diff options
Diffstat (limited to 'drivers/gles3/shaders')
-rw-r--r-- | drivers/gles3/shaders/SCsub | 23 | ||||
-rw-r--r-- | drivers/gles3/shaders/blend_shape.glsl | 194 | ||||
-rw-r--r-- | drivers/gles3/shaders/canvas.glsl | 726 | ||||
-rw-r--r-- | drivers/gles3/shaders/canvas_shadow.glsl | 45 | ||||
-rw-r--r-- | drivers/gles3/shaders/copy.glsl | 270 | ||||
-rw-r--r-- | drivers/gles3/shaders/cube_to_dp.glsl | 79 | ||||
-rw-r--r-- | drivers/gles3/shaders/cubemap_filter.glsl | 370 | ||||
-rw-r--r-- | drivers/gles3/shaders/effect_blur.glsl | 293 | ||||
-rw-r--r-- | drivers/gles3/shaders/exposure.glsl | 88 | ||||
-rw-r--r-- | drivers/gles3/shaders/lens_distorted.glsl | 64 | ||||
-rw-r--r-- | drivers/gles3/shaders/particles.glsl | 267 | ||||
-rw-r--r-- | drivers/gles3/shaders/resolve.glsl | 44 | ||||
-rw-r--r-- | drivers/gles3/shaders/scene.glsl | 2187 | ||||
-rw-r--r-- | drivers/gles3/shaders/screen_space_reflection.glsl | 286 | ||||
-rw-r--r-- | drivers/gles3/shaders/ssao.glsl | 277 | ||||
-rw-r--r-- | drivers/gles3/shaders/ssao_blur.glsl | 119 | ||||
-rw-r--r-- | drivers/gles3/shaders/ssao_minify.glsl | 56 | ||||
-rw-r--r-- | drivers/gles3/shaders/subsurf_scattering.glsl | 174 | ||||
-rw-r--r-- | drivers/gles3/shaders/tonemap.glsl | 309 |
19 files changed, 0 insertions, 5871 deletions
diff --git a/drivers/gles3/shaders/SCsub b/drivers/gles3/shaders/SCsub deleted file mode 100644 index 27fd1514e7..0000000000 --- a/drivers/gles3/shaders/SCsub +++ /dev/null @@ -1,23 +0,0 @@ -#!/usr/bin/env python - -Import('env') - -if 'GLES3_GLSL' in env['BUILDERS']: - env.GLES3_GLSL('copy.glsl'); - env.GLES3_GLSL('resolve.glsl'); - env.GLES3_GLSL('canvas.glsl'); - env.GLES3_GLSL('canvas_shadow.glsl'); - env.GLES3_GLSL('scene.glsl'); - env.GLES3_GLSL('cubemap_filter.glsl'); - env.GLES3_GLSL('cube_to_dp.glsl'); - env.GLES3_GLSL('blend_shape.glsl'); - env.GLES3_GLSL('screen_space_reflection.glsl'); - env.GLES3_GLSL('effect_blur.glsl'); - env.GLES3_GLSL('subsurf_scattering.glsl'); - env.GLES3_GLSL('ssao.glsl'); - env.GLES3_GLSL('ssao_minify.glsl'); - env.GLES3_GLSL('ssao_blur.glsl'); - env.GLES3_GLSL('exposure.glsl'); - env.GLES3_GLSL('tonemap.glsl'); - env.GLES3_GLSL('particles.glsl'); - env.GLES3_GLSL('lens_distorted.glsl'); diff --git a/drivers/gles3/shaders/blend_shape.glsl b/drivers/gles3/shaders/blend_shape.glsl deleted file mode 100644 index a1e954e33d..0000000000 --- a/drivers/gles3/shaders/blend_shape.glsl +++ /dev/null @@ -1,194 +0,0 @@ -/* clang-format off */ -[vertex] - -/* -from VisualServer: - -ARRAY_VERTEX=0, -ARRAY_NORMAL=1, -ARRAY_TANGENT=2, -ARRAY_COLOR=3, -ARRAY_TEX_UV=4, -ARRAY_TEX_UV2=5, -ARRAY_BONES=6, -ARRAY_WEIGHTS=7, -ARRAY_INDEX=8, -*/ - -#ifdef USE_2D_VERTEX -#define VFORMAT vec2 -#else -#define VFORMAT vec3 -#endif - -/* INPUT ATTRIBS */ - -layout(location = 0) in highp VFORMAT vertex_attrib; -/* clang-format on */ -layout(location = 1) in vec3 normal_attrib; - -#ifdef ENABLE_TANGENT -layout(location = 2) in vec4 tangent_attrib; -#endif - -#ifdef ENABLE_COLOR -layout(location = 3) in vec4 color_attrib; -#endif - -#ifdef ENABLE_UV -layout(location = 4) in vec2 uv_attrib; -#endif - -#ifdef ENABLE_UV2 -layout(location = 5) in vec2 uv2_attrib; -#endif - -#ifdef ENABLE_SKELETON -layout(location = 6) in ivec4 bone_attrib; -layout(location = 7) in vec4 weight_attrib; -#endif - -/* BLEND ATTRIBS */ - -#ifdef ENABLE_BLEND - -layout(location = 8) in highp VFORMAT vertex_attrib_blend; -layout(location = 9) in vec3 normal_attrib_blend; - -#ifdef ENABLE_TANGENT -layout(location = 10) in vec4 tangent_attrib_blend; -#endif - -#ifdef ENABLE_COLOR -layout(location = 11) in vec4 color_attrib_blend; -#endif - -#ifdef ENABLE_UV -layout(location = 12) in vec2 uv_attrib_blend; -#endif - -#ifdef ENABLE_UV2 -layout(location = 13) in vec2 uv2_attrib_blend; -#endif - -#ifdef ENABLE_SKELETON -layout(location = 14) in ivec4 bone_attrib_blend; -layout(location = 15) in vec4 weight_attrib_blend; -#endif - -#endif - -/* OUTPUTS */ - -out VFORMAT vertex_out; //tfb: - -#ifdef ENABLE_NORMAL -out vec3 normal_out; //tfb:ENABLE_NORMAL -#endif - -#ifdef ENABLE_TANGENT -out vec4 tangent_out; //tfb:ENABLE_TANGENT -#endif - -#ifdef ENABLE_COLOR -out vec4 color_out; //tfb:ENABLE_COLOR -#endif - -#ifdef ENABLE_UV -out vec2 uv_out; //tfb:ENABLE_UV -#endif - -#ifdef ENABLE_UV2 -out vec2 uv2_out; //tfb:ENABLE_UV2 -#endif - -#ifdef ENABLE_SKELETON -out ivec4 bone_out; //tfb:ENABLE_SKELETON -out vec4 weight_out; //tfb:ENABLE_SKELETON -#endif - -uniform float blend_amount; - -void main() { - -#ifdef ENABLE_BLEND - - vertex_out = vertex_attrib_blend + vertex_attrib * blend_amount; - -#ifdef ENABLE_NORMAL - normal_out = normal_attrib_blend + normal_attrib * blend_amount; -#endif - -#ifdef ENABLE_TANGENT - - tangent_out.xyz = tangent_attrib_blend.xyz + tangent_attrib.xyz * blend_amount; - tangent_out.w = tangent_attrib_blend.w; //just copy, no point in blending his -#endif - -#ifdef ENABLE_COLOR - - color_out = color_attrib_blend + color_attrib * blend_amount; -#endif - -#ifdef ENABLE_UV - - uv_out = uv_attrib_blend + uv_attrib * blend_amount; -#endif - -#ifdef ENABLE_UV2 - - uv2_out = uv2_attrib_blend + uv2_attrib * blend_amount; -#endif - -#ifdef ENABLE_SKELETON - - bone_out = bone_attrib_blend; - weight_out = weight_attrib_blend + weight_attrib * blend_amount; -#endif - -#else //ENABLE_BLEND - - vertex_out = vertex_attrib * blend_amount; - -#ifdef ENABLE_NORMAL - normal_out = normal_attrib * blend_amount; -#endif - -#ifdef ENABLE_TANGENT - - tangent_out.xyz = tangent_attrib.xyz * blend_amount; - tangent_out.w = tangent_attrib.w; //just copy, no point in blending his -#endif - -#ifdef ENABLE_COLOR - - color_out = color_attrib * blend_amount; -#endif - -#ifdef ENABLE_UV - - uv_out = uv_attrib * blend_amount; -#endif - -#ifdef ENABLE_UV2 - - uv2_out = uv2_attrib * blend_amount; -#endif - -#ifdef ENABLE_SKELETON - - bone_out = bone_attrib; - weight_out = weight_attrib * blend_amount; -#endif - -#endif - gl_Position = vec4(0.0); -} - -/* clang-format off */ -[fragment] - -void main() { - -} -/* clang-format on */ diff --git a/drivers/gles3/shaders/canvas.glsl b/drivers/gles3/shaders/canvas.glsl deleted file mode 100644 index 07ee9cd010..0000000000 --- a/drivers/gles3/shaders/canvas.glsl +++ /dev/null @@ -1,726 +0,0 @@ -/* clang-format off */ -[vertex] - -layout(location = 0) in highp vec2 vertex; -/* clang-format on */ -layout(location = 3) in vec4 color_attrib; - -#ifdef USE_SKELETON -layout(location = 6) in uvec4 bone_indices; // attrib:6 -layout(location = 7) in vec4 bone_weights; // attrib:7 -#endif - -#ifdef USE_TEXTURE_RECT - -uniform vec4 dst_rect; -uniform vec4 src_rect; - -#else - -#ifdef USE_INSTANCING - -layout(location = 8) in highp vec4 instance_xform0; -layout(location = 9) in highp vec4 instance_xform1; -layout(location = 10) in highp vec4 instance_xform2; -layout(location = 11) in lowp vec4 instance_color; - -#ifdef USE_INSTANCE_CUSTOM -layout(location = 12) in highp vec4 instance_custom_data; -#endif - -#endif - -layout(location = 4) in highp vec2 uv_attrib; - -// skeleton -#endif - -uniform highp vec2 color_texpixel_size; - -layout(std140) uniform CanvasItemData { //ubo:0 - - highp mat4 projection_matrix; - highp float time; -}; - -uniform highp mat4 modelview_matrix; -uniform highp mat4 extra_matrix; - -out highp vec2 uv_interp; -out mediump vec4 color_interp; - -#ifdef USE_NINEPATCH - -out highp vec2 pixel_size_interp; -#endif - -#ifdef USE_SKELETON -uniform mediump sampler2D skeleton_texture; // texunit:-4 -uniform highp mat4 skeleton_transform; -uniform highp mat4 skeleton_transform_inverse; -#endif - -#ifdef USE_LIGHTING - -layout(std140) uniform LightData { //ubo:1 - - // light matrices - highp mat4 light_matrix; - highp mat4 light_local_matrix; - highp mat4 shadow_matrix; - highp vec4 light_color; - highp vec4 light_shadow_color; - highp vec2 light_pos; - highp float shadowpixel_size; - highp float shadow_gradient; - highp float light_height; - highp float light_outside_alpha; - highp float shadow_distance_mult; -}; - -out vec4 light_uv_interp; -out vec2 transformed_light_uv; - -out vec4 local_rot; - -#ifdef USE_SHADOWS -out highp vec2 pos; -#endif - -const bool at_light_pass = true; -#else -const bool at_light_pass = false; -#endif - -#if defined(USE_MATERIAL) - -/* clang-format off */ -layout(std140) uniform UniformData { //ubo:2 - -MATERIAL_UNIFORMS - -}; -/* clang-format on */ - -#endif - -/* clang-format off */ - -VERTEX_SHADER_GLOBALS - -/* clang-format on */ - -void main() { - - vec4 color = color_attrib; - -#ifdef USE_INSTANCING - mat4 extra_matrix_instance = extra_matrix * transpose(mat4(instance_xform0, instance_xform1, instance_xform2, vec4(0.0, 0.0, 0.0, 1.0))); - color *= instance_color; - -#ifdef USE_INSTANCE_CUSTOM - vec4 instance_custom = instance_custom_data; -#else - vec4 instance_custom = vec4(0.0); -#endif - -#else - mat4 extra_matrix_instance = extra_matrix; - vec4 instance_custom = vec4(0.0); -#endif - -#ifdef USE_TEXTURE_RECT - - if (dst_rect.z < 0.0) { // Transpose is encoded as negative dst_rect.z - uv_interp = src_rect.xy + abs(src_rect.zw) * vertex.yx; - } else { - uv_interp = src_rect.xy + abs(src_rect.zw) * vertex; - } - highp vec4 outvec = vec4(dst_rect.xy + abs(dst_rect.zw) * mix(vertex, vec2(1.0, 1.0) - vertex, lessThan(src_rect.zw, vec2(0.0, 0.0))), 0.0, 1.0); - -#else - uv_interp = uv_attrib; - highp vec4 outvec = vec4(vertex, 0.0, 1.0); -#endif - -#ifdef USE_PARTICLES - //scale by texture size - outvec.xy /= color_texpixel_size; -#endif - -#define extra_matrix extra_matrix_instance - - float point_size = 1.0; - //for compatibility with the fragment shader we need to use uv here - vec2 uv = uv_interp; - { - /* clang-format off */ - -VERTEX_SHADER_CODE - - /* clang-format on */ - } - - gl_PointSize = point_size; - uv_interp = uv; - -#ifdef USE_NINEPATCH - - pixel_size_interp = abs(dst_rect.zw) * vertex; -#endif - -#if !defined(SKIP_TRANSFORM_USED) - outvec = extra_matrix * outvec; - outvec = modelview_matrix * outvec; -#endif - -#undef extra_matrix - - color_interp = color; - -#ifdef USE_PIXEL_SNAP - outvec.xy = floor(outvec + 0.5).xy; - // precision issue on some hardware creates artifacts within texture - // offset uv by a small amount to avoid - uv_interp += 1e-5; -#endif - -#ifdef USE_SKELETON - - if (bone_weights != vec4(0.0)) { //must be a valid bone - //skeleton transform - - ivec4 bone_indicesi = ivec4(bone_indices); - - ivec2 tex_ofs = ivec2(bone_indicesi.x % 256, (bone_indicesi.x / 256) * 2); - - highp mat2x4 m; - m = mat2x4( - texelFetch(skeleton_texture, tex_ofs, 0), - texelFetch(skeleton_texture, tex_ofs + ivec2(0, 1), 0)) * - bone_weights.x; - - tex_ofs = ivec2(bone_indicesi.y % 256, (bone_indicesi.y / 256) * 2); - - m += mat2x4( - texelFetch(skeleton_texture, tex_ofs, 0), - texelFetch(skeleton_texture, tex_ofs + ivec2(0, 1), 0)) * - bone_weights.y; - - tex_ofs = ivec2(bone_indicesi.z % 256, (bone_indicesi.z / 256) * 2); - - m += mat2x4( - texelFetch(skeleton_texture, tex_ofs, 0), - texelFetch(skeleton_texture, tex_ofs + ivec2(0, 1), 0)) * - bone_weights.z; - - tex_ofs = ivec2(bone_indicesi.w % 256, (bone_indicesi.w / 256) * 2); - - m += mat2x4( - texelFetch(skeleton_texture, tex_ofs, 0), - texelFetch(skeleton_texture, tex_ofs + ivec2(0, 1), 0)) * - bone_weights.w; - - mat4 bone_matrix = skeleton_transform * transpose(mat4(m[0], m[1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0))) * skeleton_transform_inverse; - - outvec = bone_matrix * outvec; - } - -#endif - - gl_Position = projection_matrix * outvec; - -#ifdef USE_LIGHTING - - light_uv_interp.xy = (light_matrix * outvec).xy; - light_uv_interp.zw = (light_local_matrix * outvec).xy; - - mat3 inverse_light_matrix = mat3(inverse(light_matrix)); - inverse_light_matrix[0] = normalize(inverse_light_matrix[0]); - inverse_light_matrix[1] = normalize(inverse_light_matrix[1]); - inverse_light_matrix[2] = normalize(inverse_light_matrix[2]); - transformed_light_uv = (inverse_light_matrix * vec3(light_uv_interp.zw, 0.0)).xy; //for normal mapping - -#ifdef USE_SHADOWS - pos = outvec.xy; -#endif - - local_rot.xy = normalize((modelview_matrix * (extra_matrix_instance * vec4(1.0, 0.0, 0.0, 0.0))).xy); - local_rot.zw = normalize((modelview_matrix * (extra_matrix_instance * vec4(0.0, 1.0, 0.0, 0.0))).xy); -#ifdef USE_TEXTURE_RECT - local_rot.xy *= sign(src_rect.z); - local_rot.zw *= sign(src_rect.w); -#endif - -#endif -} - -/* clang-format off */ -[fragment] - -uniform mediump sampler2D color_texture; // texunit:0 -/* clang-format on */ -uniform highp vec2 color_texpixel_size; -uniform mediump sampler2D normal_texture; // texunit:1 - -in highp vec2 uv_interp; -in mediump vec4 color_interp; - -#if defined(SCREEN_TEXTURE_USED) - -uniform sampler2D screen_texture; // texunit:-3 - -#endif - -#if defined(SCREEN_UV_USED) - -uniform vec2 screen_pixel_size; -#endif - -layout(std140) uniform CanvasItemData { - - highp mat4 projection_matrix; - highp float time; -}; - -#ifdef USE_LIGHTING - -layout(std140) uniform LightData { - - highp mat4 light_matrix; - highp mat4 light_local_matrix; - highp mat4 shadow_matrix; - highp vec4 light_color; - highp vec4 light_shadow_color; - highp vec2 light_pos; - highp float shadowpixel_size; - highp float shadow_gradient; - highp float light_height; - highp float light_outside_alpha; - highp float shadow_distance_mult; -}; - -uniform lowp sampler2D light_texture; // texunit:-1 -in vec4 light_uv_interp; -in vec2 transformed_light_uv; - -in vec4 local_rot; - -#ifdef USE_SHADOWS - -uniform highp sampler2D shadow_texture; // texunit:-2 -in highp vec2 pos; - -#endif - -const bool at_light_pass = true; -#else -const bool at_light_pass = false; -#endif - -uniform mediump vec4 final_modulate; - -layout(location = 0) out mediump vec4 frag_color; - -#if defined(USE_MATERIAL) - -/* clang-format off */ -layout(std140) uniform UniformData { - -MATERIAL_UNIFORMS - -}; -/* clang-format on */ - -#endif - -/* clang-format off */ - -FRAGMENT_SHADER_GLOBALS - -/* clang-format on */ - -void light_compute( - inout vec4 light, - inout vec2 light_vec, - inout float light_height, - inout vec4 light_color, - vec2 light_uv, - inout vec4 shadow_color, - inout vec2 shadow_vec, - vec3 normal, - vec2 uv, -#if defined(SCREEN_UV_USED) - vec2 screen_uv, -#endif - vec4 color) { - -#if defined(USE_LIGHT_SHADER_CODE) - - /* clang-format off */ - -LIGHT_SHADER_CODE - - /* clang-format on */ - -#endif -} - -#ifdef USE_TEXTURE_RECT - -uniform vec4 dst_rect; -uniform vec4 src_rect; -uniform bool clip_rect_uv; - -#ifdef USE_NINEPATCH - -in highp vec2 pixel_size_interp; - -uniform int np_repeat_v; -uniform int np_repeat_h; -uniform bool np_draw_center; -// left top right bottom in pixel coordinates -uniform vec4 np_margins; - -float map_ninepatch_axis(float pixel, float draw_size, float tex_pixel_size, float margin_begin, float margin_end, float s_ratio, int np_repeat, inout int draw_center) { - - float tex_size = 1.0 / tex_pixel_size; - - float screen_margin_begin = margin_begin / s_ratio; - float screen_margin_end = margin_end / s_ratio; - if (pixel < screen_margin_begin) { - return pixel * s_ratio * tex_pixel_size; - } else if (pixel >= draw_size - screen_margin_end) { - return (tex_size - (draw_size - pixel) * s_ratio) * tex_pixel_size; - } else { - if (!np_draw_center) { - draw_center--; - } - - // np_repeat is passed as uniform using NinePatchRect::AxisStretchMode enum. - if (np_repeat == 0) { // Stretch. - // Convert to ratio. - float ratio = (pixel - screen_margin_begin) / (draw_size - screen_margin_begin - screen_margin_end); - // Scale to source texture. - return (margin_begin + ratio * (tex_size - margin_begin - margin_end)) * tex_pixel_size; - } else if (np_repeat == 1) { // Tile. - // Convert to offset. - float ofs = mod((pixel - screen_margin_begin), tex_size - margin_begin - margin_end); - // Scale to source texture. - return (margin_begin + ofs) * tex_pixel_size; - } else if (np_repeat == 2) { // Tile Fit. - // Calculate scale. - float src_area = draw_size - screen_margin_begin - screen_margin_end; - float dst_area = tex_size - margin_begin - margin_end; - float scale = max(1.0, floor(src_area / max(dst_area, 0.0000001) + 0.5)); - // Convert to ratio. - float ratio = (pixel - screen_margin_begin) / src_area; - ratio = mod(ratio * scale, 1.0); - // Scale to source texture. - return (margin_begin + ratio * dst_area) * tex_pixel_size; - } else { // Shouldn't happen, but silences compiler warning. - return 0.0; - } - } -} - -#endif -#endif - -uniform bool use_default_normal; - -void main() { - - vec4 color = color_interp; - vec2 uv = uv_interp; - -#ifdef USE_TEXTURE_RECT - -#ifdef USE_NINEPATCH - - int draw_center = 2; - float s_ratio = max((1.0 / color_texpixel_size.x) / abs(dst_rect.z), (1.0 / color_texpixel_size.y) / abs(dst_rect.w)); - s_ratio = max(1.0, s_ratio); - uv = vec2( - map_ninepatch_axis(pixel_size_interp.x, abs(dst_rect.z), color_texpixel_size.x, np_margins.x, np_margins.z, s_ratio, np_repeat_h, draw_center), - map_ninepatch_axis(pixel_size_interp.y, abs(dst_rect.w), color_texpixel_size.y, np_margins.y, np_margins.w, s_ratio, np_repeat_v, draw_center)); - - if (draw_center == 0) { - color.a = 0.0; - } - - uv = uv * src_rect.zw + src_rect.xy; //apply region if needed -#endif - - if (clip_rect_uv) { - - uv = clamp(uv, src_rect.xy, src_rect.xy + abs(src_rect.zw)); - } - -#endif - -#if !defined(COLOR_USED) - //default behavior, texture by color - -#ifdef USE_DISTANCE_FIELD - const float smoothing = 1.0 / 32.0; - float distance = textureLod(color_texture, uv, 0.0).a; - color.a = smoothstep(0.5 - smoothing, 0.5 + smoothing, distance) * color.a; -#else - color *= texture(color_texture, uv); - -#endif - -#endif - - vec3 normal; - -#if defined(NORMAL_USED) - - bool normal_used = true; -#else - bool normal_used = false; -#endif - - if (use_default_normal) { - normal.xy = textureLod(normal_texture, uv, 0.0).xy * 2.0 - 1.0; - normal.z = sqrt(1.0 - dot(normal.xy, normal.xy)); - normal_used = true; - } else { - normal = vec3(0.0, 0.0, 1.0); - } - -#if defined(SCREEN_UV_USED) - vec2 screen_uv = gl_FragCoord.xy * screen_pixel_size; -#endif - - { - float normal_depth = 1.0; - -#if defined(NORMALMAP_USED) - vec3 normal_map = vec3(0.0, 0.0, 1.0); - normal_used = true; -#endif - - /* clang-format off */ - -FRAGMENT_SHADER_CODE - - /* clang-format on */ - -#if defined(NORMALMAP_USED) - normal = mix(vec3(0.0, 0.0, 1.0), normal_map * vec3(2.0, -2.0, 1.0) - vec3(1.0, -1.0, 0.0), normal_depth); -#endif - } -#ifdef DEBUG_ENCODED_32 - highp float enc32 = dot(color, highp vec4(1.0 / (256.0 * 256.0 * 256.0), 1.0 / (256.0 * 256.0), 1.0 / 256.0, 1.0)); - color = vec4(vec3(enc32), 1.0); -#endif - - color *= final_modulate; - -#ifdef USE_LIGHTING - - vec2 light_vec = transformed_light_uv; - vec2 shadow_vec = transformed_light_uv; - - if (normal_used) { - normal.xy = mat2(local_rot.xy, local_rot.zw) * normal.xy; - } - - float att = 1.0; - - vec2 light_uv = light_uv_interp.xy; - vec4 light = texture(light_texture, light_uv); - - if (any(lessThan(light_uv_interp.xy, vec2(0.0, 0.0))) || any(greaterThanEqual(light_uv_interp.xy, vec2(1.0, 1.0)))) { - color.a *= light_outside_alpha; //invisible - - } else { - float real_light_height = light_height; - vec4 real_light_color = light_color; - vec4 real_light_shadow_color = light_shadow_color; - -#if defined(USE_LIGHT_SHADER_CODE) - //light is written by the light shader - light_compute( - light, - light_vec, - real_light_height, - real_light_color, - light_uv, - real_light_shadow_color, - shadow_vec, - normal, - uv, -#if defined(SCREEN_UV_USED) - screen_uv, -#endif - color); -#endif - - light *= real_light_color; - - if (normal_used) { - vec3 light_normal = normalize(vec3(light_vec, -real_light_height)); - light *= max(dot(-light_normal, normal), 0.0); - } - - color *= light; - -#ifdef USE_SHADOWS -#ifdef SHADOW_VEC_USED - mat3 inverse_light_matrix = mat3(light_matrix); - inverse_light_matrix[0] = normalize(inverse_light_matrix[0]); - inverse_light_matrix[1] = normalize(inverse_light_matrix[1]); - inverse_light_matrix[2] = normalize(inverse_light_matrix[2]); - shadow_vec = (mat3(inverse_light_matrix) * vec3(shadow_vec, 0.0)).xy; -#else - shadow_vec = light_uv_interp.zw; -#endif - float angle_to_light = -atan(shadow_vec.x, shadow_vec.y); - float PI = 3.14159265358979323846264; - /*int i = int(mod(floor((angle_to_light+7.0*PI/6.0)/(4.0*PI/6.0))+1.0, 3.0)); // +1 pq os indices estao em ordem 2,0,1 nos arrays - float ang*/ - - float su, sz; - - float abs_angle = abs(angle_to_light); - vec2 point; - float sh; - if (abs_angle < 45.0 * PI / 180.0) { - point = shadow_vec; - sh = 0.0 + (1.0 / 8.0); - } else if (abs_angle > 135.0 * PI / 180.0) { - point = -shadow_vec; - sh = 0.5 + (1.0 / 8.0); - } else if (angle_to_light > 0.0) { - - point = vec2(shadow_vec.y, -shadow_vec.x); - sh = 0.25 + (1.0 / 8.0); - } else { - - point = vec2(-shadow_vec.y, shadow_vec.x); - sh = 0.75 + (1.0 / 8.0); - } - - highp vec4 s = shadow_matrix * vec4(point, 0.0, 1.0); - s.xyz /= s.w; - su = s.x * 0.5 + 0.5; - sz = s.z * 0.5 + 0.5; - //sz=lightlength(light_vec); - - highp float shadow_attenuation = 0.0; - -#ifdef USE_RGBA_SHADOWS - -#define SHADOW_DEPTH(m_tex, m_uv) dot(texture((m_tex), (m_uv)), vec4(1.0 / (255.0 * 255.0 * 255.0), 1.0 / (255.0 * 255.0), 1.0 / 255.0, 1.0)) - -#else - -#define SHADOW_DEPTH(m_tex, m_uv) (texture((m_tex), (m_uv)).r) - -#endif - -#ifdef SHADOW_USE_GRADIENT - -#define SHADOW_TEST(m_ofs) \ - { \ - highp float sd = SHADOW_DEPTH(shadow_texture, vec2(m_ofs, sh)); \ - shadow_attenuation += 1.0 - smoothstep(sd, sd + shadow_gradient, sz); \ - } - -#else - -#define SHADOW_TEST(m_ofs) \ - { \ - highp float sd = SHADOW_DEPTH(shadow_texture, vec2(m_ofs, sh)); \ - shadow_attenuation += step(sz, sd); \ - } - -#endif - -#ifdef SHADOW_FILTER_NEAREST - - SHADOW_TEST(su); - -#endif - -#ifdef SHADOW_FILTER_PCF3 - - SHADOW_TEST(su + shadowpixel_size); - SHADOW_TEST(su); - SHADOW_TEST(su - shadowpixel_size); - shadow_attenuation /= 3.0; - -#endif - -#ifdef SHADOW_FILTER_PCF5 - - SHADOW_TEST(su + shadowpixel_size * 2.0); - SHADOW_TEST(su + shadowpixel_size); - SHADOW_TEST(su); - SHADOW_TEST(su - shadowpixel_size); - SHADOW_TEST(su - shadowpixel_size * 2.0); - shadow_attenuation /= 5.0; - -#endif - -#ifdef SHADOW_FILTER_PCF7 - - SHADOW_TEST(su + shadowpixel_size * 3.0); - SHADOW_TEST(su + shadowpixel_size * 2.0); - SHADOW_TEST(su + shadowpixel_size); - SHADOW_TEST(su); - SHADOW_TEST(su - shadowpixel_size); - SHADOW_TEST(su - shadowpixel_size * 2.0); - SHADOW_TEST(su - shadowpixel_size * 3.0); - shadow_attenuation /= 7.0; - -#endif - -#ifdef SHADOW_FILTER_PCF9 - - SHADOW_TEST(su + shadowpixel_size * 4.0); - SHADOW_TEST(su + shadowpixel_size * 3.0); - SHADOW_TEST(su + shadowpixel_size * 2.0); - SHADOW_TEST(su + shadowpixel_size); - SHADOW_TEST(su); - SHADOW_TEST(su - shadowpixel_size); - SHADOW_TEST(su - shadowpixel_size * 2.0); - SHADOW_TEST(su - shadowpixel_size * 3.0); - SHADOW_TEST(su - shadowpixel_size * 4.0); - shadow_attenuation /= 9.0; - -#endif - -#ifdef SHADOW_FILTER_PCF13 - - SHADOW_TEST(su + shadowpixel_size * 6.0); - SHADOW_TEST(su + shadowpixel_size * 5.0); - SHADOW_TEST(su + shadowpixel_size * 4.0); - SHADOW_TEST(su + shadowpixel_size * 3.0); - SHADOW_TEST(su + shadowpixel_size * 2.0); - SHADOW_TEST(su + shadowpixel_size); - SHADOW_TEST(su); - SHADOW_TEST(su - shadowpixel_size); - SHADOW_TEST(su - shadowpixel_size * 2.0); - SHADOW_TEST(su - shadowpixel_size * 3.0); - SHADOW_TEST(su - shadowpixel_size * 4.0); - SHADOW_TEST(su - shadowpixel_size * 5.0); - SHADOW_TEST(su - shadowpixel_size * 6.0); - shadow_attenuation /= 13.0; - -#endif - - //color *= shadow_attenuation; - color = mix(real_light_shadow_color, color, shadow_attenuation); -//use shadows -#endif - } - -//use lighting -#endif - //color.rgb *= color.a; - frag_color = color; -} diff --git a/drivers/gles3/shaders/canvas_shadow.glsl b/drivers/gles3/shaders/canvas_shadow.glsl deleted file mode 100644 index 4f706c5505..0000000000 --- a/drivers/gles3/shaders/canvas_shadow.glsl +++ /dev/null @@ -1,45 +0,0 @@ -/* clang-format off */ -[vertex] - -uniform highp mat4 projection_matrix; -/* clang-format on */ -uniform highp mat4 light_matrix; -uniform highp mat4 world_matrix; -uniform highp float distance_norm; - -layout(location = 0) in highp vec3 vertex; - -out highp vec4 position_interp; - -void main() { - - gl_Position = projection_matrix * (light_matrix * (world_matrix * vec4(vertex, 1.0))); - position_interp = gl_Position; -} - -/* clang-format off */ -[fragment] - -in highp vec4 position_interp; -/* clang-format on */ - -#ifdef USE_RGBA_SHADOWS -layout(location = 0) out lowp vec4 distance_buf; -#else -layout(location = 0) out highp float distance_buf; -#endif - -void main() { - - highp float depth = ((position_interp.z / position_interp.w) + 1.0) * 0.5 + 0.0; // bias - -#ifdef USE_RGBA_SHADOWS - - highp vec4 comp = fract(depth * vec4(255.0 * 255.0 * 255.0, 255.0 * 255.0, 255.0, 1.0)); - comp -= comp.xxyz * vec4(0.0, 1.0 / 255.0, 1.0 / 255.0, 1.0 / 255.0); - distance_buf = comp; -#else - - distance_buf = depth; -#endif -} diff --git a/drivers/gles3/shaders/copy.glsl b/drivers/gles3/shaders/copy.glsl deleted file mode 100644 index a3cdb3a543..0000000000 --- a/drivers/gles3/shaders/copy.glsl +++ /dev/null @@ -1,270 +0,0 @@ -/* clang-format off */ -[vertex] - -layout(location = 0) in highp vec4 vertex_attrib; -/* clang-format on */ -#if defined(USE_CUBEMAP) || defined(USE_PANORAMA) -layout(location = 4) in vec3 cube_in; -#else -layout(location = 4) in vec2 uv_in; -#endif -layout(location = 5) in vec2 uv2_in; - -#if defined(USE_CUBEMAP) || defined(USE_PANORAMA) -out vec3 cube_interp; -#else -out vec2 uv_interp; -#endif - -out vec2 uv2_interp; - -// These definitions are here because the shader-wrapper builder does -// not understand `#elif defined()` -#ifdef USE_DISPLAY_TRANSFORM -#endif - -#ifdef USE_COPY_SECTION - -uniform vec4 copy_section; - -#elif defined(USE_DISPLAY_TRANSFORM) - -uniform highp mat4 display_transform; - -#endif - -void main() { - -#if defined(USE_CUBEMAP) || defined(USE_PANORAMA) - cube_interp = cube_in; -#elif defined(USE_ASYM_PANO) - uv_interp = vertex_attrib.xy; -#else - uv_interp = uv_in; -#ifdef V_FLIP - uv_interp.y = 1.0 - uv_interp.y; -#endif - -#endif - uv2_interp = uv2_in; - gl_Position = vertex_attrib; - -#ifdef USE_COPY_SECTION - - uv_interp = copy_section.xy + uv_interp * copy_section.zw; - gl_Position.xy = (copy_section.xy + (gl_Position.xy * 0.5 + 0.5) * copy_section.zw) * 2.0 - 1.0; -#elif defined(USE_DISPLAY_TRANSFORM) - - uv_interp = (display_transform * vec4(uv_in, 1.0, 1.0)).xy; -#endif -} - -/* clang-format off */ -[fragment] - -#define M_PI 3.14159265359 - -#if !defined(USE_GLES_OVER_GL) -precision mediump float; -#endif - -#if defined(USE_CUBEMAP) || defined(USE_PANORAMA) -in vec3 cube_interp; -#else -in vec2 uv_interp; -#endif - -#ifdef USE_ASYM_PANO -uniform highp mat4 pano_transform; -uniform highp vec4 asym_proj; -#endif - -// These definitions are here because the shader-wrapper builder does -// not understand `#elif defined()` -#ifdef USE_TEXTURE3D -#endif -#ifdef USE_TEXTURE2DARRAY -#endif -#ifdef YCBCR_TO_SRGB -#endif - -#ifdef USE_CUBEMAP -uniform samplerCube source_cube; //texunit:0 -#elif defined(USE_TEXTURE3D) -uniform sampler3D source_3d; //texunit:0 -#elif defined(USE_TEXTURE2DARRAY) -uniform sampler2DArray source_2d_array; //texunit:0 -#else -uniform sampler2D source; //texunit:0 -#endif - -#ifdef SEP_CBCR_TEXTURE -uniform sampler2D CbCr; //texunit:1 -#endif - -/* clang-format on */ - -#ifdef USE_LOD -uniform float mip_level; -#endif - -#if defined(USE_TEXTURE3D) || defined(USE_TEXTURE2DARRAY) -uniform float layer; -#endif - -#ifdef USE_MULTIPLIER -uniform float multiplier; -#endif - -#if defined(USE_PANORAMA) || defined(USE_ASYM_PANO) -uniform highp mat4 sky_transform; - -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 - -uniform vec2 pixel_size; - -in vec2 uv2_interp; - -#ifdef USE_BCS - -uniform vec3 bcs; - -#endif - -#ifdef USE_COLOR_CORRECTION - -uniform sampler2D color_correction; //texunit:1 - -#endif - -layout(location = 0) out vec4 frag_color; - -void main() { - - //vec4 color = color_interp; - -#ifdef USE_PANORAMA - - vec3 cube_normal = normalize(cube_interp); - cube_normal.z = -cube_normal.z; - cube_normal = mat3(sky_transform) * cube_normal; - cube_normal.z = -cube_normal.z; - - vec4 color = texturePanorama(cube_normal, source); - -#elif defined(USE_ASYM_PANO) - - // When an asymmetrical projection matrix is used (applicable for stereoscopic rendering i.e. VR) we need to do this calculation per fragment to get a perspective correct result. - // Asymmetrical projection means the center of projection is no longer in the center of the screen but shifted. - // The Matrix[2][0] (= asym_proj.x) and Matrix[2][1] (= asym_proj.z) values are what provide the right shift in the image. - - vec3 cube_normal; - cube_normal.z = -1.0; - cube_normal.x = (cube_normal.z * (-uv_interp.x - asym_proj.x)) / asym_proj.y; - cube_normal.y = (cube_normal.z * (-uv_interp.y - asym_proj.z)) / asym_proj.a; - cube_normal = mat3(sky_transform) * mat3(pano_transform) * cube_normal; - cube_normal.z = -cube_normal.z; - - vec4 color = texturePanorama(normalize(cube_normal.xyz), source); - -#elif defined(USE_CUBEMAP) - vec4 color = texture(source_cube, normalize(cube_interp)); - -#elif defined(USE_TEXTURE3D) - vec4 color = textureLod(source_3d, vec3(uv_interp, layer), 0.0); -#elif defined(USE_TEXTURE2DARRAY) - vec4 color = textureLod(source_2d_array, vec3(uv_interp, layer), 0.0); -#elif defined(SEP_CBCR_TEXTURE) - vec4 color; - color.r = textureLod(source, uv_interp, 0.0).r; - color.gb = textureLod(CbCr, uv_interp, 0.0).rg - vec2(0.5, 0.5); - color.a = 1.0; -#else -#ifdef USE_LOD - vec4 color = textureLod(source, uv_interp, mip_level); -#else - vec4 color = textureLod(source, uv_interp, 0.0); -#endif -#endif - -#ifdef LINEAR_TO_SRGB - // regular Linear -> SRGB conversion - vec3 a = vec3(0.055); - color.rgb = mix((vec3(1.0) + a) * pow(color.rgb, vec3(1.0 / 2.4)) - a, 12.92 * color.rgb, lessThan(color.rgb, vec3(0.0031308))); - -#elif defined(YCBCR_TO_SRGB) - - // YCbCr -> SRGB conversion - // Using BT.709 which is the standard for HDTV - color.rgb = mat3( - vec3(1.00000, 1.00000, 1.00000), - vec3(0.00000, -0.18732, 1.85560), - vec3(1.57481, -0.46813, 0.00000)) * - color.rgb; - -#endif - -#ifdef SRGB_TO_LINEAR - - color.rgb = mix(pow((color.rgb + vec3(0.055)) * (1.0 / (1.0 + 0.055)), vec3(2.4)), color.rgb * (1.0 / 12.92), lessThan(color.rgb, vec3(0.04045))); -#endif - -#ifdef DEBUG_GRADIENT - color.rg = uv_interp; - color.b = 0.0; -#endif - -#ifdef DISABLE_ALPHA - color.a = 1.0; -#endif - -#ifdef GAUSSIAN_HORIZONTAL - color *= 0.38774; - color += texture(source, uv_interp + vec2(1.0, 0.0) * pixel_size) * 0.24477; - color += texture(source, uv_interp + vec2(2.0, 0.0) * pixel_size) * 0.06136; - color += texture(source, uv_interp + vec2(-1.0, 0.0) * pixel_size) * 0.24477; - color += texture(source, uv_interp + vec2(-2.0, 0.0) * pixel_size) * 0.06136; -#endif - -#ifdef GAUSSIAN_VERTICAL - color *= 0.38774; - color += texture(source, uv_interp + vec2(0.0, 1.0) * pixel_size) * 0.24477; - color += texture(source, uv_interp + vec2(0.0, 2.0) * pixel_size) * 0.06136; - color += texture(source, uv_interp + vec2(0.0, -1.0) * pixel_size) * 0.24477; - color += texture(source, uv_interp + vec2(0.0, -2.0) * pixel_size) * 0.06136; -#endif - -#ifdef USE_BCS - - color.rgb = mix(vec3(0.0), color.rgb, bcs.x); - color.rgb = mix(vec3(0.5), color.rgb, bcs.y); - color.rgb = mix(vec3(dot(vec3(1.0), color.rgb) * 0.33333), color.rgb, bcs.z); - -#endif - -#ifdef USE_COLOR_CORRECTION - - color.r = texture(color_correction, vec2(color.r, 0.0)).r; - color.g = texture(color_correction, vec2(color.g, 0.0)).g; - color.b = texture(color_correction, vec2(color.b, 0.0)).b; -#endif - -#ifdef USE_MULTIPLIER - color.rgb *= multiplier; -#endif - frag_color = color; -} diff --git a/drivers/gles3/shaders/cube_to_dp.glsl b/drivers/gles3/shaders/cube_to_dp.glsl deleted file mode 100644 index 2b74f054f9..0000000000 --- a/drivers/gles3/shaders/cube_to_dp.glsl +++ /dev/null @@ -1,79 +0,0 @@ -/* clang-format off */ -[vertex] - -layout(location = 0) in highp vec4 vertex_attrib; -/* clang-format on */ -layout(location = 4) in vec2 uv_in; - -out vec2 uv_interp; - -void main() { - - uv_interp = uv_in; - gl_Position = vertex_attrib; -} - -/* clang-format off */ -[fragment] - -uniform highp samplerCube source_cube; //texunit:0 -/* clang-format on */ -in vec2 uv_interp; - -uniform bool z_flip; -uniform highp float z_far; -uniform highp float z_near; -uniform highp float bias; - -void main() { - - highp vec3 normal = vec3(uv_interp * 2.0 - 1.0, 0.0); - /* - if (z_flip) { - normal.z = 0.5 - 0.5 * ((normal.x * normal.x) + (normal.y * normal.y)); - } else { - normal.z = -0.5 + 0.5 * ((normal.x * normal.x) + (normal.y * normal.y)); - } - */ - - //normal.z = sqrt(1.0 - dot(normal.xy, normal.xy)); - //normal.xy *= 1.0 + normal.z; - - normal.z = 0.5 - 0.5 * ((normal.x * normal.x) + (normal.y * normal.y)); - normal = normalize(normal); - /* - normal.z = 0.5; - normal = normalize(normal); - */ - - if (!z_flip) { - normal.z = -normal.z; - } - - //normal = normalize(vec3(uv_interp * 2.0 - 1.0, 1.0)); - float depth = texture(source_cube, normal).r; - - // absolute values for direction cosines, bigger value equals closer to basis axis - vec3 unorm = abs(normal); - - if ((unorm.x >= unorm.y) && (unorm.x >= unorm.z)) { - // x code - unorm = normal.x > 0.0 ? vec3(1.0, 0.0, 0.0) : vec3(-1.0, 0.0, 0.0); - } else if ((unorm.y > unorm.x) && (unorm.y >= unorm.z)) { - // y code - unorm = normal.y > 0.0 ? vec3(0.0, 1.0, 0.0) : vec3(0.0, -1.0, 0.0); - } else if ((unorm.z > unorm.x) && (unorm.z > unorm.y)) { - // z code - unorm = normal.z > 0.0 ? vec3(0.0, 0.0, 1.0) : vec3(0.0, 0.0, -1.0); - } else { - // oh-no we messed up code - // has to be - unorm = vec3(1.0, 0.0, 0.0); - } - - float depth_fix = 1.0 / dot(normal, unorm); - - depth = 2.0 * depth - 1.0; - float linear_depth = 2.0 * z_near * z_far / (z_far + z_near - depth * (z_far - z_near)); - gl_FragDepth = (linear_depth * depth_fix + bias) / z_far; -} diff --git a/drivers/gles3/shaders/cubemap_filter.glsl b/drivers/gles3/shaders/cubemap_filter.glsl deleted file mode 100644 index e1872eb433..0000000000 --- a/drivers/gles3/shaders/cubemap_filter.glsl +++ /dev/null @@ -1,370 +0,0 @@ -/* clang-format off */ -[vertex] - -layout(location = 0) in highp vec2 vertex; -/* clang-format on */ - -layout(location = 4) in highp vec2 uv; - -out highp vec2 uv_interp; - -void main() { - - uv_interp = uv; - gl_Position = vec4(vertex, 0, 1); -} - -/* clang-format off */ -[fragment] - -precision highp float; -/* clang-format on */ -precision highp int; - -#ifdef USE_SOURCE_PANORAMA -uniform sampler2D source_panorama; //texunit:0 -uniform float source_resolution; -#endif - -#ifdef USE_SOURCE_DUAL_PARABOLOID_ARRAY -uniform sampler2DArray source_dual_paraboloid_array; //texunit:0 -uniform int source_array_index; -#endif - -#ifdef USE_SOURCE_DUAL_PARABOLOID -uniform sampler2D source_dual_paraboloid; //texunit:0 -#endif - -#if defined(USE_SOURCE_DUAL_PARABOLOID) || defined(COMPUTE_IRRADIANCE) -uniform float source_mip_level; -#endif - -#if !defined(USE_SOURCE_DUAL_PARABOLOID_ARRAY) && !defined(USE_SOURCE_PANORAMA) && !defined(USE_SOURCE_DUAL_PARABOLOID) -uniform samplerCube source_cube; //texunit:0 -#endif - -uniform int face_id; -uniform float roughness; - -in highp vec2 uv_interp; - -layout(location = 0) out vec4 frag_color; - -#define M_PI 3.14159265359 - -vec3 texelCoordToVec(vec2 uv, int faceID) { - mat3 faceUvVectors[6]; - /* - // -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 - */ - - // -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 - - // 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; -} - -float DistributionGGX(vec3 N, vec3 H, float roughness) { - float a = roughness * roughness; - float a2 = a * a; - float NdotH = max(dot(N, H), 0.0); - float NdotH2 = NdotH * NdotH; - - float nom = a2; - float denom = (NdotH2 * (a2 - 1.0) + 1.0); - denom = M_PI * denom * denom; - - return nom / denom; -} - -// 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 LOW_QUALITY - -#define SAMPLE_COUNT 64u -#define SAMPLE_DELTA 0.1 - -#else - -#define SAMPLE_COUNT 512u -#define SAMPLE_DELTA 0.03 - -#endif - -uniform bool z_flip; - -#ifdef USE_SOURCE_PANORAMA - -vec4 texturePanorama(vec3 normal, sampler2D pano, float mipLevel) { - - 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, mipLevel); -} - -#endif - -#ifdef USE_SOURCE_DUAL_PARABOLOID_ARRAY - -vec4 textureDualParaboloidArray(vec3 normal) { - - vec3 norm = normalize(normal); - norm.xy /= 1.0 + abs(norm.z); - norm.xy = norm.xy * vec2(0.5, 0.25) + vec2(0.5, 0.25); - if (norm.z < 0.0) { - norm.y = 0.5 - norm.y + 0.5; - } - return textureLod(source_dual_paraboloid_array, vec3(norm.xy, float(source_array_index)), 0.0); -} - -#endif - -#ifdef USE_SOURCE_DUAL_PARABOLOID -vec4 textureDualParaboloid(vec3 normal) { - - vec3 norm = normalize(normal); - norm.xy /= 1.0 + abs(norm.z); - norm.xy = norm.xy * vec2(0.5, 0.25) + vec2(0.5, 0.25); - if (norm.z < 0.0) { - norm.y = 0.5 - norm.y + 0.5; - } - return textureLod(source_dual_paraboloid, norm.xy, source_mip_level); -} - -#endif - -void main() { - -#ifdef USE_DUAL_PARABOLOID - - vec3 N = vec3(uv_interp * 2.0 - 1.0, 0.0); - N.z = 0.5 - 0.5 * ((N.x * N.x) + (N.y * N.y)); - N = normalize(N); - - if (z_flip) { - N.y = -N.y; //y is flipped to improve blending between both sides - N.z = -N.z; - } - -#else - vec2 uv = (uv_interp * 2.0) - 1.0; - vec3 N = texelCoordToVec(uv, face_id); -#endif - //vec4 color = color_interp; - -#ifdef USE_DIRECT_WRITE - -#ifdef USE_SOURCE_PANORAMA - - frag_color = vec4(texturePanorama(N, source_panorama, 0.0).rgb, 1.0); -#endif - -#ifdef USE_SOURCE_DUAL_PARABOLOID_ARRAY - - frag_color = vec4(textureDualParaboloidArray(N).rgb, 1.0); -#endif - -#ifdef USE_SOURCE_DUAL_PARABOLOID - - frag_color = vec4(textureDualParaboloid(N).rgb, 1.0); -#endif - -#if !defined(USE_SOURCE_DUAL_PARABOLOID_ARRAY) && !defined(USE_SOURCE_PANORAMA) && !defined(USE_SOURCE_DUAL_PARABOLOID) - - N.y = -N.y; - frag_color = vec4(texture(N, source_cube).rgb, 1.0); -#endif - -#else // USE_DIRECT_WRITE - -#ifdef COMPUTE_IRRADIANCE - - vec3 irradiance = vec3(0.0); - - // tangent space calculation from origin point - vec3 UpVector = vec3(0.0, 1.0, 0.0); - vec3 TangentX = cross(UpVector, N); - vec3 TangentY = cross(N, TangentX); - - float num_samples = 0.0f; - - for (float phi = 0.0; phi < 2.0 * M_PI; phi += SAMPLE_DELTA) { - for (float theta = 0.0; theta < 0.5 * M_PI; theta += SAMPLE_DELTA) { - // Calculate sample positions - vec3 tangentSample = vec3(sin(theta) * cos(phi), sin(theta) * sin(phi), cos(theta)); - // Find world vector of sample position - vec3 H = tangentSample.x * TangentX + tangentSample.y * TangentY + tangentSample.z * N; - - vec2 st = vec2(atan(H.x, H.z), acos(H.y)); - if (st.x < 0.0) { - st.x += M_PI * 2.0; - } - st /= vec2(M_PI * 2.0, M_PI); - - irradiance += textureLod(source_panorama, st, source_mip_level).rgb * cos(theta) * sin(theta); - num_samples++; - } - } - irradiance = M_PI * irradiance * (1.0 / float(num_samples)); - - frag_color = vec4(irradiance, 1.0); - -#else - - vec4 sum = vec4(0.0, 0.0, 0.0, 0.0); - - for (uint sampleNum = 0u; sampleNum < SAMPLE_COUNT; sampleNum++) { - vec2 xi = Hammersley(sampleNum, SAMPLE_COUNT); - - vec3 H = normalize(ImportanceSampleGGX(xi, roughness, N)); - vec3 V = N; - vec3 L = normalize(2.0 * dot(V, H) * H - V); - - float ndotl = max(dot(N, L), 0.0); - - if (ndotl > 0.0) { - -#ifdef USE_SOURCE_PANORAMA - float D = DistributionGGX(N, H, roughness); - float ndoth = max(dot(N, H), 0.0); - float hdotv = max(dot(H, V), 0.0); - float pdf = D * ndoth / (4.0 * hdotv) + 0.0001; - - float saTexel = 4.0 * M_PI / (6.0 * source_resolution * source_resolution); - float saSample = 1.0 / (float(SAMPLE_COUNT) * pdf + 0.0001); - - float mipLevel = roughness == 0.0 ? 0.0 : 0.5 * log2(saSample / saTexel); - - sum.rgb += texturePanorama(L, source_panorama, mipLevel).rgb * ndotl; -#endif - -#ifdef USE_SOURCE_DUAL_PARABOLOID_ARRAY - sum.rgb += textureDualParaboloidArray(L).rgb * ndotl; -#endif - -#ifdef USE_SOURCE_DUAL_PARABOLOID - sum.rgb += textureDualParaboloid(L).rgb * ndotl; -#endif - -#if !defined(USE_SOURCE_DUAL_PARABOLOID_ARRAY) && !defined(USE_SOURCE_PANORAMA) && !defined(USE_SOURCE_DUAL_PARABOLOID) - L.y = -L.y; - sum.rgb += textureLod(source_cube, L, 0.0).rgb * ndotl; -#endif - sum.a += ndotl; - } - } - sum /= sum.a; - - frag_color = vec4(sum.rgb, 1.0); - -#endif // COMPUTE_IRRADIANCE -#endif // USE_DIRECT_WRITE -} diff --git a/drivers/gles3/shaders/effect_blur.glsl b/drivers/gles3/shaders/effect_blur.glsl deleted file mode 100644 index ff5a9f326f..0000000000 --- a/drivers/gles3/shaders/effect_blur.glsl +++ /dev/null @@ -1,293 +0,0 @@ -/* clang-format off */ -[vertex] - -layout(location = 0) in highp vec4 vertex_attrib; -/* clang-format on */ -layout(location = 4) in vec2 uv_in; - -out vec2 uv_interp; - -#ifdef USE_BLUR_SECTION - -uniform vec4 blur_section; - -#endif - -void main() { - - uv_interp = uv_in; - gl_Position = vertex_attrib; -#ifdef USE_BLUR_SECTION - - uv_interp = blur_section.xy + uv_interp * blur_section.zw; - gl_Position.xy = (blur_section.xy + (gl_Position.xy * 0.5 + 0.5) * blur_section.zw) * 2.0 - 1.0; -#endif -} - -/* clang-format off */ -[fragment] - -#if !defined(GLES_OVER_GL) -precision mediump float; -#endif -/* clang-format on */ - -in vec2 uv_interp; -uniform sampler2D source_color; //texunit:0 - -#ifdef SSAO_MERGE -uniform sampler2D source_ssao; //texunit:1 -#endif - -uniform float lod; -uniform vec2 pixel_size; - -layout(location = 0) out vec4 frag_color; - -#ifdef SSAO_MERGE - -uniform vec4 ssao_color; - -#endif - -#if defined(GLOW_GAUSSIAN_HORIZONTAL) || defined(GLOW_GAUSSIAN_VERTICAL) - -uniform float glow_strength; - -#endif - -#if defined(DOF_FAR_BLUR) || defined(DOF_NEAR_BLUR) - -#ifdef DOF_QUALITY_LOW -const int dof_kernel_size = 5; -const int dof_kernel_from = 2; -const float dof_kernel[5] = float[](0.153388, 0.221461, 0.250301, 0.221461, 0.153388); -#endif - -#ifdef DOF_QUALITY_MEDIUM -const int dof_kernel_size = 11; -const int dof_kernel_from = 5; -const float dof_kernel[11] = float[](0.055037, 0.072806, 0.090506, 0.105726, 0.116061, 0.119726, 0.116061, 0.105726, 0.090506, 0.072806, 0.055037); - -#endif - -#ifdef DOF_QUALITY_HIGH -const int dof_kernel_size = 21; -const int dof_kernel_from = 10; -const float dof_kernel[21] = float[](0.028174, 0.032676, 0.037311, 0.041944, 0.046421, 0.050582, 0.054261, 0.057307, 0.059587, 0.060998, 0.061476, 0.060998, 0.059587, 0.057307, 0.054261, 0.050582, 0.046421, 0.041944, 0.037311, 0.032676, 0.028174); -#endif - -uniform sampler2D dof_source_depth; //texunit:1 -uniform float dof_begin; -uniform float dof_end; -uniform vec2 dof_dir; -uniform float dof_radius; - -#ifdef DOF_NEAR_BLUR_MERGE - -uniform sampler2D source_dof_original; //texunit:2 -#endif - -#endif - -#ifdef GLOW_FIRST_PASS - -uniform float exposure; -uniform float white; -uniform highp float luminance_cap; - -#ifdef GLOW_USE_AUTO_EXPOSURE - -uniform highp sampler2D source_auto_exposure; //texunit:1 -uniform highp float auto_exposure_grey; - -#endif - -uniform float glow_bloom; -uniform float glow_hdr_threshold; -uniform float glow_hdr_scale; - -#endif - -uniform float camera_z_far; -uniform float camera_z_near; - -void main() { - -#ifdef GAUSSIAN_HORIZONTAL - vec2 pix_size = pixel_size; - pix_size *= 0.5; //reading from larger buffer, so use more samples - // sigma 2 - vec4 color = textureLod(source_color, uv_interp + vec2(0.0, 0.0) * pix_size, lod) * 0.214607; - color += textureLod(source_color, uv_interp + vec2(1.0, 0.0) * pix_size, lod) * 0.189879; - color += textureLod(source_color, uv_interp + vec2(2.0, 0.0) * pix_size, lod) * 0.131514; - color += textureLod(source_color, uv_interp + vec2(3.0, 0.0) * pix_size, lod) * 0.071303; - color += textureLod(source_color, uv_interp + vec2(-1.0, 0.0) * pix_size, lod) * 0.189879; - color += textureLod(source_color, uv_interp + vec2(-2.0, 0.0) * pix_size, lod) * 0.131514; - color += textureLod(source_color, uv_interp + vec2(-3.0, 0.0) * pix_size, lod) * 0.071303; - frag_color = color; -#endif - -#ifdef GAUSSIAN_VERTICAL - vec4 color = textureLod(source_color, uv_interp + vec2(0.0, 0.0) * pixel_size, lod) * 0.38774; - color += textureLod(source_color, uv_interp + vec2(0.0, 1.0) * pixel_size, lod) * 0.24477; - color += textureLod(source_color, uv_interp + vec2(0.0, 2.0) * pixel_size, lod) * 0.06136; - color += textureLod(source_color, uv_interp + vec2(0.0, -1.0) * pixel_size, lod) * 0.24477; - color += textureLod(source_color, uv_interp + vec2(0.0, -2.0) * pixel_size, lod) * 0.06136; - frag_color = color; -#endif - - //glow uses larger sigma for a more rounded blur effect - -#ifdef GLOW_GAUSSIAN_HORIZONTAL - vec2 pix_size = pixel_size; - pix_size *= 0.5; //reading from larger buffer, so use more samples - vec4 color = textureLod(source_color, uv_interp + vec2(0.0, 0.0) * pix_size, lod) * 0.174938; - color += textureLod(source_color, uv_interp + vec2(1.0, 0.0) * pix_size, lod) * 0.165569; - color += textureLod(source_color, uv_interp + vec2(2.0, 0.0) * pix_size, lod) * 0.140367; - color += textureLod(source_color, uv_interp + vec2(3.0, 0.0) * pix_size, lod) * 0.106595; - color += textureLod(source_color, uv_interp + vec2(-1.0, 0.0) * pix_size, lod) * 0.165569; - color += textureLod(source_color, uv_interp + vec2(-2.0, 0.0) * pix_size, lod) * 0.140367; - color += textureLod(source_color, uv_interp + vec2(-3.0, 0.0) * pix_size, lod) * 0.106595; - color *= glow_strength; - frag_color = color; -#endif - -#ifdef GLOW_GAUSSIAN_VERTICAL - vec4 color = textureLod(source_color, uv_interp + vec2(0.0, 0.0) * pixel_size, lod) * 0.288713; - color += textureLod(source_color, uv_interp + vec2(0.0, 1.0) * pixel_size, lod) * 0.233062; - color += textureLod(source_color, uv_interp + vec2(0.0, 2.0) * pixel_size, lod) * 0.122581; - color += textureLod(source_color, uv_interp + vec2(0.0, -1.0) * pixel_size, lod) * 0.233062; - color += textureLod(source_color, uv_interp + vec2(0.0, -2.0) * pixel_size, lod) * 0.122581; - color *= glow_strength; - frag_color = color; -#endif - -#ifdef DOF_FAR_BLUR - - vec4 color_accum = vec4(0.0); - - float depth = textureLod(dof_source_depth, uv_interp, 0.0).r; - depth = depth * 2.0 - 1.0; -#ifdef USE_ORTHOGONAL_PROJECTION - depth = ((depth + (camera_z_far + camera_z_near) / (camera_z_far - camera_z_near)) * (camera_z_far - camera_z_near)) / 2.0; -#else - depth = 2.0 * camera_z_near * camera_z_far / (camera_z_far + camera_z_near - depth * (camera_z_far - camera_z_near)); -#endif - - float amount = smoothstep(dof_begin, dof_end, depth); - float k_accum = 0.0; - - for (int i = 0; i < dof_kernel_size; i++) { - - int int_ofs = i - dof_kernel_from; - vec2 tap_uv = uv_interp + dof_dir * float(int_ofs) * amount * dof_radius; - - float tap_k = dof_kernel[i]; - - float tap_depth = texture(dof_source_depth, tap_uv, 0.0).r; - tap_depth = tap_depth * 2.0 - 1.0; -#ifdef USE_ORTHOGONAL_PROJECTION - tap_depth = ((tap_depth + (camera_z_far + camera_z_near) / (camera_z_far - camera_z_near)) * (camera_z_far - camera_z_near)) / 2.0; -#else - tap_depth = 2.0 * camera_z_near * camera_z_far / (camera_z_far + camera_z_near - tap_depth * (camera_z_far - camera_z_near)); -#endif - float tap_amount = mix(smoothstep(dof_begin, dof_end, tap_depth), 1.0, int_ofs == 0); - tap_amount *= tap_amount * tap_amount; //prevent undesired glow effect - - vec4 tap_color = textureLod(source_color, tap_uv, 0.0) * tap_k; - - k_accum += tap_k * tap_amount; - color_accum += tap_color * tap_amount; - } - - if (k_accum > 0.0) { - color_accum /= k_accum; - } - - frag_color = color_accum; ///k_accum; - -#endif - -#ifdef DOF_NEAR_BLUR - - vec4 color_accum = vec4(0.0); - - float max_accum = 0.0; - - for (int i = 0; i < dof_kernel_size; i++) { - - int int_ofs = i - dof_kernel_from; - vec2 tap_uv = uv_interp + dof_dir * float(int_ofs) * dof_radius; - float ofs_influence = max(0.0, 1.0 - float(abs(int_ofs)) / float(dof_kernel_from)); - - float tap_k = dof_kernel[i]; - - vec4 tap_color = textureLod(source_color, tap_uv, 0.0); - - float tap_depth = texture(dof_source_depth, tap_uv, 0.0).r; - tap_depth = tap_depth * 2.0 - 1.0; -#ifdef USE_ORTHOGONAL_PROJECTION - tap_depth = ((tap_depth + (camera_z_far + camera_z_near) / (camera_z_far - camera_z_near)) * (camera_z_far - camera_z_near)) / 2.0; -#else - tap_depth = 2.0 * camera_z_near * camera_z_far / (camera_z_far + camera_z_near - tap_depth * (camera_z_far - camera_z_near)); -#endif - float tap_amount = 1.0 - smoothstep(dof_end, dof_begin, tap_depth); - tap_amount *= tap_amount * tap_amount; //prevent undesired glow effect - -#ifdef DOF_NEAR_FIRST_TAP - - tap_color.a = 1.0 - smoothstep(dof_end, dof_begin, tap_depth); - -#endif - - max_accum = max(max_accum, tap_amount * ofs_influence); - - color_accum += tap_color * tap_k; - } - - color_accum.a = max(color_accum.a, sqrt(max_accum)); - -#ifdef DOF_NEAR_BLUR_MERGE - - vec4 original = textureLod(source_dof_original, uv_interp, 0.0); - color_accum = mix(original, color_accum, color_accum.a); - -#endif - -#ifndef DOF_NEAR_FIRST_TAP - //color_accum=vec4(vec3(color_accum.a),1.0); -#endif - frag_color = color_accum; - -#endif - -#ifdef GLOW_FIRST_PASS - -#ifdef GLOW_USE_AUTO_EXPOSURE - - frag_color /= texelFetch(source_auto_exposure, ivec2(0, 0), 0).r / auto_exposure_grey; -#endif - frag_color *= exposure; - - float luminance = max(frag_color.r, max(frag_color.g, frag_color.b)); - float feedback = max(smoothstep(glow_hdr_threshold, glow_hdr_threshold + glow_hdr_scale, luminance), glow_bloom); - - frag_color = min(frag_color * feedback, vec4(luminance_cap)); - -#endif - -#ifdef SIMPLE_COPY - vec4 color = textureLod(source_color, uv_interp, 0.0); - frag_color = color; -#endif - -#ifdef SSAO_MERGE - - vec4 color = textureLod(source_color, uv_interp, 0.0); - float ssao = textureLod(source_ssao, uv_interp, 0.0).r; - - frag_color = vec4(mix(color.rgb, color.rgb * mix(ssao_color.rgb, vec3(1.0), ssao), color.a), 1.0); - -#endif -} diff --git a/drivers/gles3/shaders/exposure.glsl b/drivers/gles3/shaders/exposure.glsl deleted file mode 100644 index 759adcda06..0000000000 --- a/drivers/gles3/shaders/exposure.glsl +++ /dev/null @@ -1,88 +0,0 @@ -/* clang-format off */ -[vertex] - -layout(location = 0) in highp vec4 vertex_attrib; -/* clang-format on */ - -void main() { - - gl_Position = vertex_attrib; -} - -/* clang-format off */ -[fragment] - -uniform highp sampler2D source_exposure; //texunit:0 -/* clang-format on */ - -#ifdef EXPOSURE_BEGIN - -uniform highp ivec2 source_render_size; -uniform highp ivec2 target_size; - -#endif - -#ifdef EXPOSURE_END - -uniform highp sampler2D prev_exposure; //texunit:1 -uniform highp float exposure_adjust; -uniform highp float min_luminance; -uniform highp float max_luminance; - -#endif - -layout(location = 0) out highp float exposure; - -void main() { - -#ifdef EXPOSURE_BEGIN - - ivec2 src_pos = ivec2(gl_FragCoord.xy) * source_render_size / target_size; - -#if 1 - //more precise and expensive, but less jittery - ivec2 next_pos = ivec2(gl_FragCoord.xy + ivec2(1)) * source_render_size / target_size; - next_pos = max(next_pos, src_pos + ivec2(1)); //so it at least reads one pixel - highp vec3 source_color = vec3(0.0); - for (int i = src_pos.x; i < next_pos.x; i++) { - for (int j = src_pos.y; j < next_pos.y; j++) { - source_color += texelFetch(source_exposure, ivec2(i, j), 0).rgb; - } - } - - source_color /= float((next_pos.x - src_pos.x) * (next_pos.y - src_pos.y)); -#else - highp vec3 source_color = texelFetch(source_exposure, src_pos, 0).rgb; - -#endif - - exposure = max(source_color.r, max(source_color.g, source_color.b)); - -#else - - ivec2 coord = ivec2(gl_FragCoord.xy); - exposure = texelFetch(source_exposure, coord * 3 + ivec2(0, 0), 0).r; - exposure += texelFetch(source_exposure, coord * 3 + ivec2(1, 0), 0).r; - exposure += texelFetch(source_exposure, coord * 3 + ivec2(2, 0), 0).r; - exposure += texelFetch(source_exposure, coord * 3 + ivec2(0, 1), 0).r; - exposure += texelFetch(source_exposure, coord * 3 + ivec2(1, 1), 0).r; - exposure += texelFetch(source_exposure, coord * 3 + ivec2(2, 1), 0).r; - exposure += texelFetch(source_exposure, coord * 3 + ivec2(0, 2), 0).r; - exposure += texelFetch(source_exposure, coord * 3 + ivec2(1, 2), 0).r; - exposure += texelFetch(source_exposure, coord * 3 + ivec2(2, 2), 0).r; - exposure *= (1.0 / 9.0); - -#ifdef EXPOSURE_END - -#ifdef EXPOSURE_FORCE_SET - //will stay as is -#else - highp float prev_lum = texelFetch(prev_exposure, ivec2(0, 0), 0).r; //1 pixel previous exposure - exposure = clamp(prev_lum + (exposure - prev_lum) * exposure_adjust, min_luminance, max_luminance); - -#endif //EXPOSURE_FORCE_SET - -#endif //EXPOSURE_END - -#endif //EXPOSURE_BEGIN -} diff --git a/drivers/gles3/shaders/lens_distorted.glsl b/drivers/gles3/shaders/lens_distorted.glsl deleted file mode 100644 index 7b9d0b347f..0000000000 --- a/drivers/gles3/shaders/lens_distorted.glsl +++ /dev/null @@ -1,64 +0,0 @@ -/* clang-format off */ -[vertex] - -layout(location = 0) in highp vec4 vertex_attrib; -/* clang-format on */ - -uniform vec2 offset; -uniform vec2 scale; - -out vec2 uv_interp; - -void main() { - - uv_interp = vertex_attrib.xy * 2.0 - 1.0; - - vec2 v = vertex_attrib.xy * scale + offset; - gl_Position = vec4(v, 0.0, 1.0); -} - -/* clang-format off */ -[fragment] - -uniform sampler2D source; //texunit:0 -/* clang-format on */ - -uniform vec2 eye_center; -uniform float k1; -uniform float k2; -uniform float upscale; -uniform float aspect_ratio; - -in vec2 uv_interp; - -layout(location = 0) out vec4 frag_color; - -void main() { - vec2 coords = uv_interp; - vec2 offset = coords - eye_center; - - // take aspect ratio into account - offset.y /= aspect_ratio; - - // distort - vec2 offset_sq = offset * offset; - float radius_sq = offset_sq.x + offset_sq.y; - float radius_s4 = radius_sq * radius_sq; - float distortion_scale = 1.0 + (k1 * radius_sq) + (k2 * radius_s4); - offset *= distortion_scale; - - // reapply aspect ratio - offset.y *= aspect_ratio; - - // add our eye center back in - coords = offset + eye_center; - coords /= upscale; - - // and check our color - if (coords.x < -1.0 || coords.y < -1.0 || coords.x > 1.0 || coords.y > 1.0) { - frag_color = vec4(0.0, 0.0, 0.0, 1.0); - } else { - coords = (coords + vec2(1.0)) / vec2(2.0); - frag_color = textureLod(source, coords, 0.0); - } -} diff --git a/drivers/gles3/shaders/particles.glsl b/drivers/gles3/shaders/particles.glsl deleted file mode 100644 index 8523c08597..0000000000 --- a/drivers/gles3/shaders/particles.glsl +++ /dev/null @@ -1,267 +0,0 @@ -/* clang-format off */ -[vertex] - -layout(location = 0) in highp vec4 color; -/* clang-format on */ -layout(location = 1) in highp vec4 velocity_active; -layout(location = 2) in highp vec4 custom; -layout(location = 3) in highp vec4 xform_1; -layout(location = 4) in highp vec4 xform_2; -layout(location = 5) in highp vec4 xform_3; - -struct Attractor { - - vec3 pos; - vec3 dir; - float radius; - float eat_radius; - float strength; - float attenuation; -}; - -#define MAX_ATTRACTORS 64 - -uniform bool emitting; -uniform float system_phase; -uniform float prev_system_phase; -uniform int total_particles; -uniform float explosiveness; -uniform float randomness; -uniform float time; -uniform float delta; - -uniform int attractor_count; -uniform Attractor attractors[MAX_ATTRACTORS]; -uniform bool clear; -uniform uint cycle; -uniform float lifetime; -uniform mat4 emission_transform; -uniform uint random_seed; - -out highp vec4 out_color; //tfb: -out highp vec4 out_velocity_active; //tfb: -out highp vec4 out_custom; //tfb: -out highp vec4 out_xform_1; //tfb: -out highp vec4 out_xform_2; //tfb: -out highp vec4 out_xform_3; //tfb: - -#if defined(USE_MATERIAL) - -/* clang-format off */ -layout(std140) uniform UniformData { //ubo:0 - -MATERIAL_UNIFORMS - -}; -/* clang-format on */ - -#endif - -/* clang-format off */ - -VERTEX_SHADER_GLOBALS - -/* clang-format on */ - -uint hash(uint x) { - - x = ((x >> uint(16)) ^ x) * uint(0x45d9f3b); - x = ((x >> uint(16)) ^ x) * uint(0x45d9f3b); - x = (x >> uint(16)) ^ x; - return x; -} - -void main() { - -#ifdef PARTICLES_COPY - - out_color = color; - out_velocity_active = velocity_active; - out_custom = custom; - out_xform_1 = xform_1; - out_xform_2 = xform_2; - out_xform_3 = xform_3; - -#else - - bool apply_forces = true; - bool apply_velocity = true; - float local_delta = delta; - - float mass = 1.0; - - float restart_phase = float(gl_VertexID) / float(total_particles); - - if (randomness > 0.0) { - uint seed = cycle; - if (restart_phase >= system_phase) { - seed -= uint(1); - } - seed *= uint(total_particles); - seed += uint(gl_VertexID); - float random = float(hash(seed) % uint(65536)) / 65536.0; - restart_phase += randomness * random * 1.0 / float(total_particles); - } - - restart_phase *= (1.0 - explosiveness); - bool restart = false; - bool shader_active = velocity_active.a > 0.5; - - if (system_phase > prev_system_phase) { - // restart_phase >= prev_system_phase is used so particles emit in the first frame they are processed - - if (restart_phase >= prev_system_phase && restart_phase < system_phase) { - restart = true; -#ifdef USE_FRACTIONAL_DELTA - local_delta = (system_phase - restart_phase) * lifetime; -#endif - } - - } else if (delta > 0.0) { - if (restart_phase >= prev_system_phase) { - restart = true; -#ifdef USE_FRACTIONAL_DELTA - local_delta = (1.0 - restart_phase + system_phase) * lifetime; -#endif - } else if (restart_phase < system_phase) { - restart = true; -#ifdef USE_FRACTIONAL_DELTA - local_delta = (system_phase - restart_phase) * lifetime; -#endif - } - } - - uint current_cycle = cycle; - - if (system_phase < restart_phase) { - current_cycle -= uint(1); - } - - uint particle_number = current_cycle * uint(total_particles) + uint(gl_VertexID); - int index = int(gl_VertexID); - - if (restart) { - shader_active = emitting; - } - - mat4 xform; - -#if defined(ENABLE_KEEP_DATA) - if (clear) { -#else - if (clear || restart) { -#endif - out_color = vec4(1.0); - out_velocity_active = vec4(0.0); - out_custom = vec4(0.0); - if (!restart) - shader_active = false; - - xform = mat4( - vec4(1.0, 0.0, 0.0, 0.0), - vec4(0.0, 1.0, 0.0, 0.0), - vec4(0.0, 0.0, 1.0, 0.0), - vec4(0.0, 0.0, 0.0, 1.0)); - } else { - out_color = color; - out_velocity_active = velocity_active; - out_custom = custom; - xform = transpose(mat4(xform_1, xform_2, xform_3, vec4(vec3(0.0), 1.0))); - } - - if (shader_active) { - //execute shader - - { - /* clang-format off */ - -VERTEX_SHADER_CODE - - /* clang-format on */ - } - -#if !defined(DISABLE_FORCE) - - if (false) { - - vec3 force = vec3(0.0); - for (int i = 0; i < attractor_count; i++) { - - vec3 rel_vec = xform[3].xyz - attractors[i].pos; - float dist = length(rel_vec); - if (attractors[i].radius < dist) - continue; - if (attractors[i].eat_radius > 0.0 && attractors[i].eat_radius > dist) { - out_velocity_active.a = 0.0; - } - - rel_vec = normalize(rel_vec); - - float attenuation = pow(dist / attractors[i].radius, attractors[i].attenuation); - - if (attractors[i].dir == vec3(0.0)) { - //towards center - force += attractors[i].strength * rel_vec * attenuation * mass; - } else { - force += attractors[i].strength * attractors[i].dir * attenuation * mass; - } - } - - out_velocity_active.xyz += force * local_delta; - } -#endif - -#if !defined(DISABLE_VELOCITY) - - if (true) { - - xform[3].xyz += out_velocity_active.xyz * local_delta; - } -#endif - } else { - xform = mat4(0.0); - } - - xform = transpose(xform); - - out_velocity_active.a = mix(0.0, 1.0, shader_active); - - out_xform_1 = xform[0]; - out_xform_2 = xform[1]; - out_xform_3 = xform[2]; - -#endif //PARTICLES_COPY -} - -/* clang-format off */ -[fragment] - -// any code here is never executed, stuff is filled just so it works - -#if defined(USE_MATERIAL) - -layout(std140) uniform UniformData { - -MATERIAL_UNIFORMS - -}; - -#endif - -FRAGMENT_SHADER_GLOBALS - -void main() { - - { - -LIGHT_SHADER_CODE - - } - - { - -FRAGMENT_SHADER_CODE - - } -} -/* clang-format on */ diff --git a/drivers/gles3/shaders/resolve.glsl b/drivers/gles3/shaders/resolve.glsl deleted file mode 100644 index d64d8308c1..0000000000 --- a/drivers/gles3/shaders/resolve.glsl +++ /dev/null @@ -1,44 +0,0 @@ -/* clang-format off */ -[vertex] - -layout(location = 0) in highp vec4 vertex_attrib; -/* clang-format on */ -layout(location = 4) in vec2 uv_in; - -out vec2 uv_interp; - -void main() { - - uv_interp = uv_in; - gl_Position = vertex_attrib; -} - -/* clang-format off */ -[fragment] - -#if !defined(GLES_OVER_GL) -precision mediump float; -#endif -/* clang-format on */ - -in vec2 uv_interp; -uniform sampler2D source_specular; // texunit:0 -uniform sampler2D source_ssr; // texunit:1 - -uniform vec2 pixel_size; - -in vec2 uv2_interp; - -layout(location = 0) out vec4 frag_color; - -void main() { - - vec4 specular = texture(source_specular, uv_interp); - -#ifdef USE_SSR - vec4 ssr = textureLod(source_ssr, uv_interp, 0.0); - specular.rgb = mix(specular.rgb, ssr.rgb * specular.a, ssr.a); -#endif - - frag_color = vec4(specular.rgb, 1.0); -} diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl deleted file mode 100644 index a45ac2eb8a..0000000000 --- a/drivers/gles3/shaders/scene.glsl +++ /dev/null @@ -1,2187 +0,0 @@ -/* clang-format off */ -[vertex] - -#define M_PI 3.14159265359 - -#define SHADER_IS_SRGB false - -/* -from VisualServer: - -ARRAY_VERTEX=0, -ARRAY_NORMAL=1, -ARRAY_TANGENT=2, -ARRAY_COLOR=3, -ARRAY_TEX_UV=4, -ARRAY_TEX_UV2=5, -ARRAY_BONES=6, -ARRAY_WEIGHTS=7, -ARRAY_INDEX=8, -*/ - -// hack to use uv if no uv present so it works with lightmap - -/* INPUT ATTRIBS */ - -layout(location = 0) in highp vec4 vertex_attrib; -/* clang-format on */ -layout(location = 1) in vec3 normal_attrib; -#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP) || defined(LIGHT_USE_ANISOTROPY) -layout(location = 2) in vec4 tangent_attrib; -#endif - -#if defined(ENABLE_COLOR_INTERP) -layout(location = 3) in vec4 color_attrib; -#endif - -#if defined(ENABLE_UV_INTERP) -layout(location = 4) in vec2 uv_attrib; -#endif - -#if defined(ENABLE_UV2_INTERP) || defined(USE_LIGHTMAP) -layout(location = 5) in vec2 uv2_attrib; -#endif - -#ifdef USE_SKELETON -layout(location = 6) in uvec4 bone_indices; // attrib:6 -layout(location = 7) in highp vec4 bone_weights; // attrib:7 -#endif - -#ifdef USE_INSTANCING - -layout(location = 8) in highp vec4 instance_xform0; -layout(location = 9) in highp vec4 instance_xform1; -layout(location = 10) in highp vec4 instance_xform2; -layout(location = 11) in lowp vec4 instance_color; - -#if defined(ENABLE_INSTANCE_CUSTOM) -layout(location = 12) in highp vec4 instance_custom_data; -#endif - -#endif - -layout(std140) uniform SceneData { // ubo:0 - - highp mat4 projection_matrix; - highp mat4 inv_projection_matrix; - highp mat4 camera_inverse_matrix; - highp mat4 camera_matrix; - - mediump vec4 ambient_light_color; - mediump vec4 bg_color; - - mediump vec4 fog_color_enabled; - mediump vec4 fog_sun_color_amount; - - mediump float ambient_energy; - mediump float bg_energy; - - mediump float z_offset; - mediump float z_slope_scale; - highp float shadow_dual_paraboloid_render_zfar; - highp float shadow_dual_paraboloid_render_side; - - highp vec2 viewport_size; - highp vec2 screen_pixel_size; - highp vec2 shadow_atlas_pixel_size; - highp vec2 directional_shadow_pixel_size; - - highp float time; - highp float z_far; - mediump float reflection_multiplier; - mediump float subsurface_scatter_width; - mediump float ambient_occlusion_affect_light; - mediump float ambient_occlusion_affect_ao_channel; - mediump float opaque_prepass_threshold; - - bool fog_depth_enabled; - highp float fog_depth_begin; - highp float fog_depth_end; - mediump float fog_density; - highp float fog_depth_curve; - bool fog_transmit_enabled; - highp float fog_transmit_curve; - bool fog_height_enabled; - highp float fog_height_min; - highp float fog_height_max; - highp float fog_height_curve; -}; - -uniform highp mat4 world_transform; - -#ifdef USE_LIGHT_DIRECTIONAL - -layout(std140) uniform DirectionalLightData { //ubo:3 - - highp vec4 light_pos_inv_radius; - mediump vec4 light_direction_attenuation; - mediump vec4 light_color_energy; - mediump vec4 light_params; // cone attenuation, angle, specular, shadow enabled, - mediump vec4 light_clamp; - mediump vec4 shadow_color_contact; - highp mat4 shadow_matrix1; - highp mat4 shadow_matrix2; - highp mat4 shadow_matrix3; - highp mat4 shadow_matrix4; - mediump vec4 shadow_split_offsets; -}; - -#endif - -#ifdef USE_VERTEX_LIGHTING -//omni and spot - -struct LightData { - - highp vec4 light_pos_inv_radius; - mediump vec4 light_direction_attenuation; - mediump vec4 light_color_energy; - mediump vec4 light_params; // cone attenuation, angle, specular, shadow enabled, - mediump vec4 light_clamp; - mediump vec4 shadow_color_contact; - highp mat4 shadow_matrix; -}; - -layout(std140) uniform OmniLightData { //ubo:4 - - LightData omni_lights[MAX_LIGHT_DATA_STRUCTS]; -}; - -layout(std140) uniform SpotLightData { //ubo:5 - - LightData spot_lights[MAX_LIGHT_DATA_STRUCTS]; -}; - -#ifdef USE_FORWARD_LIGHTING - -uniform int omni_light_indices[MAX_FORWARD_LIGHTS]; -uniform int omni_light_count; - -uniform int spot_light_indices[MAX_FORWARD_LIGHTS]; -uniform int spot_light_count; - -#endif - -out vec4 diffuse_light_interp; -out vec4 specular_light_interp; - -void light_compute(vec3 N, vec3 L, vec3 V, vec3 light_color, float roughness, inout vec3 diffuse, inout vec3 specular) { - - 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 - - diffuse += light_color * diffuse_brdf_NL; - - 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 shininess = exp2(15.0 * (1.0 - roughness) + 1.0) * 0.25; - float blinn = pow(cNdotH, shininess) * cNdotL; - blinn *= (shininess + 8.0) * (1.0 / (8.0 * M_PI)); - specular_brdf_NL = blinn; -#endif - - specular += specular_brdf_NL * light_color * (1.0 / M_PI); - } -} - -void light_process_omni(int idx, vec3 vertex, vec3 eye_vec, vec3 normal, float roughness, inout vec3 diffuse, inout vec3 specular) { - - vec3 light_rel_vec = omni_lights[idx].light_pos_inv_radius.xyz - vertex; - float light_length = length(light_rel_vec); - float normalized_distance = light_length * omni_lights[idx].light_pos_inv_radius.w; - vec3 light_attenuation = vec3(pow(max(1.0 - normalized_distance, 0.0), omni_lights[idx].light_direction_attenuation.w)); - - light_compute(normal, normalize(light_rel_vec), eye_vec, omni_lights[idx].light_color_energy.rgb * light_attenuation, roughness, diffuse, specular); -} - -void light_process_spot(int idx, vec3 vertex, vec3 eye_vec, vec3 normal, float roughness, inout vec3 diffuse, inout vec3 specular) { - - vec3 light_rel_vec = spot_lights[idx].light_pos_inv_radius.xyz - vertex; - float light_length = length(light_rel_vec); - float normalized_distance = light_length * spot_lights[idx].light_pos_inv_radius.w; - vec3 light_attenuation = vec3(pow(max(1.0 - normalized_distance, 0.001), spot_lights[idx].light_direction_attenuation.w)); - vec3 spot_dir = spot_lights[idx].light_direction_attenuation.xyz; - float spot_cutoff = spot_lights[idx].light_params.y; - float scos = max(dot(-normalize(light_rel_vec), spot_dir), spot_cutoff); - float spot_rim = (1.0 - scos) / (1.0 - spot_cutoff); - light_attenuation *= 1.0 - pow(max(spot_rim, 0.001), spot_lights[idx].light_params.x); - - light_compute(normal, normalize(light_rel_vec), eye_vec, spot_lights[idx].light_color_energy.rgb * light_attenuation, roughness, diffuse, specular); -} - -#endif - -/* Varyings */ - -out highp vec3 vertex_interp; -out vec3 normal_interp; - -#if defined(ENABLE_COLOR_INTERP) -out vec4 color_interp; -#endif - -#if defined(ENABLE_UV_INTERP) -out vec2 uv_interp; -#endif - -#if defined(ENABLE_UV2_INTERP) || defined(USE_LIGHTMAP) -out vec2 uv2_interp; -#endif - -#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP) || defined(LIGHT_USE_ANISOTROPY) -out vec3 tangent_interp; -out vec3 binormal_interp; -#endif - -#if defined(USE_MATERIAL) - -/* clang-format off */ -layout(std140) uniform UniformData { // ubo:1 - -MATERIAL_UNIFORMS - -}; -/* clang-format on */ - -#endif - -/* clang-format off */ - -VERTEX_SHADER_GLOBALS - -/* clang-format on */ - -#ifdef RENDER_DEPTH_DUAL_PARABOLOID - -out highp float dp_clip; - -#endif - -#define SKELETON_TEXTURE_WIDTH 256 - -#ifdef USE_SKELETON -uniform highp sampler2D skeleton_texture; // texunit:-1 -#endif - -out highp vec4 position_interp; - -// FIXME: This triggers a Mesa bug that breaks rendering, so disabled for now. -// See GH-13450 and https://bugs.freedesktop.org/show_bug.cgi?id=100316 -//invariant gl_Position; - -void main() { - - highp vec4 vertex = vertex_attrib; // vec4(vertex_attrib.xyz * data_attrib.x,1.0); - - highp mat4 world_matrix = world_transform; - -#ifdef USE_INSTANCING - - { - highp mat4 m = mat4(instance_xform0, instance_xform1, instance_xform2, vec4(0.0, 0.0, 0.0, 1.0)); - world_matrix = world_matrix * transpose(m); - } -#endif - - vec3 normal = normal_attrib; - -#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP) || defined(LIGHT_USE_ANISOTROPY) - vec3 tangent = tangent_attrib.xyz; - float binormalf = tangent_attrib.a; -#endif - -#if defined(ENABLE_COLOR_INTERP) - color_interp = color_attrib; -#if defined(USE_INSTANCING) - color_interp *= instance_color; -#endif - -#endif - -#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP) || defined(LIGHT_USE_ANISOTROPY) - - vec3 binormal = normalize(cross(normal, tangent) * binormalf); -#endif - -#if defined(ENABLE_UV_INTERP) - uv_interp = uv_attrib; -#endif - -#if defined(ENABLE_UV2_INTERP) || defined(USE_LIGHTMAP) - uv2_interp = uv2_attrib; -#endif - -#ifdef OVERRIDE_POSITION - highp vec4 position; -#endif - -#if defined(USE_INSTANCING) && defined(ENABLE_INSTANCE_CUSTOM) - vec4 instance_custom = instance_custom_data; -#else - vec4 instance_custom = vec4(0.0); -#endif - - highp mat4 local_projection = projection_matrix; - -//using world coordinates -#if !defined(SKIP_TRANSFORM_USED) && defined(VERTEX_WORLD_COORDS_USED) - - vertex = world_matrix * vertex; - -#if defined(ENSURE_CORRECT_NORMALS) - mat3 normal_matrix = mat3(transpose(inverse(world_matrix))); - normal = normal_matrix * normal; -#else - normal = normalize((world_matrix * vec4(normal, 0.0)).xyz); -#endif - -#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP) || defined(LIGHT_USE_ANISOTROPY) - - tangent = normalize((world_matrix * vec4(tangent, 0.0)).xyz); - binormal = normalize((world_matrix * vec4(binormal, 0.0)).xyz); -#endif -#endif - - float roughness = 1.0; - -//defines that make writing custom shaders easier -#define projection_matrix local_projection -#define world_transform world_matrix - -#ifdef USE_SKELETON - { - //skeleton transform - ivec4 bone_indicesi = ivec4(bone_indices); // cast to signed int - - ivec2 tex_ofs = ivec2(bone_indicesi.x % 256, (bone_indicesi.x / 256) * 3); - highp mat4 m; - m = mat4( - texelFetch(skeleton_texture, tex_ofs, 0), - texelFetch(skeleton_texture, tex_ofs + ivec2(0, 1), 0), - texelFetch(skeleton_texture, tex_ofs + ivec2(0, 2), 0), - vec4(0.0, 0.0, 0.0, 1.0)) * - bone_weights.x; - - tex_ofs = ivec2(bone_indicesi.y % 256, (bone_indicesi.y / 256) * 3); - - m += mat4( - texelFetch(skeleton_texture, tex_ofs, 0), - texelFetch(skeleton_texture, tex_ofs + ivec2(0, 1), 0), - texelFetch(skeleton_texture, tex_ofs + ivec2(0, 2), 0), - vec4(0.0, 0.0, 0.0, 1.0)) * - bone_weights.y; - - tex_ofs = ivec2(bone_indicesi.z % 256, (bone_indicesi.z / 256) * 3); - - m += mat4( - texelFetch(skeleton_texture, tex_ofs, 0), - texelFetch(skeleton_texture, tex_ofs + ivec2(0, 1), 0), - texelFetch(skeleton_texture, tex_ofs + ivec2(0, 2), 0), - vec4(0.0, 0.0, 0.0, 1.0)) * - bone_weights.z; - - tex_ofs = ivec2(bone_indicesi.w % 256, (bone_indicesi.w / 256) * 3); - - m += mat4( - texelFetch(skeleton_texture, tex_ofs, 0), - texelFetch(skeleton_texture, tex_ofs + ivec2(0, 1), 0), - texelFetch(skeleton_texture, tex_ofs + ivec2(0, 2), 0), - vec4(0.0, 0.0, 0.0, 1.0)) * - bone_weights.w; - - world_matrix = world_matrix * transpose(m); - } -#endif - - float point_size = 1.0; - - highp mat4 modelview = camera_inverse_matrix * world_matrix; - { - /* clang-format off */ - -VERTEX_SHADER_CODE - - /* clang-format on */ - } - - gl_PointSize = point_size; - -// using local coordinates (default) -#if !defined(SKIP_TRANSFORM_USED) && !defined(VERTEX_WORLD_COORDS_USED) - - vertex = modelview * vertex; - -#if defined(ENSURE_CORRECT_NORMALS) - mat3 normal_matrix = mat3(transpose(inverse(modelview))); - normal = normal_matrix * normal; -#else - normal = normalize((modelview * vec4(normal, 0.0)).xyz); -#endif - -#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP) || defined(LIGHT_USE_ANISOTROPY) - - tangent = normalize((modelview * vec4(tangent, 0.0)).xyz); - binormal = normalize((modelview * vec4(binormal, 0.0)).xyz); -#endif -#endif - -//using world coordinates -#if !defined(SKIP_TRANSFORM_USED) && defined(VERTEX_WORLD_COORDS_USED) - - vertex = camera_inverse_matrix * vertex; - normal = normalize((camera_inverse_matrix * vec4(normal, 0.0)).xyz); - -#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP) || defined(LIGHT_USE_ANISOTROPY) - - tangent = normalize((camera_inverse_matrix * vec4(tangent, 0.0)).xyz); - binormal = normalize((camera_inverse_matrix * vec4(binormal, 0.0)).xyz); -#endif -#endif - - vertex_interp = vertex.xyz; - normal_interp = normal; - -#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP) || defined(LIGHT_USE_ANISOTROPY) - tangent_interp = tangent; - binormal_interp = binormal; -#endif - -#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) * z_offset; - 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 = z_offset; - z_ofs += (1.0 - abs(normal_interp.z)) * z_slope_scale; - vertex_interp.z -= z_ofs; - -#endif //RENDER_DEPTH_DUAL_PARABOLOID - -#endif //RENDER_DEPTH - -#ifdef OVERRIDE_POSITION - gl_Position = position; -#else - gl_Position = projection_matrix * vec4(vertex_interp, 1.0); -#endif - - position_interp = gl_Position; - -#ifdef USE_VERTEX_LIGHTING - - diffuse_light_interp = vec4(0.0); - specular_light_interp = vec4(0.0); - -#ifdef USE_FORWARD_LIGHTING - - for (int i = 0; i < omni_light_count; i++) { - light_process_omni(omni_light_indices[i], vertex_interp, -normalize(vertex_interp), normal_interp, roughness, diffuse_light_interp.rgb, specular_light_interp.rgb); - } - - for (int i = 0; i < spot_light_count; i++) { - light_process_spot(spot_light_indices[i], vertex_interp, -normalize(vertex_interp), normal_interp, roughness, diffuse_light_interp.rgb, specular_light_interp.rgb); - } -#endif - -#ifdef USE_LIGHT_DIRECTIONAL - - vec3 directional_diffuse = vec3(0.0); - vec3 directional_specular = vec3(0.0); - light_compute(normal_interp, -light_direction_attenuation.xyz, -normalize(vertex_interp), light_color_energy.rgb, roughness, directional_diffuse, directional_specular); - - float diff_avg = dot(diffuse_light_interp.rgb, vec3(0.33333)); - float diff_dir_avg = dot(directional_diffuse, vec3(0.33333)); - if (diff_avg > 0.0) { - diffuse_light_interp.a = diff_dir_avg / (diff_avg + diff_dir_avg); - } else { - diffuse_light_interp.a = 1.0; - } - - diffuse_light_interp.rgb += directional_diffuse; - - float spec_avg = dot(specular_light_interp.rgb, vec3(0.33333)); - float spec_dir_avg = dot(directional_specular, vec3(0.33333)); - if (spec_avg > 0.0) { - specular_light_interp.a = spec_dir_avg / (spec_avg + spec_dir_avg); - } else { - specular_light_interp.a = 1.0; - } - - specular_light_interp.rgb += directional_specular; - -#endif //USE_LIGHT_DIRECTIONAL - -#endif // USE_VERTEX_LIGHTING -} - -/* clang-format off */ -[fragment] - - -/* texture unit usage, N is max_texture_unity-N - -1-skeleton -2-radiance -3-reflection_atlas -4-directional_shadow -5-shadow_atlas -6-decal_atlas -7-screen -8-depth -9-probe1 -10-probe2 - -*/ - -uniform highp mat4 world_transform; -/* clang-format on */ - -#define M_PI 3.14159265359 -#define SHADER_IS_SRGB false - -/* Varyings */ - -#if defined(ENABLE_COLOR_INTERP) -in vec4 color_interp; -#endif - -#if defined(ENABLE_UV_INTERP) -in vec2 uv_interp; -#endif - -#if defined(ENABLE_UV2_INTERP) || defined(USE_LIGHTMAP) -in vec2 uv2_interp; -#endif - -#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP) || defined(LIGHT_USE_ANISOTROPY) -in vec3 tangent_interp; -in vec3 binormal_interp; -#endif - -in highp vec3 vertex_interp; -in vec3 normal_interp; - -/* PBR CHANNELS */ - -#ifdef USE_RADIANCE_MAP - -layout(std140) uniform Radiance { // ubo:2 - - mat4 radiance_inverse_xform; - float radiance_ambient_contribution; -}; - -#define RADIANCE_MAX_LOD 5.0 - -uniform sampler2D irradiance_map; // texunit:-6 - -#ifdef USE_RADIANCE_MAP_ARRAY - -uniform sampler2DArray radiance_map; // texunit:-2 - -vec3 textureDualParaboloid(sampler2DArray p_tex, vec3 p_vec, float p_roughness) { - - vec3 norm = normalize(p_vec); - norm.xy /= 1.0 + abs(norm.z); - norm.xy = norm.xy * vec2(0.5, 0.25) + vec2(0.5, 0.25); - - // we need to lie the derivatives (normg) and assume that DP side is always the same - // to get proper texture filtering - vec2 normg = norm.xy; - if (norm.z > 0.0) { - norm.y = 0.5 - norm.y + 0.5; - } - - // thanks to OpenGL spec using floor(layer + 0.5) for texture arrays, - // it's easy to have precision errors using fract() to interpolate layers - // as such, using fixed point to ensure it works. - - float index = p_roughness * RADIANCE_MAX_LOD; - int indexi = int(index * 256.0); - vec3 base = textureGrad(p_tex, vec3(norm.xy, float(indexi / 256)), dFdx(normg), dFdy(normg)).xyz; - vec3 next = textureGrad(p_tex, vec3(norm.xy, float(indexi / 256 + 1)), dFdx(normg), dFdy(normg)).xyz; - return mix(base, next, float(indexi % 256) / 256.0); -} - -#else - -uniform sampler2D radiance_map; // texunit:-2 - -vec3 textureDualParaboloid(sampler2D p_tex, vec3 p_vec, float p_roughness) { - - vec3 norm = normalize(p_vec); - norm.xy /= 1.0 + abs(norm.z); - norm.xy = norm.xy * vec2(0.5, 0.25) + vec2(0.5, 0.25); - if (norm.z > 0.0) { - norm.y = 0.5 - norm.y + 0.5; - } - return textureLod(p_tex, norm.xy, p_roughness * RADIANCE_MAX_LOD).xyz; -} - -#endif - -#endif - -/* Material Uniforms */ - -#if defined(USE_MATERIAL) - -/* clang-format off */ -layout(std140) uniform UniformData { - -MATERIAL_UNIFORMS - -}; -/* clang-format on */ - -#endif - -/* clang-format off */ - -FRAGMENT_SHADER_GLOBALS - -/* clang-format on */ - -layout(std140) uniform SceneData { - - highp mat4 projection_matrix; - highp mat4 inv_projection_matrix; - highp mat4 camera_inverse_matrix; - highp mat4 camera_matrix; - - mediump vec4 ambient_light_color; - mediump vec4 bg_color; - - mediump vec4 fog_color_enabled; - mediump vec4 fog_sun_color_amount; - - mediump float ambient_energy; - mediump float bg_energy; - - mediump float z_offset; - mediump float z_slope_scale; - highp float shadow_dual_paraboloid_render_zfar; - highp float shadow_dual_paraboloid_render_side; - - highp vec2 viewport_size; - highp vec2 screen_pixel_size; - highp vec2 shadow_atlas_pixel_size; - highp vec2 directional_shadow_pixel_size; - - highp float time; - highp float z_far; - mediump float reflection_multiplier; - mediump float subsurface_scatter_width; - mediump float ambient_occlusion_affect_light; - mediump float ambient_occlusion_affect_ao_channel; - mediump float opaque_prepass_threshold; - - bool fog_depth_enabled; - highp float fog_depth_begin; - highp float fog_depth_end; - mediump float fog_density; - highp float fog_depth_curve; - bool fog_transmit_enabled; - highp float fog_transmit_curve; - bool fog_height_enabled; - highp float fog_height_min; - highp float fog_height_max; - highp float fog_height_curve; -}; - - //directional light data - -#ifdef USE_LIGHT_DIRECTIONAL - -layout(std140) uniform DirectionalLightData { - - highp vec4 light_pos_inv_radius; - mediump vec4 light_direction_attenuation; - mediump vec4 light_color_energy; - mediump vec4 light_params; // cone attenuation, angle, specular, shadow enabled, - mediump vec4 light_clamp; - mediump vec4 shadow_color_contact; - highp mat4 shadow_matrix1; - highp mat4 shadow_matrix2; - highp mat4 shadow_matrix3; - highp mat4 shadow_matrix4; - mediump vec4 shadow_split_offsets; -}; - -uniform highp sampler2DShadow directional_shadow; // texunit:-4 - -#endif - -#ifdef USE_VERTEX_LIGHTING -in vec4 diffuse_light_interp; -in vec4 specular_light_interp; -#endif -// omni and spot - -struct LightData { - - highp vec4 light_pos_inv_radius; - mediump vec4 light_direction_attenuation; - mediump vec4 light_color_energy; - mediump vec4 light_params; // cone attenuation, angle, specular, shadow enabled, - mediump vec4 light_clamp; - mediump vec4 shadow_color_contact; - highp mat4 shadow_matrix; -}; - -layout(std140) uniform OmniLightData { // ubo:4 - - LightData omni_lights[MAX_LIGHT_DATA_STRUCTS]; -}; - -layout(std140) uniform SpotLightData { // ubo:5 - - LightData spot_lights[MAX_LIGHT_DATA_STRUCTS]; -}; - -uniform highp sampler2DShadow shadow_atlas; // texunit:-5 - -struct ReflectionData { - - mediump vec4 box_extents; - mediump vec4 box_offset; - mediump vec4 params; // intensity, 0, interior , boxproject - mediump vec4 ambient; // ambient color, energy - mediump vec4 atlas_clamp; - highp mat4 local_matrix; // up to here for spot and omni, rest is for directional - // notes: for ambientblend, use distance to edge to blend between already existing global environment -}; - -layout(std140) uniform ReflectionProbeData { //ubo:6 - - ReflectionData reflections[MAX_REFLECTION_DATA_STRUCTS]; -}; -uniform mediump sampler2D reflection_atlas; // texunit:-3 - -#ifdef USE_FORWARD_LIGHTING - -uniform int omni_light_indices[MAX_FORWARD_LIGHTS]; -uniform int omni_light_count; - -uniform int spot_light_indices[MAX_FORWARD_LIGHTS]; -uniform int spot_light_count; - -uniform int reflection_indices[MAX_FORWARD_LIGHTS]; -uniform int reflection_count; - -#endif - -#if defined(SCREEN_TEXTURE_USED) - -uniform highp sampler2D screen_texture; // texunit:-7 - -#endif - -#ifdef USE_MULTIPLE_RENDER_TARGETS - -layout(location = 0) out vec4 diffuse_buffer; -layout(location = 1) out vec4 specular_buffer; -layout(location = 2) out vec4 normal_mr_buffer; -#if defined(ENABLE_SSS) -layout(location = 3) out float sss_buffer; -#endif - -#else - -layout(location = 0) out vec4 frag_color; - -#endif - -in highp vec4 position_interp; -uniform highp sampler2D depth_buffer; // texunit:-8 - -#ifdef USE_CONTACT_SHADOWS - -float contact_shadow_compute(vec3 pos, vec3 dir, float max_distance) { - - if (abs(dir.z) > 0.99) - return 1.0; - - vec3 endpoint = pos + dir * max_distance; - vec4 source = position_interp; - vec4 dest = projection_matrix * vec4(endpoint, 1.0); - - vec2 from_screen = (source.xy / source.w) * 0.5 + 0.5; - vec2 to_screen = (dest.xy / dest.w) * 0.5 + 0.5; - - vec2 screen_rel = to_screen - from_screen; - - if (length(screen_rel) < 0.00001) - return 1.0; // too small, don't do anything - - /* - float pixel_size; // approximate pixel size - - if (screen_rel.x > screen_rel.y) { - - pixel_size = abs((pos.x - endpoint.x) / (screen_rel.x / screen_pixel_size.x)); - } else { - pixel_size = abs((pos.y - endpoint.y) / (screen_rel.y / screen_pixel_size.y)); - } - */ - vec4 bias = projection_matrix * vec4(pos + vec3(0.0, 0.0, max_distance * 0.5), 1.0); - - vec2 pixel_incr = normalize(screen_rel) * screen_pixel_size; - - float steps = length(screen_rel) / length(pixel_incr); - steps = min(2000.0, steps); // put a limit to avoid freezing in some strange situation - //steps = 10.0; - - vec4 incr = (dest - source) / steps; - float ratio = 0.0; - float ratio_incr = 1.0 / steps; - - while (steps > 0.0) { - source += incr * 2.0; - bias += incr * 2.0; - - vec3 uv_depth = (source.xyz / source.w) * 0.5 + 0.5; - if (uv_depth.x > 0.0 && uv_depth.x < 1.0 && uv_depth.y > 0.0 && uv_depth.y < 1.0) { - float depth = texture(depth_buffer, uv_depth.xy).r; - - if (depth < uv_depth.z) { - if (depth > (bias.z / bias.w) * 0.5 + 0.5) { - return min(pow(ratio, 4.0), 1.0); - } else { - return 1.0; - } - } - - ratio += ratio_incr; - steps -= 1.0; - } else { - return 1.0; - } - } - - return 1.0; -} - -#endif - -// 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); -} - -vec3 F0(float metallic, float specular, vec3 albedo) { - float dielectric = 0.16 * specular * specular; - // use albedo * metallic as colored specular reflectance at 0 angle for metallic materials; - // see https://google.github.io/filament/Filament.md.html - return mix(vec3(dielectric), albedo, vec3(metallic)); -} - -void light_compute(vec3 N, vec3 L, vec3 V, vec3 B, vec3 T, vec3 light_color, vec3 attenuation, vec3 diffuse_color, vec3 transmission, float specular_blob_intensity, float roughness, float metallic, float specular, float rim, float rim_tint, float clearcoat, float clearcoat_gloss, float anisotropy, inout vec3 diffuse_light, inout vec3 specular_light, inout float alpha) { - -#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); // clamped NdotL - float NdotV = dot(N, V); - float cNdotV = max(NdotV, 0.0); - -#if defined(DIFFUSE_BURLEY) || defined(SPECULAR_BLINN) || defined(SPECULAR_SCHLICK_GGX) || defined(LIGHT_USE_CLEARCOAT) - vec3 H = normalize(V + L); -#endif - -#if defined(SPECULAR_BLINN) || defined(SPECULAR_SCHLICK_GGX) || defined(LIGHT_USE_CLEARCOAT) - float cNdotH = max(dot(N, H), 0.0); -#endif - -#if defined(DIFFUSE_BURLEY) || defined(SPECULAR_SCHLICK_GGX) || defined(LIGHT_USE_CLEARCOAT) - float cLdotH = max(dot(L, H), 0.0); -#endif - - 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))); - -#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) - - { - float FD90_minus_1 = 2.0 * cLdotH * cLdotH * roughness - 0.5; - float FdV = 1.0 + FD90_minus_1 * SchlickFresnel(cNdotV); - float FdL = 1.0 + FD90_minus_1 * 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 - - 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 - } - - if (roughness > 0.0) { // FIXME: roughness == 0 should not disable specular light entirely - - // D - -#if defined(SPECULAR_BLINN) - - //normalized blinn - float shininess = exp2(15.0 * (1.0 - roughness) + 1.0) * 0.25; - float blinn = pow(cNdotH, shininess) * cNdotL; - blinn *= (shininess + 8.0) * (1.0 / (8.0 * M_PI)); - float intensity = blinn; - - specular_light += light_color * intensity * specular_blob_intensity * attenuation; - -#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) * (1.0 / (8.0 * M_PI)); - float intensity = (phong) / max(4.0 * cNdotV * cNdotL, 0.75); - - specular_light += light_color * intensity * specular_blob_intensity * attenuation; - -#elif defined(SPECULAR_TOON) - - vec3 R = normalize(-reflect(L, N)); - float RdotV = dot(R, V); - float mid = 1.0 - roughness; - mid *= mid; - float intensity = smoothstep(mid - roughness * 0.5, mid + roughness * 0.5, RdotV) * mid; - diffuse_light += light_color * intensity * specular_blob_intensity * attenuation; // write to diffuse_light, as in toon shading you generally want no reflection - -#elif defined(SPECULAR_DISABLED) - // none.. - -#elif defined(SPECULAR_SCHLICK_GGX) - // shlick+ggx as default - -#if defined(LIGHT_USE_ANISOTROPY) - - float alpha_ggx = roughness * roughness; - float aspect = sqrt(1.0 - anisotropy * 0.9); - float ax = alpha_ggx / aspect; - float ay = alpha_ggx * aspect; - 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_ggx = roughness * roughness; - float D = D_GGX(cNdotH, alpha_ggx); - float G = G_GGX_2cos(cNdotL, alpha_ggx) * G_GGX_2cos(cNdotV, alpha_ggx); -#endif - // F - vec3 f0 = F0(metallic, specular, diffuse_color); - float cLdotH5 = SchlickFresnel(cLdotH); - vec3 F = mix(vec3(cLdotH5), vec3(1.0), f0); - - vec3 specular_brdf_NL = cNdotL * D * F * G; - - specular_light += specular_brdf_NL * light_color * specular_blob_intensity * attenuation; -#endif - -#if defined(LIGHT_USE_CLEARCOAT) - -#if !defined(SPECULAR_SCHLICK_GGX) - 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 clearcoat_specular_brdf_NL = 0.25 * clearcoat * Gr * Fr * Dr * cNdotL; - - specular_light += clearcoat_specular_brdf_NL * light_color * specular_blob_intensity * attenuation; -#endif - } - -#ifdef USE_SHADOW_TO_OPACITY - alpha = min(alpha, clamp(1.0 - length(attenuation), 0.0, 1.0)); -#endif - -#endif //defined(USE_LIGHT_SHADER_CODE) -} - -float sample_shadow(highp sampler2DShadow shadow, vec2 shadow_pixel_size, vec2 pos, float depth, vec4 clamp_rect) { - -#ifdef SHADOW_MODE_PCF_13 - - float avg = textureProj(shadow, vec4(pos, depth, 1.0)); - avg += textureProj(shadow, vec4(pos + vec2(shadow_pixel_size.x, 0.0), depth, 1.0)); - avg += textureProj(shadow, vec4(pos + vec2(-shadow_pixel_size.x, 0.0), depth, 1.0)); - avg += textureProj(shadow, vec4(pos + vec2(0.0, shadow_pixel_size.y), depth, 1.0)); - avg += textureProj(shadow, vec4(pos + vec2(0.0, -shadow_pixel_size.y), depth, 1.0)); - avg += textureProj(shadow, vec4(pos + vec2(shadow_pixel_size.x, shadow_pixel_size.y), depth, 1.0)); - avg += textureProj(shadow, vec4(pos + vec2(-shadow_pixel_size.x, shadow_pixel_size.y), depth, 1.0)); - avg += textureProj(shadow, vec4(pos + vec2(shadow_pixel_size.x, -shadow_pixel_size.y), depth, 1.0)); - avg += textureProj(shadow, vec4(pos + vec2(-shadow_pixel_size.x, -shadow_pixel_size.y), depth, 1.0)); - avg += textureProj(shadow, vec4(pos + vec2(shadow_pixel_size.x * 2.0, 0.0), depth, 1.0)); - avg += textureProj(shadow, vec4(pos + vec2(-shadow_pixel_size.x * 2.0, 0.0), depth, 1.0)); - avg += textureProj(shadow, vec4(pos + vec2(0.0, shadow_pixel_size.y * 2.0), depth, 1.0)); - avg += textureProj(shadow, vec4(pos + vec2(0.0, -shadow_pixel_size.y * 2.0), depth, 1.0)); - return avg * (1.0 / 13.0); -#endif - -#ifdef SHADOW_MODE_PCF_5 - - float avg = textureProj(shadow, vec4(pos, depth, 1.0)); - avg += textureProj(shadow, vec4(pos + vec2(shadow_pixel_size.x, 0.0), depth, 1.0)); - avg += textureProj(shadow, vec4(pos + vec2(-shadow_pixel_size.x, 0.0), depth, 1.0)); - avg += textureProj(shadow, vec4(pos + vec2(0.0, shadow_pixel_size.y), depth, 1.0)); - avg += textureProj(shadow, vec4(pos + vec2(0.0, -shadow_pixel_size.y), depth, 1.0)); - return avg * (1.0 / 5.0); - -#endif - -#if !defined(SHADOW_MODE_PCF_5) || !defined(SHADOW_MODE_PCF_13) - - return textureProj(shadow, vec4(pos, depth, 1.0)); - -#endif -} - -#ifdef RENDER_DEPTH_DUAL_PARABOLOID - -in highp float dp_clip; - -#endif - -void light_process_omni(int idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 binormal, vec3 tangent, vec3 albedo, vec3 transmission, float roughness, float metallic, float specular, float rim, float rim_tint, float clearcoat, float clearcoat_gloss, float anisotropy, float p_blob_intensity, inout vec3 diffuse_light, inout vec3 specular_light, inout float alpha) { - - vec3 light_rel_vec = omni_lights[idx].light_pos_inv_radius.xyz - vertex; - float light_length = length(light_rel_vec); - float normalized_distance = light_length * omni_lights[idx].light_pos_inv_radius.w; - float omni_attenuation; - if (normalized_distance < 1.0) { - omni_attenuation = pow(1.0 - normalized_distance, omni_lights[idx].light_direction_attenuation.w); - } else { - omni_attenuation = 0.0; - } - vec3 light_attenuation = vec3(omni_attenuation); - -#if !defined(SHADOWS_DISABLED) -#ifdef USE_SHADOW - if (omni_lights[idx].light_params.w > 0.5) { - // there is a shadowmap - - highp vec3 splane = (omni_lights[idx].shadow_matrix * vec4(vertex, 1.0)).xyz; - float shadow_len = length(splane); - splane = normalize(splane); - vec4 clamp_rect = omni_lights[idx].light_clamp; - - if (splane.z >= 0.0) { - - splane.z += 1.0; - - clamp_rect.y += clamp_rect.w; - - } else { - - splane.z = 1.0 - splane.z; - - /* - if (clamp_rect.z < clamp_rect.w) { - clamp_rect.x += clamp_rect.z; - } else { - clamp_rect.y += clamp_rect.w; - } - */ - } - - splane.xy /= splane.z; - splane.xy = splane.xy * 0.5 + 0.5; - splane.z = shadow_len * omni_lights[idx].light_pos_inv_radius.w; - - splane.xy = clamp_rect.xy + splane.xy * clamp_rect.zw; - float shadow = sample_shadow(shadow_atlas, shadow_atlas_pixel_size, splane.xy, splane.z, clamp_rect); - -#ifdef USE_CONTACT_SHADOWS - - if (shadow > 0.01 && omni_lights[idx].shadow_color_contact.a > 0.0) { - - float contact_shadow = contact_shadow_compute(vertex, normalize(light_rel_vec), min(light_length, omni_lights[idx].shadow_color_contact.a)); - shadow = min(shadow, contact_shadow); - } -#endif - light_attenuation *= mix(omni_lights[idx].shadow_color_contact.rgb, vec3(1.0), shadow); - } -#endif //USE_SHADOW -#endif //SHADOWS_DISABLED - light_compute(normal, normalize(light_rel_vec), eye_vec, binormal, tangent, omni_lights[idx].light_color_energy.rgb, light_attenuation, albedo, transmission, omni_lights[idx].light_params.z * p_blob_intensity, roughness, metallic, specular, rim * omni_attenuation, rim_tint, clearcoat, clearcoat_gloss, anisotropy, diffuse_light, specular_light, alpha); -} - -void light_process_spot(int idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 binormal, vec3 tangent, vec3 albedo, vec3 transmission, float roughness, float metallic, float specular, float rim, float rim_tint, float clearcoat, float clearcoat_gloss, float anisotropy, float p_blob_intensity, inout vec3 diffuse_light, inout vec3 specular_light, inout float alpha) { - - vec3 light_rel_vec = spot_lights[idx].light_pos_inv_radius.xyz - vertex; - float light_length = length(light_rel_vec); - float normalized_distance = light_length * spot_lights[idx].light_pos_inv_radius.w; - float spot_attenuation; - if (normalized_distance < 1.0) { - spot_attenuation = pow(1.0 - normalized_distance, spot_lights[idx].light_direction_attenuation.w); - } else { - spot_attenuation = 0.0; - } - vec3 spot_dir = spot_lights[idx].light_direction_attenuation.xyz; - float spot_cutoff = spot_lights[idx].light_params.y; - 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, spot_lights[idx].light_params.x); - vec3 light_attenuation = vec3(spot_attenuation); - -#if !defined(SHADOWS_DISABLED) -#ifdef USE_SHADOW - if (spot_lights[idx].light_params.w > 0.5) { - //there is a shadowmap - highp vec4 splane = (spot_lights[idx].shadow_matrix * vec4(vertex, 1.0)); - splane.xyz /= splane.w; - - float shadow = sample_shadow(shadow_atlas, shadow_atlas_pixel_size, splane.xy, splane.z, spot_lights[idx].light_clamp); - -#ifdef USE_CONTACT_SHADOWS - if (shadow > 0.01 && spot_lights[idx].shadow_color_contact.a > 0.0) { - - float contact_shadow = contact_shadow_compute(vertex, normalize(light_rel_vec), min(light_length, spot_lights[idx].shadow_color_contact.a)); - shadow = min(shadow, contact_shadow); - } -#endif - light_attenuation *= mix(spot_lights[idx].shadow_color_contact.rgb, vec3(1.0), shadow); - } -#endif //USE_SHADOW -#endif //SHADOWS_DISABLED - - light_compute(normal, normalize(light_rel_vec), eye_vec, binormal, tangent, spot_lights[idx].light_color_energy.rgb, light_attenuation, albedo, transmission, spot_lights[idx].light_params.z * p_blob_intensity, roughness, metallic, specular, rim * spot_attenuation, rim_tint, clearcoat, clearcoat_gloss, anisotropy, diffuse_light, specular_light, alpha); -} - -void reflection_process(int idx, vec3 vertex, vec3 normal, vec3 binormal, vec3 tangent, float roughness, float anisotropy, vec3 ambient, vec3 skybox, inout highp vec4 reflection_accum, inout highp vec4 ambient_accum) { - - vec3 ref_vec = normalize(reflect(vertex, normal)); - vec3 local_pos = (reflections[idx].local_matrix * vec4(vertex, 1.0)).xyz; - vec3 box_extents = reflections[idx].box_extents.xyz; - - if (any(greaterThan(abs(local_pos), box_extents))) { //out of the reflection box - return; - } - - vec3 inner_pos = abs(local_pos / box_extents); - float blend = max(inner_pos.x, max(inner_pos.y, inner_pos.z)); - //make blend more rounded - blend = mix(length(inner_pos), blend, blend); - blend *= blend; - blend = max(0.0, 1.0 - blend); - - if (reflections[idx].params.x > 0.0) { // compute reflection - - vec3 local_ref_vec = (reflections[idx].local_matrix * vec4(ref_vec, 0.0)).xyz; - - if (reflections[idx].params.w > 0.5) { //box project - - vec3 nrdir = normalize(local_ref_vec); - vec3 rbmax = (box_extents - local_pos) / nrdir; - vec3 rbmin = (-box_extents - local_pos) / nrdir; - - vec3 rbminmax = mix(rbmin, rbmax, greaterThan(nrdir, vec3(0.0, 0.0, 0.0))); - - float fa = min(min(rbminmax.x, rbminmax.y), rbminmax.z); - vec3 posonbox = local_pos + nrdir * fa; - local_ref_vec = posonbox - reflections[idx].box_offset.xyz; - } - - vec4 clamp_rect = reflections[idx].atlas_clamp; - vec3 norm = normalize(local_ref_vec); - norm.xy /= 1.0 + abs(norm.z); - norm.xy = norm.xy * vec2(0.5, 0.25) + vec2(0.5, 0.25); - if (norm.z > 0.0) { - norm.y = 0.5 - norm.y + 0.5; - } - - vec2 atlas_uv = norm.xy * clamp_rect.zw + clamp_rect.xy; - atlas_uv = clamp(atlas_uv, clamp_rect.xy, clamp_rect.xy + clamp_rect.zw); - - highp vec4 reflection; - reflection.rgb = textureLod(reflection_atlas, atlas_uv, roughness * 5.0).rgb; - - if (reflections[idx].params.z < 0.5) { - reflection.rgb = mix(skybox, reflection.rgb, blend); - } - reflection.rgb *= reflections[idx].params.x; - reflection.a = blend; - reflection.rgb *= reflection.a; - - reflection_accum += reflection; - } -#if !defined(USE_LIGHTMAP) && !defined(USE_LIGHTMAP_CAPTURE) - if (reflections[idx].ambient.a > 0.0) { //compute ambient using skybox - - vec3 local_amb_vec = (reflections[idx].local_matrix * vec4(normal, 0.0)).xyz; - - vec3 splane = normalize(local_amb_vec); - vec4 clamp_rect = reflections[idx].atlas_clamp; - - splane.z *= -1.0; - if (splane.z >= 0.0) { - splane.z += 1.0; - clamp_rect.y += clamp_rect.w; - } else { - splane.z = 1.0 - splane.z; - splane.y = -splane.y; - } - - splane.xy /= splane.z; - splane.xy = splane.xy * 0.5 + 0.5; - - splane.xy = splane.xy * clamp_rect.zw + clamp_rect.xy; - splane.xy = clamp(splane.xy, clamp_rect.xy, clamp_rect.xy + clamp_rect.zw); - - highp vec4 ambient_out; - ambient_out.a = blend; - ambient_out.rgb = textureLod(reflection_atlas, splane.xy, 5.0).rgb; - ambient_out.rgb = mix(reflections[idx].ambient.rgb, ambient_out.rgb, reflections[idx].ambient.a); - if (reflections[idx].params.z < 0.5) { - ambient_out.rgb = mix(ambient, ambient_out.rgb, blend); - } - - ambient_out.rgb *= ambient_out.a; - ambient_accum += ambient_out; - } else { - - highp vec4 ambient_out; - ambient_out.a = blend; - ambient_out.rgb = reflections[idx].ambient.rgb; - if (reflections[idx].params.z < 0.5) { - ambient_out.rgb = mix(ambient, ambient_out.rgb, blend); - } - ambient_out.rgb *= ambient_out.a; - ambient_accum += ambient_out; - } -#endif -} - -#ifdef USE_LIGHTMAP -uniform mediump sampler2D lightmap; //texunit:-9 -uniform mediump float lightmap_energy; -#endif - -#ifdef USE_LIGHTMAP_CAPTURE -uniform mediump vec4[12] lightmap_captures; -uniform bool lightmap_capture_sky; - -#endif - -#ifdef USE_GI_PROBES - -uniform mediump sampler3D gi_probe1; //texunit:-9 -uniform highp mat4 gi_probe_xform1; -uniform highp vec3 gi_probe_bounds1; -uniform highp vec3 gi_probe_cell_size1; -uniform highp float gi_probe_multiplier1; -uniform highp float gi_probe_bias1; -uniform highp float gi_probe_normal_bias1; -uniform bool gi_probe_blend_ambient1; - -uniform mediump sampler3D gi_probe2; //texunit:-10 -uniform highp mat4 gi_probe_xform2; -uniform highp vec3 gi_probe_bounds2; -uniform highp vec3 gi_probe_cell_size2; -uniform highp float gi_probe_multiplier2; -uniform highp float gi_probe_bias2; -uniform highp float gi_probe_normal_bias2; -uniform bool gi_probe2_enabled; -uniform bool gi_probe_blend_ambient2; - -vec3 voxel_cone_trace(mediump sampler3D probe, vec3 cell_size, vec3 pos, vec3 ambient, bool blend_ambient, vec3 direction, float tan_half_angle, float max_distance, float p_bias) { - - float dist = p_bias; //1.0; //dot(direction,mix(vec3(-1.0),vec3(1.0),greaterThan(direction,vec3(0.0))))*2.0; - float alpha = 0.0; - vec3 color = vec3(0.0); - - while (dist < max_distance && alpha < 0.95) { - float diameter = max(1.0, 2.0 * tan_half_angle * dist); - vec4 scolor = textureLod(probe, (pos + dist * direction) * cell_size, log2(diameter)); - float a = (1.0 - alpha); - color += scolor.rgb * a; - alpha += a * scolor.a; - dist += diameter * 0.5; - } - - if (blend_ambient) { - color.rgb = mix(ambient, color.rgb, min(1.0, alpha / 0.95)); - } - - return color; -} - -void gi_probe_compute(mediump sampler3D probe, mat4 probe_xform, vec3 bounds, vec3 cell_size, vec3 pos, vec3 ambient, vec3 environment, bool blend_ambient, float multiplier, mat3 normal_mtx, vec3 ref_vec, float roughness, float p_bias, float p_normal_bias, inout vec4 out_spec, inout vec4 out_diff) { - - vec3 probe_pos = (probe_xform * vec4(pos, 1.0)).xyz; - vec3 ref_pos = (probe_xform * vec4(pos + ref_vec, 1.0)).xyz; - ref_vec = normalize(ref_pos - probe_pos); - - probe_pos += (probe_xform * vec4(normal_mtx[2], 0.0)).xyz * p_normal_bias; - - /* out_diff.rgb = voxel_cone_trace(probe,cell_size,probe_pos,normalize((probe_xform * vec4(ref_vec,0.0)).xyz),0.0 ,100.0); - out_diff.a = 1.0; - return;*/ - //out_diff = vec4(textureLod(probe,probe_pos*cell_size,3.0).rgb,1.0); - //return; - - //this causes corrupted pixels, i have no idea why.. - if (any(bvec2(any(lessThan(probe_pos, vec3(0.0))), any(greaterThan(probe_pos, bounds))))) { - return; - } - - vec3 blendv = abs(probe_pos / bounds * 2.0 - 1.0); - float blend = clamp(1.0 - max(blendv.x, max(blendv.y, blendv.z)), 0.0, 1.0); - //float blend=1.0; - - float max_distance = length(bounds); - - //radiance -#ifdef VCT_QUALITY_HIGH - -#define MAX_CONE_DIRS 6 - vec3 cone_dirs[MAX_CONE_DIRS] = vec3[]( - vec3(0.0, 0.0, 1.0), - vec3(0.866025, 0.0, 0.5), - vec3(0.267617, 0.823639, 0.5), - vec3(-0.700629, 0.509037, 0.5), - vec3(-0.700629, -0.509037, 0.5), - vec3(0.267617, -0.823639, 0.5)); - - float cone_weights[MAX_CONE_DIRS] = float[](0.25, 0.15, 0.15, 0.15, 0.15, 0.15); - float cone_angle_tan = 0.577; - float min_ref_tan = 0.0; -#else - -#define MAX_CONE_DIRS 4 - - vec3 cone_dirs[MAX_CONE_DIRS] = vec3[]( - vec3(0.707107, 0.0, 0.707107), - vec3(0.0, 0.707107, 0.707107), - vec3(-0.707107, 0.0, 0.707107), - vec3(0.0, -0.707107, 0.707107)); - - float cone_weights[MAX_CONE_DIRS] = float[](0.25, 0.25, 0.25, 0.25); - float cone_angle_tan = 0.98269; - max_distance *= 0.5; - float min_ref_tan = 0.2; - -#endif - vec3 light = vec3(0.0); - for (int i = 0; i < MAX_CONE_DIRS; i++) { - - vec3 dir = normalize((probe_xform * vec4(pos + normal_mtx * cone_dirs[i], 1.0)).xyz - probe_pos); - light += cone_weights[i] * voxel_cone_trace(probe, cell_size, probe_pos, ambient, blend_ambient, dir, cone_angle_tan, max_distance, p_bias); - } - - light *= multiplier; - - out_diff += vec4(light * blend, blend); - - //irradiance - - vec3 irr_light = voxel_cone_trace(probe, cell_size, probe_pos, environment, blend_ambient, ref_vec, max(min_ref_tan, tan(roughness * 0.5 * M_PI * 0.99)), max_distance, p_bias); - - irr_light *= multiplier; - //irr_light=vec3(0.0); - - out_spec += vec4(irr_light * blend, blend); -} - -void gi_probes_compute(vec3 pos, vec3 normal, float roughness, inout vec3 out_specular, inout vec3 out_ambient) { - - roughness = roughness * roughness; - - vec3 ref_vec = normalize(reflect(normalize(pos), normal)); - - //find arbitrary tangent and bitangent, then build a matrix - vec3 v0 = abs(normal.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(0.0, 1.0, 0.0); - vec3 tangent = normalize(cross(v0, normal)); - vec3 bitangent = normalize(cross(tangent, normal)); - mat3 normal_mat = mat3(tangent, bitangent, normal); - - vec4 diff_accum = vec4(0.0); - vec4 spec_accum = vec4(0.0); - - vec3 ambient = out_ambient; - out_ambient = vec3(0.0); - - vec3 environment = out_specular; - - out_specular = vec3(0.0); - - gi_probe_compute(gi_probe1, gi_probe_xform1, gi_probe_bounds1, gi_probe_cell_size1, pos, ambient, environment, gi_probe_blend_ambient1, gi_probe_multiplier1, normal_mat, ref_vec, roughness, gi_probe_bias1, gi_probe_normal_bias1, spec_accum, diff_accum); - - if (gi_probe2_enabled) { - - gi_probe_compute(gi_probe2, gi_probe_xform2, gi_probe_bounds2, gi_probe_cell_size2, pos, ambient, environment, gi_probe_blend_ambient2, gi_probe_multiplier2, normal_mat, ref_vec, roughness, gi_probe_bias2, gi_probe_normal_bias2, spec_accum, diff_accum); - } - - if (diff_accum.a > 0.0) { - diff_accum.rgb /= diff_accum.a; - } - - if (spec_accum.a > 0.0) { - spec_accum.rgb /= spec_accum.a; - } - - out_specular += spec_accum.rgb; - out_ambient += diff_accum.rgb; -} - -#endif - -void main() { - -#ifdef RENDER_DEPTH_DUAL_PARABOLOID - - if (dp_clip > 0.0) - discard; -#endif - - //lay out everything, whathever is unused is optimized away anyway - highp vec3 vertex = vertex_interp; - vec3 view = -normalize(vertex_interp); - vec3 albedo = vec3(1.0); - vec3 transmission = vec3(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_gloss = 0.0; - float anisotropy = 0.0; - vec2 anisotropy_flow = vec2(1.0, 0.0); - -#if defined(ENABLE_AO) - float ao = 1.0; - float ao_light_affect = 0.0; -#endif - - float alpha = 1.0; - -#if defined(ALPHA_SCISSOR_USED) - float alpha_scissor = 0.5; -#endif - -#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP) || defined(LIGHT_USE_ANISOTROPY) - vec3 binormal = normalize(binormal_interp); - vec3 tangent = normalize(tangent_interp); -#else - vec3 binormal = vec3(0.0); - vec3 tangent = vec3(0.0); -#endif - vec3 normal = normalize(normal_interp); - -#if defined(DO_SIDE_CHECK) - if (!gl_FrontFacing) { - normal = -normal; - } -#endif - -#if defined(ENABLE_UV_INTERP) - vec2 uv = uv_interp; -#endif - -#if defined(ENABLE_UV2_INTERP) || defined(USE_LIGHTMAP) - vec2 uv2 = uv2_interp; -#endif - -#if defined(ENABLE_COLOR_INTERP) - vec4 color = color_interp; -#endif - -#if defined(ENABLE_NORMALMAP) - - vec3 normalmap = vec3(0.5); -#endif - - float normaldepth = 1.0; - -#if defined(SCREEN_UV_USED) - vec2 screen_uv = gl_FragCoord.xy * screen_pixel_size; -#endif - -#if defined(ENABLE_SSS) - float sss_strength = 0.0; -#endif - - { - /* clang-format off */ - -FRAGMENT_SHADER_CODE - - /* clang-format on */ - } - -#if !defined(USE_SHADOW_TO_OPACITY) - -#if defined(ALPHA_SCISSOR_USED) - if (alpha < alpha_scissor) { - discard; - } -#endif // ALPHA_SCISSOR_USED - -#ifdef USE_OPAQUE_PREPASS - - if (alpha < opaque_prepass_threshold) { - discard; - } - -#endif // USE_OPAQUE_PREPASS - -#endif // !USE_SHADOW_TO_OPACITY - -#if defined(ENABLE_NORMALMAP) - - normalmap.xy = normalmap.xy * 2.0 - 1.0; - normalmap.z = sqrt(max(0.0, 1.0 - dot(normalmap.xy, normalmap.xy))); //always ignore Z, as it can be RG packed, Z may be pos/neg, etc. - - normal = normalize(mix(normal, tangent * normalmap.x + binormal * normalmap.y + normal * normalmap.z, normaldepth)); - -#endif - -#if defined(LIGHT_USE_ANISOTROPY) - - 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 - - /////////////////////// LIGHTING ////////////////////////////// - - //apply energy conservation - -#ifdef USE_VERTEX_LIGHTING - - vec3 specular_light = specular_light_interp.rgb; - vec3 diffuse_light = diffuse_light_interp.rgb; -#else - - vec3 specular_light = vec3(0.0, 0.0, 0.0); - vec3 diffuse_light = vec3(0.0, 0.0, 0.0); - -#endif - - vec3 ambient_light; - vec3 env_reflection_light = vec3(0.0, 0.0, 0.0); - - vec3 eye_vec = view; - - // IBL precalculations - float ndotv = clamp(dot(normal, eye_vec), 0.0, 1.0); - vec3 f0 = F0(metallic, specular, albedo); - vec3 F = f0 + (max(vec3(1.0 - roughness), f0) - f0) * pow(1.0 - ndotv, 5.0); - -#ifdef USE_RADIANCE_MAP - -#ifdef AMBIENT_LIGHT_DISABLED - ambient_light = vec3(0.0, 0.0, 0.0); -#else - { - - { //read radiance from dual paraboloid - - vec3 ref_vec = reflect(-eye_vec, normal); - ref_vec = normalize((radiance_inverse_xform * vec4(ref_vec, 0.0)).xyz); - vec3 radiance = textureDualParaboloid(radiance_map, ref_vec, roughness) * bg_energy; - env_reflection_light = radiance; - } - } -#ifndef USE_LIGHTMAP - { - - vec3 norm = normal; - norm = normalize((radiance_inverse_xform * vec4(norm, 0.0)).xyz); - norm.xy /= 1.0 + abs(norm.z); - norm.xy = norm.xy * vec2(0.5, 0.25) + vec2(0.5, 0.25); - if (norm.z > 0.0) { - norm.y = 0.5 - norm.y + 0.5; - } - - vec3 env_ambient = texture(irradiance_map, norm.xy).rgb * bg_energy; - env_ambient *= 1.0 - F; - - ambient_light = mix(ambient_light_color.rgb, env_ambient, radiance_ambient_contribution); - } -#endif -#endif //AMBIENT_LIGHT_DISABLED - -#else - -#ifdef AMBIENT_LIGHT_DISABLED - ambient_light = vec3(0.0, 0.0, 0.0); -#else - ambient_light = ambient_light_color.rgb; - env_reflection_light = bg_color.rgb * bg_energy; -#endif //AMBIENT_LIGHT_DISABLED - -#endif - - ambient_light *= ambient_energy; - - float specular_blob_intensity = 1.0; - -#if defined(SPECULAR_TOON) - specular_blob_intensity *= specular * 2.0; -#endif - -#ifdef USE_GI_PROBES - gi_probes_compute(vertex, normal, roughness, env_reflection_light, ambient_light); - -#endif - -#ifdef USE_LIGHTMAP - ambient_light = texture(lightmap, uv2).rgb * lightmap_energy; -#endif - -#ifdef USE_LIGHTMAP_CAPTURE - { - vec3 cone_dirs[12] = vec3[]( - vec3(0.0, 0.0, 1.0), - vec3(0.866025, 0.0, 0.5), - vec3(0.267617, 0.823639, 0.5), - vec3(-0.700629, 0.509037, 0.5), - vec3(-0.700629, -0.509037, 0.5), - vec3(0.267617, -0.823639, 0.5), - vec3(0.0, 0.0, -1.0), - vec3(0.866025, 0.0, -0.5), - vec3(0.267617, 0.823639, -0.5), - vec3(-0.700629, 0.509037, -0.5), - vec3(-0.700629, -0.509037, -0.5), - vec3(0.267617, -0.823639, -0.5)); - - vec3 local_normal = normalize(camera_matrix * vec4(normal, 0.0)).xyz; - vec4 captured = vec4(0.0); - float sum = 0.0; - for (int i = 0; i < 12; i++) { - float amount = max(0.0, dot(local_normal, cone_dirs[i])); //not correct, but creates a nice wrap around effect - captured += lightmap_captures[i] * amount; - sum += amount; - } - - captured /= sum; - - if (lightmap_capture_sky) { - ambient_light = mix(ambient_light, captured.rgb, captured.a); - } else { - ambient_light = captured.rgb; - } - } -#endif - -#ifdef USE_FORWARD_LIGHTING - - highp vec4 reflection_accum = vec4(0.0, 0.0, 0.0, 0.0); - highp vec4 ambient_accum = vec4(0.0, 0.0, 0.0, 0.0); - for (int i = 0; i < reflection_count; i++) { - reflection_process(reflection_indices[i], vertex, normal, binormal, tangent, roughness, anisotropy, ambient_light, env_reflection_light, reflection_accum, ambient_accum); - } - - if (reflection_accum.a > 0.0) { - specular_light += reflection_accum.rgb / reflection_accum.a; - } else { - specular_light += env_reflection_light; - } -#if !defined(USE_LIGHTMAP) && !defined(USE_LIGHTMAP_CAPTURE) - if (ambient_accum.a > 0.0) { - ambient_light = ambient_accum.rgb / ambient_accum.a; - } -#endif -#endif - - { - -#if defined(DIFFUSE_TOON) - //simplify for toon, as - specular_light *= specular * metallic * albedo * 2.0; -#else - - // scales the specular reflections, needs to be 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 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 * F + env.y; -#endif - } - -#if defined(USE_LIGHT_DIRECTIONAL) - - vec3 light_attenuation = vec3(1.0); - - float depth_z = -vertex.z; -#ifdef LIGHT_DIRECTIONAL_SHADOW -#if !defined(SHADOWS_DISABLED) - -#ifdef LIGHT_USE_PSSM4 - if (depth_z < shadow_split_offsets.w) { -#elif defined(LIGHT_USE_PSSM2) - if (depth_z < shadow_split_offsets.y) { -#else - if (depth_z < shadow_split_offsets.x) { -#endif //LIGHT_USE_PSSM4 - - vec3 pssm_coord; - float pssm_fade = 0.0; - -#ifdef LIGHT_USE_PSSM_BLEND - float pssm_blend; - vec3 pssm_coord2; - bool use_blend = true; -#endif - -#ifdef LIGHT_USE_PSSM4 - - if (depth_z < shadow_split_offsets.y) { - - if (depth_z < shadow_split_offsets.x) { - - highp vec4 splane = (shadow_matrix1 * vec4(vertex, 1.0)); - pssm_coord = splane.xyz / splane.w; - -#if defined(LIGHT_USE_PSSM_BLEND) - - splane = (shadow_matrix2 * vec4(vertex, 1.0)); - pssm_coord2 = splane.xyz / splane.w; - pssm_blend = smoothstep(0.0, shadow_split_offsets.x, depth_z); -#endif - - } else { - - highp vec4 splane = (shadow_matrix2 * vec4(vertex, 1.0)); - pssm_coord = splane.xyz / splane.w; - -#if defined(LIGHT_USE_PSSM_BLEND) - splane = (shadow_matrix3 * vec4(vertex, 1.0)); - pssm_coord2 = splane.xyz / splane.w; - pssm_blend = smoothstep(shadow_split_offsets.x, shadow_split_offsets.y, depth_z); -#endif - } - } else { - - if (depth_z < shadow_split_offsets.z) { - - highp vec4 splane = (shadow_matrix3 * vec4(vertex, 1.0)); - pssm_coord = splane.xyz / splane.w; - -#if defined(LIGHT_USE_PSSM_BLEND) - splane = (shadow_matrix4 * vec4(vertex, 1.0)); - pssm_coord2 = splane.xyz / splane.w; - pssm_blend = smoothstep(shadow_split_offsets.y, shadow_split_offsets.z, depth_z); -#endif - - } else { - - highp vec4 splane = (shadow_matrix4 * vec4(vertex, 1.0)); - pssm_coord = splane.xyz / splane.w; - pssm_fade = smoothstep(shadow_split_offsets.z, shadow_split_offsets.w, depth_z); - -#if defined(LIGHT_USE_PSSM_BLEND) - use_blend = false; - -#endif - } - } - -#endif //LIGHT_USE_PSSM4 - -#ifdef LIGHT_USE_PSSM2 - - if (depth_z < shadow_split_offsets.x) { - - highp vec4 splane = (shadow_matrix1 * vec4(vertex, 1.0)); - pssm_coord = splane.xyz / splane.w; - -#if defined(LIGHT_USE_PSSM_BLEND) - - splane = (shadow_matrix2 * vec4(vertex, 1.0)); - pssm_coord2 = splane.xyz / splane.w; - pssm_blend = smoothstep(0.0, shadow_split_offsets.x, depth_z); -#endif - - } else { - highp vec4 splane = (shadow_matrix2 * vec4(vertex, 1.0)); - pssm_coord = splane.xyz / splane.w; - pssm_fade = smoothstep(shadow_split_offsets.x, shadow_split_offsets.y, depth_z); -#if defined(LIGHT_USE_PSSM_BLEND) - use_blend = false; - -#endif - } - -#endif //LIGHT_USE_PSSM2 - -#if !defined(LIGHT_USE_PSSM4) && !defined(LIGHT_USE_PSSM2) - { //regular orthogonal - highp vec4 splane = (shadow_matrix1 * vec4(vertex, 1.0)); - pssm_coord = splane.xyz / splane.w; - } -#endif - - //one one sample - - float shadow = sample_shadow(directional_shadow, directional_shadow_pixel_size, pssm_coord.xy, pssm_coord.z, light_clamp); - -#if defined(LIGHT_USE_PSSM_BLEND) - - if (use_blend) { - shadow = mix(shadow, sample_shadow(directional_shadow, directional_shadow_pixel_size, pssm_coord2.xy, pssm_coord2.z, light_clamp), pssm_blend); - } -#endif - -#ifdef USE_CONTACT_SHADOWS - if (shadow > 0.01 && shadow_color_contact.a > 0.0) { - - float contact_shadow = contact_shadow_compute(vertex, -light_direction_attenuation.xyz, shadow_color_contact.a); - shadow = min(shadow, contact_shadow); - } -#endif - light_attenuation = mix(mix(shadow_color_contact.rgb, vec3(1.0), shadow), vec3(1.0), pssm_fade); - } - -#endif // !defined(SHADOWS_DISABLED) -#endif //LIGHT_DIRECTIONAL_SHADOW - -#ifdef USE_VERTEX_LIGHTING - diffuse_light *= mix(vec3(1.0), light_attenuation, diffuse_light_interp.a); - specular_light *= mix(vec3(1.0), light_attenuation, specular_light_interp.a); - -#else - light_compute(normal, -light_direction_attenuation.xyz, eye_vec, binormal, tangent, light_color_energy.rgb, light_attenuation, albedo, transmission, light_params.z * specular_blob_intensity, roughness, metallic, specular, rim, rim_tint, clearcoat, clearcoat_gloss, anisotropy, diffuse_light, specular_light, alpha); -#endif - -#endif //#USE_LIGHT_DIRECTIONAL - -#ifdef USE_FORWARD_LIGHTING - -#ifdef USE_VERTEX_LIGHTING - - diffuse_light *= albedo; -#else - - for (int i = 0; i < omni_light_count; i++) { - light_process_omni(omni_light_indices[i], vertex, eye_vec, normal, binormal, tangent, albedo, transmission, roughness, metallic, specular, rim, rim_tint, clearcoat, clearcoat_gloss, anisotropy, specular_blob_intensity, diffuse_light, specular_light, alpha); - } - - for (int i = 0; i < spot_light_count; i++) { - light_process_spot(spot_light_indices[i], vertex, eye_vec, normal, binormal, tangent, albedo, transmission, roughness, metallic, specular, rim, rim_tint, clearcoat, clearcoat_gloss, anisotropy, specular_blob_intensity, diffuse_light, specular_light, alpha); - } - -#endif //USE_VERTEX_LIGHTING - -#endif - -#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 < opaque_prepass_threshold) { - discard; - } - -#endif // USE_OPAQUE_PREPASS - -#endif // USE_SHADOW_TO_OPACITY - -#ifdef RENDER_DEPTH -//nothing happens, so a tree-ssa optimizer will result in no fragment shader :) -#else - - specular_light *= reflection_multiplier; - ambient_light *= albedo; //ambient must be multiplied by albedo at the end - -#if defined(ENABLE_AO) - ambient_light *= ao; - ao_light_affect = mix(1.0, ao, ao_light_affect); - specular_light *= ao_light_affect; - diffuse_light *= ao_light_affect; -#endif - - // base color remapping - diffuse_light *= 1.0 - metallic; // TODO: avoid all diffuse and ambient light calculations when metallic == 1 up to this point - ambient_light *= 1.0 - metallic; - - if (fog_color_enabled.a > 0.5) { - - float fog_amount = 0.0; - -#ifdef USE_LIGHT_DIRECTIONAL - - vec3 fog_color = mix(fog_color_enabled.rgb, fog_sun_color_amount.rgb, fog_sun_color_amount.a * pow(max(dot(normalize(vertex), -light_direction_attenuation.xyz), 0.0), 8.0)); -#else - - vec3 fog_color = fog_color_enabled.rgb; -#endif - - //apply fog - - if (fog_depth_enabled) { - float fog_far = fog_depth_end > 0.0 ? fog_depth_end : z_far; - - float fog_z = smoothstep(fog_depth_begin, fog_far, length(vertex)); - - fog_amount = pow(fog_z, fog_depth_curve) * fog_density; - if (fog_transmit_enabled) { - vec3 total_light = emission + ambient_light + specular_light + diffuse_light; - float transmit = pow(fog_z, fog_transmit_curve); - fog_color = mix(max(total_light, fog_color), fog_color, transmit); - } - } - - if (fog_height_enabled) { - float y = (camera_matrix * vec4(vertex, 1.0)).y; - fog_amount = max(fog_amount, pow(smoothstep(fog_height_min, fog_height_max, y), fog_height_curve)); - } - - float rev_amount = 1.0 - fog_amount; - - emission = emission * rev_amount + fog_color * fog_amount; - ambient_light *= rev_amount; - specular_light *= rev_amount; - diffuse_light *= rev_amount; - } - -#ifdef USE_MULTIPLE_RENDER_TARGETS - -#ifdef SHADELESS - diffuse_buffer = vec4(albedo.rgb, 0.0); - specular_buffer = vec4(0.0); - -#else - - //approximate ambient scale for SSAO, since we will lack full ambient - float max_emission = max(emission.r, max(emission.g, emission.b)); - float max_ambient = max(ambient_light.r, max(ambient_light.g, ambient_light.b)); - float max_diffuse = max(diffuse_light.r, max(diffuse_light.g, diffuse_light.b)); - float total_ambient = max_ambient + max_diffuse + max_emission; - float ambient_scale = (total_ambient > 0.0) ? (max_ambient + ambient_occlusion_affect_light * max_diffuse) / total_ambient : 0.0; - -#if defined(ENABLE_AO) - ambient_scale = mix(0.0, ambient_scale, ambient_occlusion_affect_ao_channel); -#endif - diffuse_buffer = vec4(emission + diffuse_light + ambient_light, ambient_scale); - specular_buffer = vec4(specular_light, metallic); - -#endif //SHADELESS - - normal_mr_buffer = vec4(normalize(normal) * 0.5 + 0.5, roughness); - -#if defined(ENABLE_SSS) - sss_buffer = sss_strength; -#endif - -#else //USE_MULTIPLE_RENDER_TARGETS - -#ifdef SHADELESS - frag_color = vec4(albedo, alpha); -#else - frag_color = vec4(emission + ambient_light + diffuse_light + specular_light, alpha); -#endif //SHADELESS - -#endif //USE_MULTIPLE_RENDER_TARGETS - -#endif //RENDER_DEPTH -} diff --git a/drivers/gles3/shaders/screen_space_reflection.glsl b/drivers/gles3/shaders/screen_space_reflection.glsl deleted file mode 100644 index 39f1ea6155..0000000000 --- a/drivers/gles3/shaders/screen_space_reflection.glsl +++ /dev/null @@ -1,286 +0,0 @@ -/* clang-format off */ -[vertex] - -layout(location = 0) in highp vec4 vertex_attrib; -/* clang-format on */ -layout(location = 4) in vec2 uv_in; - -out vec2 uv_interp; -out vec2 pos_interp; - -void main() { - - uv_interp = uv_in; - gl_Position = vertex_attrib; - pos_interp.xy = gl_Position.xy; -} - -/* clang-format off */ -[fragment] - -in vec2 uv_interp; -/* clang-format on */ -in vec2 pos_interp; - -uniform sampler2D source_diffuse; //texunit:0 -uniform sampler2D source_normal_roughness; //texunit:1 -uniform sampler2D source_depth; //texunit:2 - -uniform float camera_z_near; -uniform float camera_z_far; - -uniform vec2 viewport_size; -uniform vec2 pixel_size; - -uniform float filter_mipmap_levels; - -uniform mat4 inverse_projection; -uniform mat4 projection; - -uniform int num_steps; -uniform float depth_tolerance; -uniform float distance_fade; -uniform float curve_fade_in; - -layout(location = 0) out vec4 frag_color; - -vec2 view_to_screen(vec3 view_pos, out float w) { - vec4 projected = projection * vec4(view_pos, 1.0); - projected.xyz /= projected.w; - projected.xy = projected.xy * 0.5 + 0.5; - w = projected.w; - return projected.xy; -} - -#define M_PI 3.14159265359 - -void main() { - - vec4 diffuse = texture(source_diffuse, uv_interp); - vec4 normal_roughness = texture(source_normal_roughness, uv_interp); - - vec3 normal; - normal = normal_roughness.xyz * 2.0 - 1.0; - - float roughness = normal_roughness.w; - - float depth_tex = texture(source_depth, uv_interp).r; - - vec4 world_pos = inverse_projection * vec4(uv_interp * 2.0 - 1.0, depth_tex * 2.0 - 1.0, 1.0); - vec3 vertex = world_pos.xyz / world_pos.w; - - vec3 view_dir = normalize(vertex); - vec3 ray_dir = normalize(reflect(view_dir, normal)); - - if (dot(ray_dir, normal) < 0.001) { - frag_color = vec4(0.0); - return; - } - //ray_dir = normalize(view_dir - normal * dot(normal,view_dir) * 2.0); - //ray_dir = normalize(vec3(1.0, 1.0, -1.0)); - - //////////////// - - // make ray length and clip it against the near plane (don't want to trace beyond visible) - float ray_len = (vertex.z + ray_dir.z * camera_z_far) > -camera_z_near ? (-camera_z_near - vertex.z) / ray_dir.z : camera_z_far; - vec3 ray_end = vertex + ray_dir * ray_len; - - float w_begin; - vec2 vp_line_begin = view_to_screen(vertex, w_begin); - float w_end; - vec2 vp_line_end = view_to_screen(ray_end, w_end); - vec2 vp_line_dir = vp_line_end - vp_line_begin; - - // we need to interpolate w along the ray, to generate perspective correct reflections - w_begin = 1.0 / w_begin; - w_end = 1.0 / w_end; - - float z_begin = vertex.z * w_begin; - float z_end = ray_end.z * w_end; - - vec2 line_begin = vp_line_begin / pixel_size; - vec2 line_dir = vp_line_dir / pixel_size; - float z_dir = z_end - z_begin; - float w_dir = w_end - w_begin; - - // clip the line to the viewport edges - - float scale_max_x = min(1.0, 0.99 * (1.0 - vp_line_begin.x) / max(1e-5, vp_line_dir.x)); - float scale_max_y = min(1.0, 0.99 * (1.0 - vp_line_begin.y) / max(1e-5, vp_line_dir.y)); - float scale_min_x = min(1.0, 0.99 * vp_line_begin.x / max(1e-5, -vp_line_dir.x)); - float scale_min_y = min(1.0, 0.99 * vp_line_begin.y / max(1e-5, -vp_line_dir.y)); - float line_clip = min(scale_max_x, scale_max_y) * min(scale_min_x, scale_min_y); - line_dir *= line_clip; - z_dir *= line_clip; - w_dir *= line_clip; - - // clip z and w advance to line advance - vec2 line_advance = normalize(line_dir); // down to pixel - float step_size = length(line_advance) / length(line_dir); - float z_advance = z_dir * step_size; // adapt z advance to line advance - float w_advance = w_dir * step_size; // adapt w advance to line advance - - // make line advance faster if direction is closer to pixel edges (this avoids sampling the same pixel twice) - float advance_angle_adj = 1.0 / max(abs(line_advance.x), abs(line_advance.y)); - line_advance *= advance_angle_adj; // adapt z advance to line advance - z_advance *= advance_angle_adj; - w_advance *= advance_angle_adj; - - vec2 pos = line_begin; - float z = z_begin; - float w = w_begin; - float z_from = z / w; - float z_to = z_from; - float depth; - vec2 prev_pos = pos; - - bool found = false; - - float steps_taken = 0.0; - - for (int i = 0; i < num_steps; i++) { - - pos += line_advance; - z += z_advance; - w += w_advance; - - // convert to linear depth - - depth = texture(source_depth, pos * pixel_size).r * 2.0 - 1.0; -#ifdef USE_ORTHOGONAL_PROJECTION - depth = ((depth + (camera_z_far + camera_z_near) / (camera_z_far - camera_z_near)) * (camera_z_far - camera_z_near)) / 2.0; -#else - depth = 2.0 * camera_z_near * camera_z_far / (camera_z_far + camera_z_near - depth * (camera_z_far - camera_z_near)); -#endif - depth = -depth; - - z_from = z_to; - z_to = z / w; - - if (depth > z_to) { - // if depth was surpassed - if (depth <= max(z_to, z_from) + depth_tolerance) { - // check the depth tolerance - found = true; - } - break; - } - - steps_taken += 1.0; - prev_pos = pos; - } - - if (found) { - - float margin_blend = 1.0; - - vec2 margin = vec2((viewport_size.x + viewport_size.y) * 0.5 * 0.05); // make a uniform margin - if (any(bvec4(lessThan(pos, -margin), greaterThan(pos, viewport_size + margin)))) { - // clip outside screen + margin - frag_color = vec4(0.0); - return; - } - - { - //blend fading out towards external margin - vec2 margin_grad = mix(pos - viewport_size, -pos, lessThan(pos, vec2(0.0))); - margin_blend = 1.0 - smoothstep(0.0, margin.x, max(margin_grad.x, margin_grad.y)); - //margin_blend = 1.0; - } - - vec2 final_pos; - float grad; - grad = steps_taken / float(num_steps); - float initial_fade = curve_fade_in == 0.0 ? 1.0 : pow(clamp(grad, 0.0, 1.0), curve_fade_in); - float fade = pow(clamp(1.0 - grad, 0.0, 1.0), distance_fade) * initial_fade; - final_pos = pos; - -#ifdef REFLECT_ROUGHNESS - - vec4 final_color; - // if roughness is enabled, do screen space cone tracing - if (roughness > 0.001) { - /////////////////////////////////////////////////////////////////////////////////////// - // use a blurred version (in consecutive mipmaps) of the screen to simulate roughness - - float gloss = 1.0 - roughness; - float cone_angle = roughness * M_PI * 0.5; - vec2 cone_dir = final_pos - line_begin; - float cone_len = length(cone_dir); - cone_dir = normalize(cone_dir); // will be used normalized from now on - float max_mipmap = filter_mipmap_levels - 1.0; - float gloss_mult = gloss; - - float rem_alpha = 1.0; - final_color = vec4(0.0); - - for (int i = 0; i < 7; i++) { - - float op_len = 2.0 * tan(cone_angle) * cone_len; // opposite side of iso triangle - float radius; - { - // fit to sphere inside cone (sphere ends at end of cone), something like this: - // ___ - // \O/ - // V - // - // as it avoids bleeding from beyond the reflection as much as possible. As a plus - // it also makes the rough reflection more elongated. - float a = op_len; - float h = cone_len; - float a2 = a * a; - float fh2 = 4.0f * h * h; - radius = (a * (sqrt(a2 + fh2) - a)) / (4.0f * h); - } - - // find the place where screen must be sampled - vec2 sample_pos = (line_begin + cone_dir * (cone_len - radius)) * pixel_size; - // radius is in pixels, so it's natural that log2(radius) maps to the right mipmap for the amount of pixels - float mipmap = clamp(log2(radius), 0.0, max_mipmap); - //mipmap = max(mipmap - 1.0, 0.0); - - // do sampling - - vec4 sample_color; - { - sample_color = textureLod(source_diffuse, sample_pos, mipmap); - } - - // multiply by gloss - sample_color.rgb *= gloss_mult; - sample_color.a = gloss_mult; - - rem_alpha -= sample_color.a; - if (rem_alpha < 0.0) { - sample_color.rgb *= (1.0 - abs(rem_alpha)); - } - - final_color += sample_color; - - if (final_color.a >= 0.95) { - // This code of accumulating gloss and aborting on near one - // makes sense when you think of cone tracing. - // Think of it as if roughness was 0, then we could abort on the first - // iteration. For lesser roughness values, we need more iterations, but - // each needs to have less influence given the sphere is smaller - break; - } - - cone_len -= radius * 2.0; // go to next (smaller) circle. - - gloss_mult *= gloss; - } - } else { - final_color = textureLod(source_diffuse, final_pos * pixel_size, 0.0); - } - - frag_color = vec4(final_color.rgb, fade * margin_blend); - -#else - frag_color = vec4(textureLod(source_diffuse, final_pos * pixel_size, 0.0).rgb, fade * margin_blend); -#endif - - } else { - frag_color = vec4(0.0, 0.0, 0.0, 0.0); - } -} diff --git a/drivers/gles3/shaders/ssao.glsl b/drivers/gles3/shaders/ssao.glsl deleted file mode 100644 index d9cdc3fc1f..0000000000 --- a/drivers/gles3/shaders/ssao.glsl +++ /dev/null @@ -1,277 +0,0 @@ -/* clang-format off */ -[vertex] - -layout(location = 0) in highp vec4 vertex_attrib; -/* clang-format on */ - -void main() { - - gl_Position = vertex_attrib; - gl_Position.z = 1.0; -} - -/* clang-format off */ -[fragment] - -#define TWO_PI 6.283185307179586476925286766559 - -#ifdef SSAO_QUALITY_HIGH -#define NUM_SAMPLES (16) -#endif - -#ifdef SSAO_QUALITY_LOW -#define NUM_SAMPLES (8) -#endif - -#if !defined(SSAO_QUALITY_LOW) && !defined(SSAO_QUALITY_HIGH) -#define NUM_SAMPLES (12) -#endif - -// If using depth mip levels, the log of the maximum pixel offset before we need to switch to a lower -// miplevel to maintain reasonable spatial locality in the cache -// If this number is too small (< 3), too many taps will land in the same pixel, and we'll get bad variance that manifests as flashing. -// If it is too high (> 5), we'll get bad performance because we're not using the MIP levels effectively -#define LOG_MAX_OFFSET (3) - -// This must be less than or equal to the MAX_MIP_LEVEL defined in SSAO.cpp -#define MAX_MIP_LEVEL (4) - -// This is the number of turns around the circle that the spiral pattern makes. This should be prime to prevent -// taps from lining up. This particular choice was tuned for NUM_SAMPLES == 9 - -const int ROTATIONS[] = int[]( - 1, 1, 2, 3, 2, 5, 2, 3, 2, - 3, 3, 5, 5, 3, 4, 7, 5, 5, 7, - 9, 8, 5, 5, 7, 7, 7, 8, 5, 8, - 11, 12, 7, 10, 13, 8, 11, 8, 7, 14, - 11, 11, 13, 12, 13, 19, 17, 13, 11, 18, - 19, 11, 11, 14, 17, 21, 15, 16, 17, 18, - 13, 17, 11, 17, 19, 18, 25, 18, 19, 19, - 29, 21, 19, 27, 31, 29, 21, 18, 17, 29, - 31, 31, 23, 18, 25, 26, 25, 23, 19, 34, - 19, 27, 21, 25, 39, 29, 17, 21, 27); -/* clang-format on */ - -//#define NUM_SPIRAL_TURNS (7) -const int NUM_SPIRAL_TURNS = ROTATIONS[NUM_SAMPLES - 1]; - -uniform sampler2D source_depth; //texunit:0 -uniform highp usampler2D source_depth_mipmaps; //texunit:1 -uniform sampler2D source_normal; //texunit:2 - -uniform ivec2 screen_size; -uniform float camera_z_far; -uniform float camera_z_near; - -uniform float intensity_div_r6; -uniform float radius; - -#ifdef ENABLE_RADIUS2 -uniform float intensity_div_r62; -uniform float radius2; -#endif - -uniform float bias; -uniform float proj_scale; - -layout(location = 0) out float visibility; - -uniform vec4 proj_info; - -vec3 reconstructCSPosition(vec2 S, float z) { -#ifdef USE_ORTHOGONAL_PROJECTION - return vec3((S.xy * proj_info.xy + proj_info.zw), z); -#else - return vec3((S.xy * proj_info.xy + proj_info.zw) * z, z); - -#endif -} - -vec3 getPosition(ivec2 ssP) { - vec3 P; - P.z = texelFetch(source_depth, ssP, 0).r; - - P.z = P.z * 2.0 - 1.0; -#ifdef USE_ORTHOGONAL_PROJECTION - P.z = ((P.z + (camera_z_far + camera_z_near) / (camera_z_far - camera_z_near)) * (camera_z_far - camera_z_near)) / 2.0; -#else - P.z = 2.0 * camera_z_near * camera_z_far / (camera_z_far + camera_z_near - P.z * (camera_z_far - camera_z_near)); -#endif - P.z = -P.z; - - // Offset to pixel center - P = reconstructCSPosition(vec2(ssP) + vec2(0.5), P.z); - return P; -} - -/** Reconstructs screen-space unit normal from screen-space position */ -vec3 reconstructCSFaceNormal(vec3 C) { - return normalize(cross(dFdy(C), dFdx(C))); -} - -/** Returns a unit vector and a screen-space radius for the tap on a unit disk (the caller should scale by the actual disk radius) */ -vec2 tapLocation(int sampleNumber, float spinAngle, out float ssR) { - // Radius relative to ssR - float alpha = (float(sampleNumber) + 0.5) * (1.0 / float(NUM_SAMPLES)); - float angle = alpha * (float(NUM_SPIRAL_TURNS) * 6.28) + spinAngle; - - ssR = alpha; - return vec2(cos(angle), sin(angle)); -} - -/** Read the camera-space position of the point at screen-space pixel ssP + unitOffset * ssR. Assumes length(unitOffset) == 1 */ -vec3 getOffsetPosition(ivec2 ssC, vec2 unitOffset, float ssR) { - // Derivation: - // mipLevel = floor(log(ssR / MAX_OFFSET)); - int mipLevel = clamp(int(floor(log2(ssR))) - LOG_MAX_OFFSET, 0, MAX_MIP_LEVEL); - - ivec2 ssP = ivec2(ssR * unitOffset) + ssC; - - vec3 P; - - // We need to divide by 2^mipLevel to read the appropriately scaled coordinate from a MIP-map. - // Manually clamp to the texture size because texelFetch bypasses the texture unit - ivec2 mipP = clamp(ssP >> mipLevel, ivec2(0), (screen_size >> mipLevel) - ivec2(1)); - - if (mipLevel < 1) { - //read from depth buffer - P.z = texelFetch(source_depth, mipP, 0).r; - P.z = P.z * 2.0 - 1.0; -#ifdef USE_ORTHOGONAL_PROJECTION - P.z = ((P.z + (camera_z_far + camera_z_near) / (camera_z_far - camera_z_near)) * (camera_z_far - camera_z_near)) / 2.0; -#else - P.z = 2.0 * camera_z_near * camera_z_far / (camera_z_far + camera_z_near - P.z * (camera_z_far - camera_z_near)); -#endif - P.z = -P.z; - - } else { - //read from mipmaps - uint d = texelFetch(source_depth_mipmaps, mipP, mipLevel - 1).r; - P.z = -(float(d) / 65535.0) * camera_z_far; - } - - // Offset to pixel center - P = reconstructCSPosition(vec2(ssP) + vec2(0.5), P.z); - - return P; -} - -/** Compute the occlusion due to sample with index \a i about the pixel at \a ssC that corresponds - to camera-space point \a C with unit normal \a n_C, using maximum screen-space sampling radius \a ssDiskRadius - - Note that units of H() in the HPG12 paper are meters, not - unitless. The whole falloff/sampling function is therefore - unitless. In this implementation, we factor out (9 / radius). - - Four versions of the falloff function are implemented below -*/ -float sampleAO(in ivec2 ssC, in vec3 C, in vec3 n_C, in float ssDiskRadius, in float p_radius, in int tapIndex, in float randomPatternRotationAngle) { - // Offset on the unit disk, spun for this pixel - float ssR; - vec2 unitOffset = tapLocation(tapIndex, randomPatternRotationAngle, ssR); - ssR *= ssDiskRadius; - - // The occluding point in camera space - vec3 Q = getOffsetPosition(ssC, unitOffset, ssR); - - vec3 v = Q - C; - - float vv = dot(v, v); - float vn = dot(v, n_C); - - const float epsilon = 0.01; - float radius2 = p_radius * p_radius; - - // A: From the HPG12 paper - // Note large epsilon to avoid overdarkening within cracks - //return float(vv < radius2) * max((vn - bias) / (epsilon + vv), 0.0) * radius2 * 0.6; - - // B: Smoother transition to zero (lowers contrast, smoothing out corners). [Recommended] - float f = max(radius2 - vv, 0.0); - return f * f * f * max((vn - bias) / (epsilon + vv), 0.0); - - // C: Medium contrast (which looks better at high radii), no division. Note that the - // contribution still falls off with radius^2, but we've adjusted the rate in a way that is - // more computationally efficient and happens to be aesthetically pleasing. - // return 4.0 * max(1.0 - vv * invRadius2, 0.0) * max(vn - bias, 0.0); - - // D: Low contrast, no division operation - // return 2.0 * float(vv < radius * radius) * max(vn - bias, 0.0); -} - -void main() { - // Pixel being shaded - ivec2 ssC = ivec2(gl_FragCoord.xy); - - // World space point being shaded - vec3 C = getPosition(ssC); - - /* - if (C.z <= -camera_z_far * 0.999) { - // We're on the skybox - visibility=1.0; - return; - } - */ - - //visibility = -C.z / camera_z_far; - //return; -#if 0 - vec3 n_C = texelFetch(source_normal, ssC, 0).rgb * 2.0 - 1.0; -#else - vec3 n_C = reconstructCSFaceNormal(C); - n_C = -n_C; -#endif - - // Hash function used in the HPG12 AlchemyAO paper - float randomPatternRotationAngle = mod(float((3 * ssC.x ^ ssC.y + ssC.x * ssC.y) * 10), TWO_PI); - - // Reconstruct normals from positions. These will lead to 1-pixel black lines - // at depth discontinuities, however the blur will wipe those out so they are not visible - // in the final image. - - // Choose the screen-space sample radius - // proportional to the projected area of the sphere -#ifdef USE_ORTHOGONAL_PROJECTION - float ssDiskRadius = -proj_scale * radius; -#else - float ssDiskRadius = -proj_scale * radius / C.z; -#endif - float sum = 0.0; - for (int i = 0; i < NUM_SAMPLES; ++i) { - sum += sampleAO(ssC, C, n_C, ssDiskRadius, radius, i, randomPatternRotationAngle); - } - - float A = max(0.0, 1.0 - sum * intensity_div_r6 * (5.0 / float(NUM_SAMPLES))); - -#ifdef ENABLE_RADIUS2 - - //go again for radius2 - randomPatternRotationAngle = mod(float((5 * ssC.x ^ ssC.y + ssC.x * ssC.y) * 11), TWO_PI); - - // Reconstruct normals from positions. These will lead to 1-pixel black lines - // at depth discontinuities, however the blur will wipe those out so they are not visible - // in the final image. - - // Choose the screen-space sample radius - // proportional to the projected area of the sphere - ssDiskRadius = -proj_scale * radius2 / C.z; - - sum = 0.0; - for (int i = 0; i < NUM_SAMPLES; ++i) { - sum += sampleAO(ssC, C, n_C, ssDiskRadius, radius2, i, randomPatternRotationAngle); - } - - A = min(A, max(0.0, 1.0 - sum * intensity_div_r62 * (5.0 / float(NUM_SAMPLES)))); -#endif - // Bilateral box-filter over a quad for free, respecting depth edges - // (the difference that this makes is subtle) - if (abs(dFdx(C.z)) < 0.02) { - A -= dFdx(A) * (float(ssC.x & 1) - 0.5); - } - if (abs(dFdy(C.z)) < 0.02) { - A -= dFdy(A) * (float(ssC.y & 1) - 0.5); - } - - visibility = A; -} diff --git a/drivers/gles3/shaders/ssao_blur.glsl b/drivers/gles3/shaders/ssao_blur.glsl deleted file mode 100644 index c49ea1e957..0000000000 --- a/drivers/gles3/shaders/ssao_blur.glsl +++ /dev/null @@ -1,119 +0,0 @@ -/* clang-format off */ -[vertex] - -layout(location = 0) in highp vec4 vertex_attrib; -/* clang-format on */ - -void main() { - - gl_Position = vertex_attrib; - gl_Position.z = 1.0; -} - -/* clang-format off */ -[fragment] - -uniform sampler2D source_ssao; //texunit:0 -/* clang-format on */ -uniform sampler2D source_depth; //texunit:1 -uniform sampler2D source_normal; //texunit:3 - -layout(location = 0) out float visibility; - -////////////////////////////////////////////////////////////////////////////////////////////// -// Tunable Parameters: - -/** Increase to make depth edges crisper. Decrease to reduce flicker. */ -uniform float edge_sharpness; - -/** Step in 2-pixel intervals since we already blurred against neighbors in the - first AO pass. This constant can be increased while R decreases to improve - performance at the expense of some dithering artifacts. - - Morgan found that a scale of 3 left a 1-pixel checkerboard grid that was - unobjectionable after shading was applied but eliminated most temporal incoherence - from using small numbers of sample taps. - */ - -uniform int filter_scale; - -/** Filter radius in pixels. This will be multiplied by SCALE. */ -#define R (4) - -////////////////////////////////////////////////////////////////////////////////////////////// - -// Gaussian coefficients -const float gaussian[R + 1] = - //float[](0.356642, 0.239400, 0.072410, 0.009869); - //float[](0.398943, 0.241971, 0.053991, 0.004432, 0.000134); // stddev = 1.0 - float[](0.153170, 0.144893, 0.122649, 0.092902, 0.062970); // stddev = 2.0 -//float[](0.111220, 0.107798, 0.098151, 0.083953, 0.067458, 0.050920, 0.036108); // stddev = 3.0 - -/** (1, 0) or (0, 1) */ -uniform ivec2 axis; - -uniform float camera_z_far; -uniform float camera_z_near; - -uniform ivec2 screen_size; - -void main() { - - ivec2 ssC = ivec2(gl_FragCoord.xy); - - float depth = texelFetch(source_depth, ssC, 0).r; - //vec3 normal = texelFetch(source_normal, ssC, 0).rgb * 2.0 - 1.0; - - depth = depth * 2.0 - 1.0; - depth = 2.0 * camera_z_near * camera_z_far / (camera_z_far + camera_z_near - depth * (camera_z_far - camera_z_near)); - - float depth_divide = 1.0 / camera_z_far; - - //depth *= depth_divide; - - /* - if (depth > camera_z_far * 0.999) { - discard; //skybox - } - */ - - float sum = texelFetch(source_ssao, ssC, 0).r; - - // Base weight for depth falloff. Increase this for more blurriness, - // decrease it for better edge discrimination - float BASE = gaussian[0]; - float totalWeight = BASE; - sum *= totalWeight; - - ivec2 clamp_limit = screen_size - ivec2(1); - - for (int r = -R; r <= R; ++r) { - // We already handled the zero case above. This loop should be unrolled and the static branch optimized out, - // so the IF statement has no runtime cost - if (r != 0) { - - ivec2 ppos = ssC + axis * (r * filter_scale); - float value = texelFetch(source_ssao, clamp(ppos, ivec2(0), clamp_limit), 0).r; - ivec2 rpos = clamp(ppos, ivec2(0), clamp_limit); - float temp_depth = texelFetch(source_depth, rpos, 0).r; - //vec3 temp_normal = texelFetch(source_normal, rpos, 0).rgb * 2.0 - 1.0; - - temp_depth = temp_depth * 2.0 - 1.0; - temp_depth = 2.0 * camera_z_near * camera_z_far / (camera_z_far + camera_z_near - temp_depth * (camera_z_far - camera_z_near)); - //temp_depth *= depth_divide; - - // spatial domain: offset gaussian tap - float weight = 0.3 + gaussian[abs(r)]; - //weight *= max(0.0, dot(temp_normal, normal)); - - // range domain (the "bilateral" weight). As depth difference increases, decrease weight. - weight *= max(0.0, 1.0 - edge_sharpness * abs(temp_depth - depth)); - - sum += value * weight; - totalWeight += weight; - } - } - - const float epsilon = 0.0001; - visibility = sum / (totalWeight + epsilon); -} diff --git a/drivers/gles3/shaders/ssao_minify.glsl b/drivers/gles3/shaders/ssao_minify.glsl deleted file mode 100644 index 1696648dae..0000000000 --- a/drivers/gles3/shaders/ssao_minify.glsl +++ /dev/null @@ -1,56 +0,0 @@ -/* clang-format off */ -[vertex] - -layout(location = 0) in highp vec4 vertex_attrib; -/* clang-format on */ - -void main() { - - gl_Position = vertex_attrib; -} - -/* clang-format off */ -[fragment] - -#ifdef MINIFY_START - -#define SDEPTH_TYPE highp sampler2D -uniform float camera_z_far; -/* clang-format on */ -uniform float camera_z_near; - -#else - -#define SDEPTH_TYPE mediump usampler2D - -#endif - -uniform SDEPTH_TYPE source_depth; //texunit:0 - -uniform ivec2 from_size; -uniform int source_mipmap; - -layout(location = 0) out mediump uint depth; - -void main() { - - ivec2 ssP = ivec2(gl_FragCoord.xy); - - // Rotated grid subsampling to avoid XY directional bias or Z precision bias while downsampling. - // On DX9, the bit-and can be implemented with floating-point modulo - -#ifdef MINIFY_START - float fdepth = texelFetch(source_depth, clamp(ssP * 2 + ivec2(ssP.y & 1, ssP.x & 1), ivec2(0), from_size - ivec2(1)), source_mipmap).r; - fdepth = fdepth * 2.0 - 1.0; -#ifdef USE_ORTHOGONAL_PROJECTION - fdepth = ((fdepth + (camera_z_far + camera_z_near) / (camera_z_far - camera_z_near)) * (camera_z_far - camera_z_near)) / 2.0; -#else - fdepth = 2.0 * camera_z_near * camera_z_far / (camera_z_far + camera_z_near - fdepth * (camera_z_far - camera_z_near)); -#endif - fdepth /= camera_z_far; - depth = uint(clamp(fdepth * 65535.0, 0.0, 65535.0)); - -#else - depth = texelFetch(source_depth, clamp(ssP * 2 + ivec2(ssP.y & 1, ssP.x & 1), ivec2(0), from_size - ivec2(1)), source_mipmap).r; -#endif -} diff --git a/drivers/gles3/shaders/subsurf_scattering.glsl b/drivers/gles3/shaders/subsurf_scattering.glsl deleted file mode 100644 index f40fb3a244..0000000000 --- a/drivers/gles3/shaders/subsurf_scattering.glsl +++ /dev/null @@ -1,174 +0,0 @@ -/* clang-format off */ -[vertex] - -layout(location = 0) in highp vec4 vertex_attrib; -/* clang-format on */ -layout(location = 4) in vec2 uv_in; - -out vec2 uv_interp; - -void main() { - - uv_interp = uv_in; - gl_Position = vertex_attrib; -} - -/* clang-format off */ -[fragment] - -//#define QUALIFIER uniform // some guy on the interweb says it may be faster with this -#define QUALIFIER const - -#ifdef USE_25_SAMPLES -const int kernel_size = 25; -/* clang-format on */ -QUALIFIER vec2 kernel[25] = vec2[]( - vec2(0.530605, 0.0), - vec2(0.000973794, -3.0), - vec2(0.00333804, -2.52083), - vec2(0.00500364, -2.08333), - vec2(0.00700976, -1.6875), - vec2(0.0094389, -1.33333), - vec2(0.0128496, -1.02083), - vec2(0.017924, -0.75), - vec2(0.0263642, -0.520833), - vec2(0.0410172, -0.333333), - vec2(0.0493588, -0.1875), - vec2(0.0402784, -0.0833333), - vec2(0.0211412, -0.0208333), - vec2(0.0211412, 0.0208333), - vec2(0.0402784, 0.0833333), - vec2(0.0493588, 0.1875), - vec2(0.0410172, 0.333333), - vec2(0.0263642, 0.520833), - vec2(0.017924, 0.75), - vec2(0.0128496, 1.02083), - vec2(0.0094389, 1.33333), - vec2(0.00700976, 1.6875), - vec2(0.00500364, 2.08333), - vec2(0.00333804, 2.52083), - vec2(0.000973794, 3.0)); -#endif //USE_25_SAMPLES - -#ifdef USE_17_SAMPLES -const int kernel_size = 17; -QUALIFIER vec2 kernel[17] = vec2[]( - vec2(0.536343, 0.0), - vec2(0.00317394, -2.0), - vec2(0.0100386, -1.53125), - vec2(0.0144609, -1.125), - vec2(0.0216301, -0.78125), - vec2(0.0347317, -0.5), - vec2(0.0571056, -0.28125), - vec2(0.0582416, -0.125), - vec2(0.0324462, -0.03125), - vec2(0.0324462, 0.03125), - vec2(0.0582416, 0.125), - vec2(0.0571056, 0.28125), - vec2(0.0347317, 0.5), - vec2(0.0216301, 0.78125), - vec2(0.0144609, 1.125), - vec2(0.0100386, 1.53125), - vec2(0.00317394, 2.0)); -#endif //USE_17_SAMPLES - -#ifdef USE_11_SAMPLES -const int kernel_size = 11; -QUALIFIER vec2 kernel[11] = vec2[]( - vec2(0.560479, 0.0), - vec2(0.00471691, -2.0), - vec2(0.0192831, -1.28), - vec2(0.03639, -0.72), - vec2(0.0821904, -0.32), - vec2(0.0771802, -0.08), - vec2(0.0771802, 0.08), - vec2(0.0821904, 0.32), - vec2(0.03639, 0.72), - vec2(0.0192831, 1.28), - vec2(0.00471691, 2.0)); -#endif //USE_11_SAMPLES - -uniform float max_radius; -uniform float camera_z_far; -uniform float camera_z_near; -uniform float unit_size; -uniform vec2 dir; -in vec2 uv_interp; - -uniform sampler2D source_diffuse; //texunit:0 -uniform sampler2D source_sss; //texunit:1 -uniform sampler2D source_depth; //texunit:2 - -layout(location = 0) out vec4 frag_color; - -void main() { - - float strength = texture(source_sss, uv_interp).r; - strength *= strength; //stored as sqrt - - // Fetch color of current pixel: - vec4 base_color = texture(source_diffuse, uv_interp); - - if (strength > 0.0) { - - // Fetch linear depth of current pixel: - float depth = texture(source_depth, uv_interp).r * 2.0 - 1.0; -#ifdef USE_ORTHOGONAL_PROJECTION - depth = ((depth + (camera_z_far + camera_z_near) / (camera_z_far - camera_z_near)) * (camera_z_far - camera_z_near)) / 2.0; - float scale = unit_size; //remember depth is negative by default in OpenGL -#else - depth = 2.0 * camera_z_near * camera_z_far / (camera_z_far + camera_z_near - depth * (camera_z_far - camera_z_near)); - float scale = unit_size / depth; //remember depth is negative by default in OpenGL -#endif - - // Calculate the final step to fetch the surrounding pixels: - vec2 step = max_radius * scale * dir; - step *= strength; // Modulate it using the alpha channel. - step *= 1.0 / 3.0; // Divide by 3 as the kernels range from -3 to 3. - - // Accumulate the center sample: - vec3 color_accum = base_color.rgb; - color_accum *= kernel[0].x; -#ifdef ENABLE_STRENGTH_WEIGHTING - float color_weight = kernel[0].x; -#endif - - // Accumulate the other samples: - for (int i = 1; i < kernel_size; i++) { - // Fetch color and depth for current sample: - vec2 offset = uv_interp + kernel[i].y * step; - vec3 color = texture(source_diffuse, offset).rgb; - -#ifdef ENABLE_FOLLOW_SURFACE - // If the difference in depth is huge, we lerp color back to "colorM": - float depth_cmp = texture(source_depth, offset).r * 2.0 - 1.0; - -#ifdef USE_ORTHOGONAL_PROJECTION - depth_cmp = ((depth_cmp + (camera_z_far + camera_z_near) / (camera_z_far - camera_z_near)) * (camera_z_far - camera_z_near)) / 2.0; -#else - depth_cmp = 2.0 * camera_z_near * camera_z_far / (camera_z_far + camera_z_near - depth_cmp * (camera_z_far - camera_z_near)); -#endif - - float s = clamp(300.0f * scale * max_radius * abs(depth - depth_cmp), 0.0, 1.0); - color = mix(color, base_color.rgb, s); -#endif - - // Accumulate: - color *= kernel[i].x; - -#ifdef ENABLE_STRENGTH_WEIGHTING - float color_s = texture(source_sss, offset).r; - color_weight += color_s * kernel[i].x; - color *= color_s; -#endif - color_accum += color; - } - -#ifdef ENABLE_STRENGTH_WEIGHTING - color_accum /= color_weight; -#endif - frag_color = vec4(color_accum, base_color.a); //keep alpha (used for SSAO) - } else { - frag_color = base_color; - } -} diff --git a/drivers/gles3/shaders/tonemap.glsl b/drivers/gles3/shaders/tonemap.glsl deleted file mode 100644 index f1fe1742eb..0000000000 --- a/drivers/gles3/shaders/tonemap.glsl +++ /dev/null @@ -1,309 +0,0 @@ -/* clang-format off */ -[vertex] - -layout(location = 0) in highp vec4 vertex_attrib; -/* clang-format on */ -layout(location = 4) in vec2 uv_in; - -out vec2 uv_interp; - -void main() { - gl_Position = vertex_attrib; - - uv_interp = uv_in; - -#ifdef V_FLIP - uv_interp.y = 1.0f - uv_interp.y; -#endif -} - -/* clang-format off */ -[fragment] - -#if !defined(GLES_OVER_GL) -precision mediump float; -#endif -/* clang-format on */ - -in vec2 uv_interp; - -uniform highp sampler2D source; //texunit:0 - -uniform float exposure; -uniform float white; - -#ifdef USE_AUTO_EXPOSURE -uniform highp sampler2D source_auto_exposure; //texunit:1 -uniform highp float auto_exposure_grey; -#endif - -#if defined(USE_GLOW_LEVEL1) || defined(USE_GLOW_LEVEL2) || defined(USE_GLOW_LEVEL3) || defined(USE_GLOW_LEVEL4) || defined(USE_GLOW_LEVEL5) || defined(USE_GLOW_LEVEL6) || defined(USE_GLOW_LEVEL7) -#define USING_GLOW // only use glow when at least one glow level is selected - -uniform highp sampler2D source_glow; //texunit:2 -uniform highp float glow_intensity; -#endif - -#ifdef USE_BCS -uniform vec3 bcs; -#endif - -#ifdef USE_COLOR_CORRECTION -uniform sampler2D color_correction; //texunit:3 -#endif - -layout(location = 0) out vec4 frag_color; - -#ifdef USE_GLOW_FILTER_BICUBIC -// w0, w1, w2, and w3 are the four cubic B-spline basis functions -float w0(float a) { - return (1.0f / 6.0f) * (a * (a * (-a + 3.0f) - 3.0f) + 1.0f); -} - -float w1(float a) { - return (1.0f / 6.0f) * (a * a * (3.0f * a - 6.0f) + 4.0f); -} - -float w2(float a) { - return (1.0f / 6.0f) * (a * (a * (-3.0f * a + 3.0f) + 3.0f) + 1.0f); -} - -float w3(float a) { - return (1.0f / 6.0f) * (a * a * a); -} - -// g0 and g1 are the two amplitude functions -float g0(float a) { - return w0(a) + w1(a); -} - -float g1(float a) { - return w2(a) + w3(a); -} - -// h0 and h1 are the two offset functions -float h0(float a) { - return -1.0f + w1(a) / (w0(a) + w1(a)); -} - -float h1(float a) { - return 1.0f + w3(a) / (w2(a) + w3(a)); -} - -uniform ivec2 glow_texture_size; - -vec4 texture2D_bicubic(sampler2D tex, vec2 uv, int p_lod) { - float lod = float(p_lod); - vec2 tex_size = vec2(glow_texture_size >> p_lod); - vec2 pixel_size = vec2(1.0f) / tex_size; - - uv = uv * tex_size + vec2(0.5f); - - vec2 iuv = floor(uv); - vec2 fuv = fract(uv); - - float g0x = g0(fuv.x); - float g1x = g1(fuv.x); - float h0x = h0(fuv.x); - float h1x = h1(fuv.x); - float h0y = h0(fuv.y); - float h1y = h1(fuv.y); - - vec2 p0 = (vec2(iuv.x + h0x, iuv.y + h0y) - vec2(0.5f)) * pixel_size; - vec2 p1 = (vec2(iuv.x + h1x, iuv.y + h0y) - vec2(0.5f)) * pixel_size; - vec2 p2 = (vec2(iuv.x + h0x, iuv.y + h1y) - vec2(0.5f)) * pixel_size; - vec2 p3 = (vec2(iuv.x + h1x, iuv.y + h1y) - vec2(0.5f)) * pixel_size; - - return (g0(fuv.y) * (g0x * textureLod(tex, p0, lod) + g1x * textureLod(tex, p1, lod))) + - (g1(fuv.y) * (g0x * textureLod(tex, p2, lod) + g1x * textureLod(tex, p3, lod))); -} - -#define GLOW_TEXTURE_SAMPLE(m_tex, m_uv, m_lod) texture2D_bicubic(m_tex, m_uv, m_lod) -#else -#define GLOW_TEXTURE_SAMPLE(m_tex, m_uv, m_lod) textureLod(m_tex, m_uv, float(m_lod)) -#endif - -vec3 tonemap_filmic(vec3 color, float white) { - // exposure bias: input scale (color *= bias, white *= bias) to make the brightness consistent with other tonemappers - // also useful to scale the input to the range that the tonemapper is designed for (some require very high input values) - // has no effect on the curve's general shape or visual properties - const float exposure_bias = 2.0f; - const float A = 0.22f * exposure_bias * exposure_bias; // bias baked into constants for performance - const float B = 0.30f * exposure_bias; - const float C = 0.10f; - const float D = 0.20f; - const float E = 0.01f; - const float F = 0.30f; - - vec3 color_tonemapped = ((color * (A * color + C * B) + D * E) / (color * (A * color + B) + D * F)) - E / F; - float white_tonemapped = ((white * (A * white + C * B) + D * E) / (white * (A * white + B) + D * F)) - E / F; - - return clamp(color_tonemapped / white_tonemapped, vec3(0.0f), vec3(1.0f)); -} - -vec3 tonemap_aces(vec3 color, float white) { - const float exposure_bias = 0.85f; - const float A = 2.51f * exposure_bias * exposure_bias; - const float B = 0.03f * exposure_bias; - const float C = 2.43f * exposure_bias * exposure_bias; - const float D = 0.59f * exposure_bias; - const float E = 0.14f; - - vec3 color_tonemapped = (color * (A * color + B)) / (color * (C * color + D) + E); - float white_tonemapped = (white * (A * white + B)) / (white * (C * white + D) + E); - - return clamp(color_tonemapped / white_tonemapped, vec3(0.0f), vec3(1.0f)); -} - -vec3 tonemap_reinhard(vec3 color, float white) { - return clamp((white * color + color) / (color * white + white), vec3(0.0f), vec3(1.0f)); -} - -vec3 linear_to_srgb(vec3 color) { // convert linear rgb to srgb, assumes clamped input in range [0;1] - const vec3 a = vec3(0.055f); - return mix((vec3(1.0f) + a) * pow(color.rgb, vec3(1.0f / 2.4f)) - a, 12.92f * color.rgb, lessThan(color.rgb, vec3(0.0031308f))); -} - -// inputs are LINEAR, If Linear tonemapping is selected no transform is performed else outputs are clamped [0, 1] color -vec3 apply_tonemapping(vec3 color, float white) { -#ifdef USE_REINHARD_TONEMAPPER - return tonemap_reinhard(color, white); -#endif - -#ifdef USE_FILMIC_TONEMAPPER - return tonemap_filmic(color, white); -#endif - -#ifdef USE_ACES_TONEMAPPER - return tonemap_aces(color, white); -#endif - - return color; // no other selected -> linear: no color transform applied -} - -vec3 gather_glow(sampler2D tex, vec2 uv) { // sample all selected glow levels - vec3 glow = vec3(0.0f); - -#ifdef USE_GLOW_LEVEL1 - glow += GLOW_TEXTURE_SAMPLE(tex, uv, 1).rgb; -#endif - -#ifdef USE_GLOW_LEVEL2 - glow += GLOW_TEXTURE_SAMPLE(tex, uv, 2).rgb; -#endif - -#ifdef USE_GLOW_LEVEL3 - glow += GLOW_TEXTURE_SAMPLE(tex, uv, 3).rgb; -#endif - -#ifdef USE_GLOW_LEVEL4 - glow += GLOW_TEXTURE_SAMPLE(tex, uv, 4).rgb; -#endif - -#ifdef USE_GLOW_LEVEL5 - glow += GLOW_TEXTURE_SAMPLE(tex, uv, 5).rgb; -#endif - -#ifdef USE_GLOW_LEVEL6 - glow += GLOW_TEXTURE_SAMPLE(tex, uv, 6).rgb; -#endif - -#ifdef USE_GLOW_LEVEL7 - glow += GLOW_TEXTURE_SAMPLE(tex, uv, 7).rgb; -#endif - - return glow; -} - -vec3 apply_glow(vec3 color, vec3 glow) { // apply glow using the selected blending mode -#ifdef USE_GLOW_REPLACE - color = glow; -#endif - -#ifdef USE_GLOW_SCREEN - //need color clamping - color = clamp(color, vec3(0.0f), vec3(1.0f)); - color = max((color + glow) - (color * glow), vec3(0.0)); -#endif - -#ifdef USE_GLOW_SOFTLIGHT - //need color clamping - color = clamp(color, vec3(0.0f), vec3(1.0)); - glow = glow * vec3(0.5f) + vec3(0.5f); - - color.r = (glow.r <= 0.5f) ? (color.r - (1.0f - 2.0f * glow.r) * color.r * (1.0f - color.r)) : (((glow.r > 0.5f) && (color.r <= 0.25f)) ? (color.r + (2.0f * glow.r - 1.0f) * (4.0f * color.r * (4.0f * color.r + 1.0f) * (color.r - 1.0f) + 7.0f * color.r)) : (color.r + (2.0f * glow.r - 1.0f) * (sqrt(color.r) - color.r))); - color.g = (glow.g <= 0.5f) ? (color.g - (1.0f - 2.0f * glow.g) * color.g * (1.0f - color.g)) : (((glow.g > 0.5f) && (color.g <= 0.25f)) ? (color.g + (2.0f * glow.g - 1.0f) * (4.0f * color.g * (4.0f * color.g + 1.0f) * (color.g - 1.0f) + 7.0f * color.g)) : (color.g + (2.0f * glow.g - 1.0f) * (sqrt(color.g) - color.g))); - color.b = (glow.b <= 0.5f) ? (color.b - (1.0f - 2.0f * glow.b) * color.b * (1.0f - color.b)) : (((glow.b > 0.5f) && (color.b <= 0.25f)) ? (color.b + (2.0f * glow.b - 1.0f) * (4.0f * color.b * (4.0f * color.b + 1.0f) * (color.b - 1.0f) + 7.0f * color.b)) : (color.b + (2.0f * glow.b - 1.0f) * (sqrt(color.b) - color.b))); -#endif - -#if !defined(USE_GLOW_SCREEN) && !defined(USE_GLOW_SOFTLIGHT) && !defined(USE_GLOW_REPLACE) // no other selected -> additive - color += glow; -#endif - - return color; -} - -vec3 apply_bcs(vec3 color, vec3 bcs) { - color = mix(vec3(0.0f), color, bcs.x); - color = mix(vec3(0.5f), color, bcs.y); - color = mix(vec3(dot(vec3(1.0f), color) * 0.33333f), color, bcs.z); - - return color; -} - -vec3 apply_color_correction(vec3 color, sampler2D correction_tex) { - color.r = texture(correction_tex, vec2(color.r, 0.0f)).r; - color.g = texture(correction_tex, vec2(color.g, 0.0f)).g; - color.b = texture(correction_tex, vec2(color.b, 0.0f)).b; - - return color; -} - -void main() { - vec3 color = textureLod(source, uv_interp, 0.0f).rgb; - - // Exposure - -#ifdef USE_AUTO_EXPOSURE - color /= texelFetch(source_auto_exposure, ivec2(0, 0), 0).r / auto_exposure_grey; -#endif - - color *= exposure; - - // Early Tonemap & SRGB Conversion; note that Linear tonemapping does not clamp to [0, 1]; some operations below expect a [0, 1] range and will clamp - - color = apply_tonemapping(color, white); - -#ifdef KEEP_3D_LINEAR - // leave color as is (-> don't convert to SRGB) -#else - //need color clamping - color = clamp(color, vec3(0.0f), vec3(1.0f)); - color = linear_to_srgb(color); // regular linear -> SRGB conversion (needs clamped values) -#endif - - // Glow - -#ifdef USING_GLOW - vec3 glow = gather_glow(source_glow, uv_interp) * glow_intensity; - - // high dynamic range -> SRGB - glow = apply_tonemapping(glow, white); - glow = clamp(glow, vec3(0.0f), vec3(1.0f)); - glow = linear_to_srgb(glow); - - color = apply_glow(color, glow); -#endif - - // Additional effects - -#ifdef USE_BCS - color = apply_bcs(color, bcs); -#endif - -#ifdef USE_COLOR_CORRECTION - color = apply_color_correction(color, color_correction); -#endif - - frag_color = vec4(color, 1.0f); -} |