vertex_interp + normalize(vertex_interp) * light_bias; + highp float distance = length(vtx); + vtx = normalize(vtx); + vtx.xy /= 1.0 - vtx.z; + vtx.z = (distance / shadow_dual_paraboloid_render_zfar); + vtx.z = vtx.z * 2.0 - 1.0; + + vertex_interp = vtx; + +#else float z_ofs = light_bias; z_ofs += (1.0 - abs(normal_interp.z)) * light_normal_bias; vertex_interp.z -= z_ofs; +#endif //dual parabolloid + +#endif //depth + + +//vertex lighting +#if defined(USE_VERTEX_LIGHTING) && defined(USE_LIGHTING) + //vertex shaded version of lighting (more limited) + vec3 L; + vec3 light_att; + +#ifdef LIGHT_MODE_OMNI + vec3 light_vec = light_position - vertex_interp; + float light_length = length(light_vec); + + float normalized_distance = light_length / light_range; + + float omni_attenuation = pow(1.0 - normalized_distance, light_attenuation.w); + + vec3 attenuation = vec3(omni_attenuation); + light_att=vec3(omni_attenuation); + + L = normalize(light_vec); + +#endif + +#ifdef LIGHT_MODE_SPOT + + vec3 light_rel_vec = light_position - vertex_interp; + float light_length = length(light_rel_vec); + float normalized_distance = light_length / light_range; + + float spot_attenuation = pow(1.0 - normalized_distance, light_attenuation.w); + vec3 spot_dir = light_direction; + + float spot_cutoff = light_spot_angle; + + float scos = max(dot(-normalize(light_rel_vec), spot_dir), spot_cutoff); + float spot_rim = max(0.0001, (1.0 - scos) / (1.0 - spot_cutoff)); + + spot_attenuation *= 1.0 - pow(spot_rim, light_spot_attenuation); + + light_att = vec3(spot_attenuation); + L = normalize(light_rel_vec); + +#endif + +#ifdef LIGHT_MODE_DIRECTIONAL + vec3 light_vec = -light_direction; + light_att = vec3(1.0); //no base attenuation + L = normalize(light_vec); +#endif + + diffuse_interp = vec3(0.0); + specular_interp = vec3(0.0); + light_compute(normal_interp,L,-normalize(vertex_interp),light_color.rgb,light_att,roughness); + +#endif + +//shadows (for both vertex and fragment) +#if defined(USE_SHADOW) && defined(USE_LIGHTING) + + vec4 vi4 = vec4(vertex_interp,1.0); + shadow_coord = light_shadow_matrix * vi4; + +#if defined(LIGHT_USE_PSSM2) || defined(LIGHT_USE_PSSM4) + shadow_coord2 = light_shadow_matrix2 * vi4; +#endif + +#if defined(LIGHT_USE_PSSM4) + shadow_coord3 = light_shadow_matrix3 * vi4; + shadow_coord3 = light_shadow_matrix3 * vi4; #endif +#endif //use shadow and use lighting + gl_Position = projection_matrix * vec4(vertex_interp, 1.0); } @@ -276,12 +524,13 @@ VERTEX_SHADER_CODE #define highp #else precision mediump float; -precision mediump int; +precision highp int; #endif #include "stdlib.glsl" #define M_PI 3.14159265359 +#define SHADER_IS_SRGB true // // uniforms @@ -301,10 +550,11 @@ uniform highp float time; uniform vec2 screen_pixel_size; #endif -uniform highp sampler2D depth_buffer; //texunit:-5 +// I think supporting this in GLES2 is difficult +// uniform highp sampler2D depth_buffer; #if defined(SCREEN_TEXTURE_USED) -uniform highp sampler2D screen_texture; //texunit:-6 +uniform highp sampler2D screen_texture; //texunit:-4 #endif #ifdef USE_RADIANCE_MAP @@ -323,49 +573,69 @@ uniform float ambient_sky_contribution; uniform vec4 ambient_color; uniform float ambient_energy; -#ifdef LIGHT_PASS +#ifdef USE_LIGHTING -#define LIGHT_TYPE_DIRECTIONAL 0 -#define LIGHT_TYPE_OMNI 1 -#define LIGHT_TYPE_SPOT 2 +#ifdef USE_VERTEX_LIGHTING -// general for all lights -uniform int light_type; +//get from vertex +varying highp vec3 diffuse_interp; +varying highp vec3 specular_interp; -uniform float light_energy; +#else +//done in fragment +// general for all lights uniform vec4 light_color; uniform float light_specular; // directional uniform vec3 light_direction; - // omni uniform vec3 light_position; -uniform float light_range; uniform vec4 light_attenuation; // spot uniform float light_spot_attenuation; uniform float light_spot_range; uniform float light_spot_angle; +#endif -// shadows -uniform highp sampler2D light_shadow_atlas; //texunit:-4 -uniform float light_has_shadow; +//this is needed outside above if because dual paraboloid wants it +uniform float light_range; + +#ifdef USE_SHADOW + +uniform highp vec2 shadow_pixel_size; + +#if defined(LIGHT_MODE_OMNI) || defined(LIGHT_MODE_SPOT) +uniform highp sampler2D light_shadow_atlas; //texunit:-3 +#endif + +#ifdef LIGHT_MODE_DIRECTIONAL +uniform highp sampler2D light_directional_shadow; // texunit:-3 +uniform highp vec4 light_split_offsets; +#endif + + +varying highp vec4 shadow_coord; + +#if defined(LIGHT_USE_PSSM2) || defined(LIGHT_USE_PSSM4) +varying highp vec4 shadow_coord2; +#endif + +#if defined(LIGHT_USE_PSSM4) + +varying highp vec4 shadow_coord3; +varying highp vec4 shadow_coord4; + +#endif -uniform mat4 light_shadow_matrix; uniform vec4 light_clamp; -// directional shadow +#endif // light shadow -uniform highp sampler2D light_directional_shadow; // texunit:-4 -uniform vec4 light_split_offsets; +// directional shadow -uniform mat4 light_shadow_matrix1; -uniform mat4 light_shadow_matrix2; -uniform mat4 light_shadow_matrix3; -uniform mat4 light_shadow_matrix4; #endif // @@ -406,7 +676,80 @@ FRAGMENT_SHADER_GLOBALS /* clang-format on */ -#ifdef LIGHT_PASS +#ifdef RENDER_DEPTH_DUAL_PARABOLOID + +varying highp float dp_clip; + +#endif + +#ifdef USE_LIGHTING + + +// This returns the G_GGX function divided by 2 cos_theta_m, where in practice cos_theta_m is either N.L or N.V. +// We're dividing this factor off because the overall term we'll end up looks like +// (see, for example, the first unnumbered equation in B. Burley, "Physically Based Shading at Disney", SIGGRAPH 2012): +// +// F(L.V) D(N.H) G(N.L) G(N.V) / (4 N.L N.V) +// +// We're basically regouping this as +// +// F(L.V) D(N.H) [G(N.L)/(2 N.L)] [G(N.V) / (2 N.V)] +// +// and thus, this function implements the [G(N.m)/(2 N.m)] part with m = L or V. +// +// The contents of the D and G (G1) functions (GGX) are taken from +// E. Heitz, "Understanding the Masking-Shadowing Function in Microfacet-Based BRDFs", J. Comp. Graph. Tech. 3 (2) (2014). +// Eqns 71-72 and 85-86 (see also Eqns 43 and 80). + +float G_GGX_2cos(float cos_theta_m, float alpha) { + // Schlick's approximation + // C. Schlick, "An Inexpensive BRDF Model for Physically-based Rendering", Computer Graphics Forum. 13 (3): 233 (1994) + // Eq. (19), although see Heitz (2014) the about the problems with his derivation. + // It nevertheless approximates GGX well with k = alpha/2. + float k = 0.5 * alpha; + return 0.5 / (cos_theta_m * (1.0 - k) + k); + + // float cos2 = cos_theta_m * cos_theta_m; + // float sin2 = (1.0 - cos2); + // return 1.0 / (cos_theta_m + sqrt(cos2 + alpha * alpha * sin2)); +} + +float D_GGX(float cos_theta_m, float alpha) { + float alpha2 = alpha * alpha; + float d = 1.0 + (alpha2 - 1.0) * cos_theta_m * cos_theta_m; + return alpha2 / (M_PI * d * d); +} + +float G_GGX_anisotropic_2cos(float cos_theta_m, float alpha_x, float alpha_y, float cos_phi, float sin_phi) { + float cos2 = cos_theta_m * cos_theta_m; + float sin2 = (1.0 - cos2); + float s_x = alpha_x * cos_phi; + float s_y = alpha_y * sin_phi; + return 1.0 / max(cos_theta_m + sqrt(cos2 + (s_x * s_x + s_y * s_y) * sin2), 0.001); +} + +float D_GGX_anisotropic(float cos_theta_m, float alpha_x, float alpha_y, float cos_phi, float sin_phi) { + float cos2 = cos_theta_m * cos_theta_m; + float sin2 = (1.0 - cos2); + float r_x = cos_phi / alpha_x; + float r_y = sin_phi / alpha_y; + float d = cos2 + sin2 * (r_x * r_x + r_y * r_y); + return 1.0 / max(M_PI * alpha_x * alpha_y * d * d, 0.001); +} + +float SchlickFresnel(float u) { + float m = 1.0 - u; + float m2 = m * m; + return m2 * m2 * m; // pow(m,5) +} + +float GTR1(float NdotH, float a) { + if (a >= 1.0) return 1.0 / M_PI; + float a2 = a * a; + float t = 1.0 + (a2 - 1.0) * NdotH * NdotH; + return (a2 - 1.0) / (M_PI * log(a2) * t); +} + void light_compute( vec3 N, vec3 L, @@ -428,52 +771,274 @@ void light_compute( inout vec3 diffuse_light, inout vec3 specular_light) { +//this makes lights behave closer to linear, but then addition of lights looks bad +//better left disabled + +//#define SRGB_APPROX(m_var) m_var = pow(m_var,0.4545454545); +/* +#define SRGB_APPROX(m_var) {\ + float S1 = sqrt(m_var);\ + float S2 = sqrt(S1);\ + float S3 = sqrt(S2);\ + m_var = 0.662002687 * S1 + 0.684122060 * S2 - 0.323583601 * S3 - 0.0225411470 * m_var;\ + } +*/ +#define SRGB_APPROX(m_var) + +#if defined(USE_LIGHT_SHADER_CODE) + // light is written by the light shader + + vec3 normal = N; + vec3 albedo = diffuse_color; + vec3 light = L; + vec3 view = V; + + /* clang-format off */ + +LIGHT_SHADER_CODE + + /* clang-format on */ + +#else float NdotL = dot(N, L); - float cNdotL = max(NdotL, 0.0); + float cNdotL = max(NdotL, 0.0); // clamped NdotL float NdotV = dot(N, V); float cNdotV = max(NdotV, 0.0); - { - // calculate diffuse reflection - - // TODO hardcode Oren Nayar for now - float diffuse_brdf_NL; + if (metallic < 1.0) { +#if defined(DIFFUSE_OREN_NAYAR) + vec3 diffuse_brdf_NL; +#else + float diffuse_brdf_NL; // BRDF times N.L for calculating diffuse radiance +#endif +#if defined(DIFFUSE_LAMBERT_WRAP) + // energy conserving lambert wrap shader diffuse_brdf_NL = max(0.0, (NdotL + roughness) / ((1.0 + roughness) * (1.0 + roughness))); - // diffuse_brdf_NL = cNdotL * (1.0 / M_PI); + +#elif defined(DIFFUSE_OREN_NAYAR) + + { + // see http://mimosa-pudica.net/improved-oren-nayar.html + float LdotV = dot(L, V); + + float s = LdotV - NdotL * NdotV; + float t = mix(1.0, max(NdotL, NdotV), step(0.0, s)); + + float sigma2 = roughness * roughness; // TODO: this needs checking + vec3 A = 1.0 + sigma2 * (-0.5 / (sigma2 + 0.33) + 0.17 * diffuse_color / (sigma2 + 0.13)); + float B = 0.45 * sigma2 / (sigma2 + 0.09); + + diffuse_brdf_NL = cNdotL * (A + vec3(B) * s / t) * (1.0 / M_PI); + } + +#elif defined(DIFFUSE_TOON) + + diffuse_brdf_NL = smoothstep(-roughness, max(roughness, 0.01), NdotL); + +#elif defined(DIFFUSE_BURLEY) + + { + + vec3 H = normalize(V + L); + float cLdotH = max(0.0, dot(L, H)); + + float FD90 = 0.5 + 2.0 * cLdotH * cLdotH * roughness; + float FdV = 1.0 + (FD90 - 1.0) * SchlickFresnel(cNdotV); + float FdL = 1.0 + (FD90 - 1.0) * SchlickFresnel(cNdotL); + diffuse_brdf_NL = (1.0 / M_PI) * FdV * FdL * cNdotL; + /* + float energyBias = mix(roughness, 0.0, 0.5); + float energyFactor = mix(roughness, 1.0, 1.0 / 1.51); + float fd90 = energyBias + 2.0 * VoH * VoH * roughness; + float f0 = 1.0; + float lightScatter = f0 + (fd90 - f0) * pow(1.0 - cNdotL, 5.0); + float viewScatter = f0 + (fd90 - f0) * pow(1.0 - cNdotV, 5.0); + + diffuse_brdf_NL = lightScatter * viewScatter * energyFactor; + */ + } +#else + // lambert + diffuse_brdf_NL = cNdotL * (1.0 / M_PI); +#endif + + SRGB_APPROX(diffuse_brdf_NL) diffuse_light += light_color * diffuse_color * diffuse_brdf_NL * attenuation; + +#if defined(TRANSMISSION_USED) + diffuse_light += light_color * diffuse_color * (vec3(1.0 / M_PI) - diffuse_brdf_NL) * transmission * attenuation; +#endif + +#if defined(LIGHT_USE_RIM) + float rim_light = pow(max(0.0, 1.0 - cNdotV), max(0.0, (1.0 - roughness) * 16.0)); + diffuse_light += rim_light * rim * mix(vec3(1.0), diffuse_color, rim_tint) * light_color; +#endif } - { - // calculate specular reflection + if (roughness > 0.0) { + + // D + + float specular_brdf_NL; + +#if defined(SPECULAR_BLINN) + + //normalized blinn + vec3 H = normalize(V + L); + float cNdotH = max(dot(N, H), 0.0); + float cVdotH = max(dot(V, H), 0.0); + float cLdotH = max(dot(L, H), 0.0); + float shininess = exp2( 15.0 * (1.0 - roughness) + 1.0 ) * 0.25; + float blinn = pow( cNdotH, shininess ); + blinn *= (shininess + 8.0) / (8.0 * 3.141592654); + specular_brdf_NL = ( blinn ) / max( 4.0 * cNdotV * cNdotL, 0.75 ); + +#elif defined(SPECULAR_PHONG) + + vec3 R = normalize(-reflect(L, N)); + float cRdotV = max(0.0, dot(R, V)); + float shininess = exp2( 15.0 * (1.0 - roughness) + 1.0 ) * 0.25; + float phong = pow( cRdotV, shininess ); + phong *= (shininess + 8.0) / (8.0 * 3.141592654); + specular_brdf_NL = ( phong ) / max( 4.0 * cNdotV * cNdotL, 0.75 ); + + + +#elif defined(SPECULAR_TOON) vec3 R = normalize(-reflect(L, N)); - float cRdotV = max(dot(R, V), 0.0); - float blob_intensity = pow(cRdotV, (1.0 - roughness) * 256.0); - specular_light += light_color * attenuation * blob_intensity * specular_blob_intensity; + float RdotV = dot(R, V); + float mid = 1.0 - roughness; + mid *= mid; + specular_brdf_NL = smoothstep(mid - roughness * 0.5, mid + roughness * 0.5, RdotV) * mid; + +#elif defined(SPECULAR_DISABLED) + // none.. + specular_brdf_NL = 0.0; +#elif defined(SPECULAR_SCHLICK_GGX) + // shlick+ggx as default + + vec3 H = normalize(V + L); + + float cNdotH = max(dot(N, H), 0.0); + float cLdotH = max(dot(L, H), 0.0); + +#if defined(LIGHT_USE_ANISOTROPY) + + float aspect = sqrt(1.0 - anisotropy * 0.9); + float rx = roughness / aspect; + float ry = roughness * aspect; + float ax = rx * rx; + float ay = ry * ry; + float XdotH = dot(T, H); + float YdotH = dot(B, H); + float D = D_GGX_anisotropic(cNdotH, ax, ay, XdotH, YdotH); + float G = G_GGX_anisotropic_2cos(cNdotL, ax, ay, XdotH, YdotH) * G_GGX_anisotropic_2cos(cNdotV, ax, ay, XdotH, YdotH); + +#else + float alpha = roughness * roughness; + float D = D_GGX(cNdotH, alpha); + float G = G_GGX_2cos(cNdotL, alpha) * G_GGX_2cos(cNdotV, alpha); +#endif + // F + //float F0 = 1.0; + //float cLdotH5 = SchlickFresnel(cLdotH); + //float F = mix(cLdotH5, 1.0, F0); + + specular_brdf_NL = cNdotL * D /* F */ * G; + +#endif + + SRGB_APPROX(specular_brdf_NL) + specular_light += specular_brdf_NL * light_color * specular_blob_intensity * attenuation; + + +#if defined(LIGHT_USE_CLEARCOAT) + if (clearcoat_gloss > 0.0) { +#if !defined(SPECULAR_SCHLICK_GGX) && !defined(SPECULAR_BLINN) + vec3 H = normalize(V + L); +#endif +#if !defined(SPECULAR_SCHLICK_GGX) + float cNdotH = max(dot(N, H), 0.0); + float cLdotH = max(dot(L, H), 0.0); + float cLdotH5 = SchlickFresnel(cLdotH); +#endif + float Dr = GTR1(cNdotH, mix(.1, .001, clearcoat_gloss)); + float Fr = mix(.04, 1.0, cLdotH5); + float Gr = G_GGX_2cos(cNdotL, .25) * G_GGX_2cos(cNdotV, .25); + + float specular_brdf_NL = 0.25 * clearcoat * Gr * Fr * Dr * cNdotL; + + specular_light += specular_brdf_NL * light_color * specular_blob_intensity * attenuation; + } +#endif } + + +#endif //defined(USE_LIGHT_SHADER_CODE) + } +#endif // shadows +#ifdef USE_SHADOW + +#define SAMPLE_SHADOW_TEXEL(p_shadow,p_pos,p_depth) step(p_depth,texture2D(p_shadow,p_pos).r) + float sample_shadow( highp sampler2D shadow, - vec2 shadow_pixel_size, - vec2 pos, - float depth, - vec4 clamp_rect) { - // vec4 depth_value = texture2D(shadow, pos); - - // return depth_value.z; - return texture2DProj(shadow, vec4(pos, depth, 1.0)).r; - // return (depth_value.x + depth_value.y + depth_value.z + depth_value.w) / 4.0; + highp vec2 pos, + highp float depth) { + + +#ifdef SHADOW_MODE_PCF_13 + + float avg = SAMPLE_SHADOW_TEXEL(shadow, pos, depth); + avg += SAMPLE_SHADOW_TEXEL(shadow, pos + vec2(shadow_pixel_size.x, 0.0), depth); + avg += SAMPLE_SHADOW_TEXEL(shadow, pos + vec2(-shadow_pixel_size.x, 0.0), depth); + avg += SAMPLE_SHADOW_TEXEL(shadow, pos + vec2(0.0, shadow_pixel_size.y), depth); + avg += SAMPLE_SHADOW_TEXEL(shadow, pos + vec2(0.0, -shadow_pixel_size.y), depth); + avg += SAMPLE_SHADOW_TEXEL(shadow, pos + vec2(shadow_pixel_size.x, shadow_pixel_size.y), depth); + avg += SAMPLE_SHADOW_TEXEL(shadow, pos + vec2(-shadow_pixel_size.x, shadow_pixel_size.y), depth); + avg += SAMPLE_SHADOW_TEXEL(shadow, pos + vec2(shadow_pixel_size.x, -shadow_pixel_size.y), depth); + avg += SAMPLE_SHADOW_TEXEL(shadow, pos + vec2(-shadow_pixel_size.x, -shadow_pixel_size.y), depth); + avg += SAMPLE_SHADOW_TEXEL(shadow, pos + vec2(shadow_pixel_size.x * 2.0, 0.0), depth); + avg += SAMPLE_SHADOW_TEXEL(shadow, pos + vec2(-shadow_pixel_size.x * 2.0, 0.0), depth); + avg += SAMPLE_SHADOW_TEXEL(shadow, pos + vec2(0.0, shadow_pixel_size.y * 2.0), depth); + avg += SAMPLE_SHADOW_TEXEL(shadow, pos + vec2(0.0, -shadow_pixel_size.y * 2.0), depth); + return avg * (1.0 / 13.0); +#endif + +#ifdef SHADOW_MODE_PCF_5 + + float avg = SAMPLE_SHADOW_TEXEL(shadow, pos, depth); + avg += SAMPLE_SHADOW_TEXEL(shadow, pos + vec2(shadow_pixel_size.x, 0.0), depth); + avg += SAMPLE_SHADOW_TEXEL(shadow, pos + vec2(-shadow_pixel_size.x, 0.0), depth); + avg += SAMPLE_SHADOW_TEXEL(shadow, pos + vec2(0.0, shadow_pixel_size.y), depth); + avg += SAMPLE_SHADOW_TEXEL(shadow, pos + vec2(0.0, -shadow_pixel_size.y), depth); + return avg * (1.0 / 5.0); + +#endif + +#if !defined(SHADOW_MODE_PCF_5) || !defined(SHADOW_MODE_PCF_13) + + return SAMPLE_SHADOW_TEXEL(shadow, pos, depth); +#endif + } #endif void main() { +#ifdef RENDER_DEPTH_DUAL_PARABOLOID + + if (dp_clip > 0.0) + discard; +#endif highp vec3 vertex = vertex_interp; vec3 albedo = vec3(1.0); vec3 transmission = vec3(0.0); @@ -540,11 +1105,8 @@ FRAGMENT_SHADER_CODE 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); - vec3 env_reflection_light = vec3(0.0, 0.0, 0.0); - vec3 eye_position = -normalize(vertex_interp); #ifdef ALPHA_SCISSOR_USED @@ -553,287 +1115,293 @@ FRAGMENT_SHADER_CODE } #endif +#ifdef BASE_PASS + //none +#ifdef USE_RADIANCE_MAP + + vec3 ref_vec = reflect(-eye_position, N); + ref_vec = normalize((radiance_inverse_xform * vec4(ref_vec, 0.0)).xyz); + + ref_vec.z *= -1.0; + + specular_light = textureCubeLod(radiance_map, ref_vec, roughness * RADIANCE_MAX_LOD).xyz * bg_energy; + + { + vec3 ambient_dir = normalize((radiance_inverse_xform * vec4(normal, 0.0)).xyz); + vec3 env_ambient = textureCubeLod(radiance_map, ambient_dir, RADIANCE_MAX_LOD).xyz * bg_energy; + + ambient_light = mix(ambient_color.rgb, env_ambient, ambient_sky_contribution); + } + +#else + + ambient_light = ambient_color.rgb; + +#endif + + ambient_light *= ambient_energy; + +#endif //BASE PASS + // // Lighting // -#ifdef LIGHT_PASS - - if (light_type == LIGHT_TYPE_OMNI) { - vec3 light_vec = light_position - vertex; - float light_length = length(light_vec); +#ifdef USE_LIGHTING - float normalized_distance = light_length / light_range; +#ifndef USE_VERTEX_LIGHTING + vec3 L; +#endif + vec3 light_att=vec3(1.0); - float omni_attenuation = pow(1.0 - normalized_distance, light_attenuation.w); +#ifdef LIGHT_MODE_OMNI - vec3 attenuation = vec3(omni_attenuation); +#ifndef USE_VERTEX_LIGHTING + vec3 light_vec = light_position - vertex; + float light_length = length(light_vec); - if (light_has_shadow > 0.5) { - highp vec3 splane = (light_shadow_matrix * vec4(vertex, 1.0)).xyz; - float shadow_len = length(splane); + float normalized_distance = light_length / light_range; - splane = normalize(splane); + float omni_attenuation = pow(1.0 - normalized_distance, light_attenuation.w); - vec4 clamp_rect = light_clamp; + light_att=vec3(omni_attenuation); + L = normalize(light_vec); - if (splane.z >= 0.0) { - splane.z += 1.0; +#endif - clamp_rect.y += clamp_rect.w; - } else { - splane.z = 1.0 - splane.z; - } +#ifdef USE_SHADOW + { + highp vec3 splane = shadow_coord.xyz; + float shadow_len = length(splane); - splane.xy /= splane.z; - splane.xy = splane.xy * 0.5 + 0.5; - splane.z = shadow_len / light_range; + splane = normalize(splane); - splane.xy = clamp_rect.xy + splane.xy * clamp_rect.zw; + vec4 clamp_rect = light_clamp; - float shadow = sample_shadow(light_shadow_atlas, vec2(0.0), splane.xy, splane.z, clamp_rect); + if (splane.z >= 0.0) { + splane.z += 1.0; - if (shadow > splane.z) { - } else { - attenuation = vec3(0.0); - } + clamp_rect.y += clamp_rect.w; + } else { + splane.z = 1.0 - splane.z; } - light_compute( - normal, - normalize(light_vec), - eye_position, - binormal, - tangent, - light_color.xyz * light_energy, - attenuation, - albedo, - transmission, - specular * light_specular, - roughness, - metallic, - rim, - rim_tint, - clearcoat, - clearcoat_gloss, - anisotropy, - diffuse_light, - specular_light); - - } else if (light_type == LIGHT_TYPE_DIRECTIONAL) { - - vec3 light_vec = -light_direction; - vec3 attenuation = vec3(1.0, 1.0, 1.0); - - float depth_z = -vertex.z; - - if (light_has_shadow > 0.5) { + splane.xy /= splane.z; + splane.xy = splane.xy * 0.5 + 0.5; + splane.z = shadow_len / light_range; + + splane.xy = clamp_rect.xy + splane.xy * clamp_rect.zw; + + float shadow = sample_shadow(light_shadow_atlas, splane.xy, splane.z); + + light_att*=shadow; + + } +#endif + +#endif //type omni + +#ifdef LIGHT_MODE_DIRECTIONAL +#ifndef USE_VERTEX_LIGHTING + vec3 light_vec = -light_direction; + L = normalize(light_vec); +#endif + float depth_z = -vertex.z; + +#ifdef USE_SHADOW + { #ifdef LIGHT_USE_PSSM4 - if (depth_z < light_split_offsets.w) { + if (depth_z < light_split_offsets.w) { #elif defined(LIGHT_USE_PSSM2) - if (depth_z < light_split_offsets.y) { + if (depth_z < light_split_offsets.y) { #else - if (depth_z < light_split_offsets.x) { -#endif + if (depth_z < light_split_offsets.x) { +#endif //pssm2 - vec3 pssm_coord; - float pssm_fade = 0.0; + vec3 pssm_coord; + float pssm_fade = 0.0; #ifdef LIGHT_USE_PSSM_BLEND - float pssm_blend; - vec3 pssm_coord2; - bool use_blend = true; + float pssm_blend; + vec3 pssm_coord2; + bool use_blend = true; #endif #ifdef LIGHT_USE_PSSM4 - if (depth_z < light_split_offsets.y) { - if (depth_z < light_split_offsets.x) { - highp vec4 splane = (light_shadow_matrix1 * vec4(vertex, 1.0)); - pssm_coord = splane.xyz / splane.w; + if (depth_z < light_split_offsets.y) { + if (depth_z < light_split_offsets.x) { + highp vec4 splane = shadow_coord; + pssm_coord = splane.xyz / splane.w; #ifdef LIGHT_USE_PSSM_BLEND - splane = (light_shadow_matrix2 * vec4(vertex, 1.0)); - pssm_coord2 = splane.xyz / splane.w; + splane = shadow_coord2; + pssm_coord2 = splane.xyz / splane.w; - pssm_blend = smoothstep(0.0, light_split_offsets.x, depth_z); + pssm_blend = smoothstep(0.0, light_split_offsets.x, depth_z); #endif - } else { - highp vec4 splane = (light_shadow_matrix2 * vec4(vertex, 1.0)); - pssm_coord = splane.xyz / splane.w; + } else { + highp vec4 splane = shadow_coord2; + pssm_coord = splane.xyz / splane.w; #ifdef LIGHT_USE_PSSM_BLEND - splane = (light_shadow_matrix3 * vec4(vertex, 1.0)); - pssm_coord2 = splane.xyz / splane.w; + splane = shadow_coord3; + pssm_coord2 = splane.xyz / splane.w; - pssm_blend = smoothstep(light_split_offsets.x, light_split_offsets.y, depth_z); + pssm_blend = smoothstep(light_split_offsets.x, light_split_offsets.y, depth_z); #endif - } - } else { - if (depth_z < light_split_offsets.z) { + } + } else { + if (depth_z < light_split_offsets.z) { - highp vec4 splane = (light_shadow_matrix3 * vec4(vertex, 1.0)); - pssm_coord = splane.xyz / splane.w; + highp vec4 splane = shadow_coord3; + pssm_coord = splane.xyz / splane.w; #if defined(LIGHT_USE_PSSM_BLEND) - splane = (light_shadow_matrix4 * vec4(vertex, 1.0)); - pssm_coord2 = splane.xyz / splane.w; - pssm_blend = smoothstep(light_split_offsets.y, light_split_offsets.z, depth_z); + splane = shadow_coord4; + pssm_coord2 = splane.xyz / splane.w; + pssm_blend = smoothstep(light_split_offsets.y, light_split_offsets.z, depth_z); #endif - } else { + } else { - highp vec4 splane = (light_shadow_matrix4 * vec4(vertex, 1.0)); - pssm_coord = splane.xyz / splane.w; - pssm_fade = smoothstep(light_split_offsets.z, light_split_offsets.w, depth_z); + highp vec4 splane = shadow_coord4; + pssm_coord = splane.xyz / splane.w; + pssm_fade = smoothstep(light_split_offsets.z, light_split_offsets.w, depth_z); #if defined(LIGHT_USE_PSSM_BLEND) - use_blend = false; + use_blend = false; #endif - } } + } #endif // LIGHT_USE_PSSM4 #ifdef LIGHT_USE_PSSM2 - if (depth_z < light_split_offsets.x) { + if (depth_z < light_split_offsets.x) { - highp vec4 splane = (light_shadow_matrix1 * vec4(vertex, 1.0)); - pssm_coord = splane.xyz / splane.w; + highp vec4 splane = shadow_coord; + pssm_coord = splane.xyz / splane.w; #ifdef LIGHT_USE_PSSM_BLEND - splane = (light_shadow_matrix2 * vec4(vertex, 1.0)); - pssm_coord2 = splane.xyz / splane.w; - pssm_blend = smoothstep(0.0, light_split_offsets.x, depth_z); + splane = shadow_coord2; + pssm_coord2 = splane.xyz / splane.w; + pssm_blend = smoothstep(0.0, light_split_offsets.x, depth_z); #endif - } else { - highp vec4 splane = (light_shadow_matrix2 * vec4(vertex, 1.0)); - pssm_coord = splane.xyz / splane.w; - pssm_fade = smoothstep(light_split_offsets.x, light_split_offsets.y, depth_z); + } else { + highp vec4 splane = shadow_coord2; + pssm_coord = splane.xyz / splane.w; + pssm_fade = smoothstep(light_split_offsets.x, light_split_offsets.y, depth_z); #ifdef LIGHT_USE_PSSM_BLEND - use_blend = false; + use_blend = false; #endif - } + } #endif // LIGHT_USE_PSSM2 #if !defined(LIGHT_USE_PSSM4) && !defined(LIGHT_USE_PSSM2) - { - highp vec4 splane = (light_shadow_matrix1 * vec4(vertex, 1.0)); - pssm_coord = splane.xyz / splane.w; - } + { + highp vec4 splane = shadow_coord; + pssm_coord = splane.xyz / splane.w; + } #endif - float shadow = sample_shadow(light_shadow_atlas, vec2(0.0), pssm_coord.xy, pssm_coord.z, light_clamp); + float shadow = sample_shadow(light_directional_shadow, pssm_coord.xy, pssm_coord.z); #ifdef LIGHT_USE_PSSM_BLEND - if (use_blend) { - shadow = mix(shadow, sample_shadow(light_shadow_atlas, vec2(0.0), pssm_coord2.xy, pssm_coord2.z, light_clamp), pssm_blend); - } + if (use_blend) { + shadow = mix(shadow, sample_shadow(light_directional_shadow, pssm_coord2.xy, pssm_coord2.z), pssm_blend); + } #endif - attenuation *= shadow; - } + light_att *= shadow; } + } +#endif //use shadow - light_compute(normal, - normalize(light_vec), - eye_position, - binormal, - tangent, - light_color.xyz * light_energy, - attenuation, - albedo, - transmission, - specular * light_specular, - roughness, - metallic, - rim, - rim_tint, - clearcoat, - clearcoat_gloss, - anisotropy, - diffuse_light, - specular_light); - } else if (light_type == LIGHT_TYPE_SPOT) { - - vec3 light_att = vec3(1.0); - - if (light_has_shadow > 0.5) { - highp vec4 splane = (light_shadow_matrix * vec4(vertex, 1.0)); - splane.xyz /= splane.w; - - float shadow = sample_shadow(light_shadow_atlas, vec2(0.0), splane.xy, splane.z, light_clamp); - - if (shadow > splane.z) { - } else { - light_att = vec3(0.0); - } - } - vec3 light_rel_vec = light_position - vertex; - float light_length = length(light_rel_vec); - float normalized_distance = light_length / light_range; - - float spot_attenuation = pow(1.0 - normalized_distance, light_attenuation.w); - vec3 spot_dir = light_direction; - - float spot_cutoff = light_spot_angle; - - float scos = max(dot(-normalize(light_rel_vec), spot_dir), spot_cutoff); - float spot_rim = max(0.0001, (1.0 - scos) / (1.0 - spot_cutoff)); - - spot_attenuation *= 1.0 - pow(spot_rim, light_spot_attenuation); - - light_att *= vec3(spot_attenuation); - - light_compute( - normal, - normalize(light_rel_vec), - eye_position, - binormal, - tangent, - light_color.xyz * light_energy, - light_att, - albedo, - transmission, - specular * light_specular, - roughness, - metallic, - rim, - rim_tint, - clearcoat, - clearcoat_gloss, - anisotropy, - diffuse_light, - specular_light); - } +#endif - gl_FragColor = vec4(ambient_light + diffuse_light + specular_light, alpha); -#else +#ifdef LIGHT_MODE_SPOT -#ifdef RENDER_DEPTH -#else + light_att = vec3(1.0); -#ifdef USE_RADIANCE_MAP +#ifndef USE_VERTEX_LIGHTING - vec3 ref_vec = reflect(-eye_position, N); - ref_vec = normalize((radiance_inverse_xform * vec4(ref_vec, 0.0)).xyz); + vec3 light_rel_vec = light_position - vertex; + float light_length = length(light_rel_vec); + float normalized_distance = light_length / light_range; - ref_vec.z *= -1.0; + float spot_attenuation = pow(1.0 - normalized_distance, light_attenuation.w); + vec3 spot_dir = light_direction; + + float spot_cutoff = light_spot_angle; + + float scos = max(dot(-normalize(light_rel_vec), spot_dir), spot_cutoff); + float spot_rim = max(0.0001, (1.0 - scos) / (1.0 - spot_cutoff)); + + spot_attenuation *= 1.0 - pow(spot_rim, light_spot_attenuation); - env_reflection_light = textureCubeLod(radiance_map, ref_vec, roughness * RADIANCE_MAX_LOD).xyz * bg_energy; + light_att = vec3(spot_attenuation); + L = normalize(light_rel_vec); + +#endif + +#ifdef USE_SHADOW { - vec3 ambient_dir = normalize((radiance_inverse_xform * vec4(normal, 0.0)).xyz); - vec3 env_ambient = textureCubeLod(radiance_map, ambient_dir, RADIANCE_MAX_LOD).xyz * bg_energy; + highp vec4 splane = shadow_coord; + splane.xyz /= splane.w; - ambient_light = mix(ambient_color.rgb, env_ambient, ambient_sky_contribution); + float shadow = sample_shadow(light_shadow_atlas, splane.xy, splane.z); + light_att *= shadow; } +#endif - ambient_light *= ambient_energy; - specular_light += env_reflection_light; + +#endif + +#ifdef USE_VERTEX_LIGHTING +//vertex lighting + + specular_light += specular_interp * specular * light_att; + diffuse_light += diffuse_interp * albedo * light_att; + +#else +//fragment lighting + light_compute( + normal, + L, + eye_position, + binormal, + tangent, + light_color.xyz, + light_att, + albedo, + transmission, + specular * light_specular, + roughness, + metallic, + rim, + rim_tint, + clearcoat, + clearcoat_gloss, + anisotropy, + diffuse_light, + specular_light); + +#endif //vertex lighting + +#endif //USE_LIGHTING +//compute and merge + +#ifndef RENDER_DEPTH + +#ifdef SHADELESS + + gl_FragColor = vec4(albedo, alpha); +#else ambient_light *= albedo; @@ -865,10 +1433,9 @@ FRAGMENT_SHADER_CODE gl_FragColor = vec4(ambient_light + diffuse_light + specular_light, alpha); // gl_FragColor = vec4(normal, 1.0); -#else - gl_FragColor = vec4(albedo, alpha); -#endif -#endif // RENDER_DEPTH +#endif //unshaded + + +#endif // not RENDER_DEPTH -#endif // lighting } |