diff options
Diffstat (limited to 'drivers/gles3/shaders')
-rw-r--r-- | drivers/gles3/shaders/SCsub | 1 | ||||
-rw-r--r-- | drivers/gles3/shaders/canvas.glsl | 28 | ||||
-rw-r--r-- | drivers/gles3/shaders/scene.glsl | 2332 | ||||
-rw-r--r-- | drivers/gles3/shaders/sky.glsl | 88 | ||||
-rw-r--r-- | drivers/gles3/shaders/stdlib_inc.glsl | 4 | ||||
-rw-r--r-- | drivers/gles3/shaders/tonemap_inc.glsl | 119 |
6 files changed, 842 insertions, 1730 deletions
diff --git a/drivers/gles3/shaders/SCsub b/drivers/gles3/shaders/SCsub index 79247f38d4..ec32badc19 100644 --- a/drivers/gles3/shaders/SCsub +++ b/drivers/gles3/shaders/SCsub @@ -8,4 +8,5 @@ env.Depends("#drivers/gles3/shaders/copy.glsl.gen.h", "#core/math/transform_2d.h if "GLES3_GLSL" in env["BUILDERS"]: env.GLES3_GLSL("canvas.glsl") env.GLES3_GLSL("copy.glsl") + env.GLES3_GLSL("scene.glsl") env.GLES3_GLSL("sky.glsl") diff --git a/drivers/gles3/shaders/canvas.glsl b/drivers/gles3/shaders/canvas.glsl index 41d308b776..381a0e8a73 100644 --- a/drivers/gles3/shaders/canvas.glsl +++ b/drivers/gles3/shaders/canvas.glsl @@ -21,6 +21,15 @@ layout(location = 10) in uvec4 bone_attrib; layout(location = 11) in vec4 weight_attrib; #endif + +// This needs to be outside clang-format so the ubo comment is in the right place +#ifdef MATERIAL_UNIFORMS_USED +layout(std140) uniform MaterialUniforms{ //ubo:4 + +#MATERIAL_UNIFORMS + +}; +#endif /* clang-format on */ #include "canvas_uniforms_inc.glsl" #include "stdlib_inc.glsl" @@ -38,15 +47,6 @@ out vec2 pixel_size_interp; #endif -#ifdef MATERIAL_UNIFORMS_USED -layout(std140) uniform MaterialUniforms{ -//ubo:4 - -#MATERIAL_UNIFORMS - -}; -#endif - #GLOBALS void main() { @@ -518,8 +518,8 @@ void main() { float px_size = max(0.5 * dot((vec2(px_range) / msdf_size), dest_size), 1.0); float d = msdf_median(msdf_sample.r, msdf_sample.g, msdf_sample.b, msdf_sample.a) - 0.5; - if (outline_thickness > 0) { - float cr = clamp(outline_thickness, 0.0, px_range / 2) / px_range; + if (outline_thickness > 0.0) { + float cr = clamp(outline_thickness, 0.0, px_range / 2.0) / px_range; float a = clamp((d + cr) * px_size, 0.0, 1.0); color.a = a * color.a; } else { @@ -710,8 +710,8 @@ void main() { vec2 pos_rot = pos_norm * mat2(vec2(0.7071067811865476, -0.7071067811865476), vec2(0.7071067811865476, 0.7071067811865476)); //is there a faster way to 45 degrees rot? float tex_ofs; float distance; - if (pos_rot.y > 0) { - if (pos_rot.x > 0) { + if (pos_rot.y > 0.0) { + if (pos_rot.x > 0.0) { tex_ofs = pos_box.y * 0.125 + 0.125; distance = shadow_pos.x; } else { @@ -719,7 +719,7 @@ void main() { distance = shadow_pos.y; } } else { - if (pos_rot.x < 0) { + if (pos_rot.x < 0.0) { tex_ofs = pos_box.y * -0.125 + (0.5 + 0.125); distance = -shadow_pos.x; } else { diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl index ebb00e81d0..ea28685be7 100644 --- a/drivers/gles3/shaders/scene.glsl +++ b/drivers/gles3/shaders/scene.glsl @@ -1,983 +1,553 @@ /* clang-format off */ -[vertex] +#[modes] -#ifdef USE_GLES_OVER_GL -#define lowp -#define mediump -#define highp -#else -precision highp float; -precision highp int; -#endif - -#define SHADER_IS_SRGB true //TODO remove - -#define M_PI 3.14159265359 - -// -// attributes -// - -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) -layout(location = 2) in vec4 tangent_attrib; -#endif +mode_color = #define BASE_PASS +mode_additive = #define USE_ADDITIVE_LIGHTING +mode_depth = #define MODE_RENDER_DEPTH -#if defined(ENABLE_COLOR_INTERP) -layout(location = 3) in vec4 color_attrib; -#endif +#[specializations] -#if defined(ENABLE_UV_INTERP) -layout(location = 4) in vec2 uv_attrib; -#endif +USE_LIGHTMAP = false +USE_LIGHT_DIRECTIONAL = false +USE_LIGHT_POSITIONAL = false -#if defined(ENABLE_UV2_INTERP) || defined(USE_LIGHTMAP) -layout(location = 5) in vec2 uv2_attrib; -#endif - -#ifdef USE_SKELETON - -#ifdef USE_SKELETON_SOFTWARE -layout(location = 13) in highp vec4 bone_transform_row_0; -layout(location = 14) in highp vec4 bone_transform_row_1; -layout(location = 15) in highp vec4 bone_transform_row_2; +#[vertex] -#else +#define M_PI 3.14159265359 -layout(location = 6) in vec4 bone_ids; -layout(location = 7) in highp vec4 bone_weights; +#define SHADER_IS_SRGB true -uniform highp sampler2D bone_transforms; // texunit:-1 -uniform ivec2 skeleton_texture_size; +#include "stdlib_inc.glsl" +#if !defined(MODE_RENDER_DEPTH) || defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED) ||defined(LIGHT_CLEARCOAT_USED) +#ifndef NORMAL_USED +#define NORMAL_USED #endif - #endif -#ifdef USE_INSTANCING +/* +from RenderingServer: +ARRAY_VERTEX = 0, // RG32F or RGB32F (depending on 2D bit) +ARRAY_NORMAL = 1, // A2B10G10R10, A is ignored. +ARRAY_TANGENT = 2, // A2B10G10R10, A flips sign of binormal. +ARRAY_COLOR = 3, // RGBA8 +ARRAY_TEX_UV = 4, // RG32F +ARRAY_TEX_UV2 = 5, // RG32F +ARRAY_CUSTOM0 = 6, // Depends on ArrayCustomFormat. +ARRAY_CUSTOM1 = 7, +ARRAY_CUSTOM2 = 8, +ARRAY_CUSTOM3 = 9, +ARRAY_BONES = 10, // RGBA16UI (x2 if 8 weights) +ARRAY_WEIGHTS = 11, // RGBA16UNORM (x2 if 8 weights) +ARRAY_INDEX = 12, // 16 or 32 bits depending on length > 0xFFFF. +ARRAY_MAX = 13 +*/ -layout(location = 8) in highp vec4 instance_xform_row_0; -layout(location = 9) in highp vec4 instance_xform_row_1; -layout(location = 10) in highp vec4 instance_xform_row_2; +/* INPUT ATTRIBS */ -layout(location = 11) in highp vec4 instance_color; -layout(location = 12) in highp vec4 instance_custom_data; +layout(location = 0) in highp vec3 vertex_attrib; +/* clang-format on */ +#ifdef NORMAL_USED +layout(location = 1) in vec3 normal_attrib; #endif -// -// uniforms -// - -uniform highp mat4 inv_view_matrix; -uniform highp mat4 view_matrix; -uniform highp mat4 projection_matrix; -uniform highp mat4 projection_inverse_matrix; - -uniform highp mat4 world_transform; - -uniform highp float time; - -uniform highp vec2 viewport_size; - -#ifdef RENDER_DEPTH -uniform float light_bias; -uniform float light_normal_bias; +#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED) +layout(location = 2) in vec4 tangent_attrib; #endif -// -// varyings -// - -#if defined(RENDER_DEPTH) && defined(USE_RGBA_SHADOWS) -out highp vec4 position_interp; +#if defined(COLOR_USED) +layout(location = 3) in vec4 color_attrib; #endif -out highp vec3 vertex_interp; -out vec3 normal_interp; - -#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP) -out vec3 tangent_interp; -out vec3 binormal_interp; +#ifdef UV_USED +layout(location = 4) in vec2 uv_attrib; #endif -#if defined(ENABLE_COLOR_INTERP) -out vec4 color_interp; +#if defined(UV2_USED) || defined(USE_LIGHTMAP) +layout(location = 5) in vec2 uv2_attrib; #endif -#if defined(ENABLE_UV_INTERP) -out vec2 uv_interp; +#if defined(CUSTOM0_USED) +layout(location = 6) in vec4 custom0_attrib; #endif -#if defined(ENABLE_UV2_INTERP) || defined(USE_LIGHTMAP) -out vec2 uv2_interp; +#if defined(CUSTOM1_USED) +layout(location = 7) in vec4 custom1_attrib; #endif -/* clang-format off */ - -VERTEX_SHADER_GLOBALS - -/* clang-format on */ - -#ifdef RENDER_DEPTH_DUAL_PARABOLOID - -out highp float dp_clip; -uniform highp float shadow_dual_paraboloid_render_zfar; -uniform highp float shadow_dual_paraboloid_render_side; - +#if defined(CUSTOM2_USED) +layout(location = 8) in vec4 custom2_attrib; #endif -#if defined(USE_SHADOW) && defined(USE_LIGHTING) - -uniform highp mat4 light_shadow_matrix; -out highp vec4 shadow_coord; - -#if defined(LIGHT_USE_PSSM2) || defined(LIGHT_USE_PSSM4) -uniform highp mat4 light_shadow_matrix2; -out highp vec4 shadow_coord2; +#if defined(CUSTOM3_USED) +layout(location = 9) in vec4 custom3_attrib; #endif -#if defined(LIGHT_USE_PSSM4) - -uniform highp mat4 light_shadow_matrix3; -uniform highp mat4 light_shadow_matrix4; -out highp vec4 shadow_coord3; -out highp vec4 shadow_coord4; - +#if defined(BONES_USED) +layout(location = 10) in uvec4 bone_attrib; #endif +#if defined(WEIGHTS_USED) +layout(location = 11) in vec4 weight_attrib; #endif -#if defined(USE_VERTEX_LIGHTING) && defined(USE_LIGHTING) +layout(std140) uniform GlobalVariableData { //ubo:1 + vec4 global_variables[MAX_GLOBAL_VARIABLES]; +}; -out highp vec3 diffuse_interp; -out highp vec3 specular_interp; +layout(std140) uniform SceneData { // ubo:2 + highp mat4 projection_matrix; + highp mat4 inv_projection_matrix; + highp mat4 inv_view_matrix; + highp mat4 view_matrix; -// general for all lights -uniform highp vec4 light_color; -uniform highp vec4 shadow_color; -uniform highp float light_specular; + vec2 viewport_size; + vec2 screen_pixel_size; -// directional -uniform highp vec3 light_direction; + mediump vec4 ambient_light_color_energy; -// omni -uniform highp vec3 light_position; + mediump float ambient_color_sky_mix; + uint ambient_flags; + bool material_uv2_mode; + float opaque_prepass_threshold; + //bool use_ambient_light; + //bool use_ambient_cubemap; + //bool use_reflection_cubemap; -uniform highp float light_range; -uniform highp float light_attenuation; - -// spot -uniform highp float light_spot_attenuation; -uniform highp float light_spot_range; -uniform highp float light_spot_angle; - -void light_compute( - vec3 N, - vec3 L, - vec3 V, - vec3 light_color, - vec3 attenuation, - float roughness) { -//this makes lights behave closer to linear, but then addition of lights looks bad -//better left disabled - -//#define SRGB_APPROX(m_var) m_var = pow(m_var,0.4545454545); -/* -#define SRGB_APPROX(m_var) {\ - float S1 = sqrt(m_var);\ - float S2 = sqrt(S1);\ - float S3 = sqrt(S2);\ - m_var = 0.662002687 * S1 + 0.684122060 * S2 - 0.323583601 * S3 - 0.0225411470 * m_var;\ - } -*/ -#define SRGB_APPROX(m_var) + mat3 radiance_inverse_xform; - float NdotL = dot(N, L); - float cNdotL = max(NdotL, 0.0); // clamped NdotL - float NdotV = dot(N, V); - float cNdotV = max(NdotV, 0.0); + uint directional_light_count; + float z_far; + float z_near; + float pad; -#if defined(DIFFUSE_OREN_NAYAR) - vec3 diffuse_brdf_NL; -#else - float diffuse_brdf_NL; // BRDF times N.L for calculating diffuse radiance -#endif + bool fog_enabled; + float fog_density; + float fog_height; + float fog_height_density; -#if defined(DIFFUSE_LAMBERT_WRAP) - // energy conserving lambert wrap shader - diffuse_brdf_NL = max(0.0, (NdotL + roughness) / ((1.0 + roughness) * (1.0 + roughness))); + vec3 fog_light_color; + float fog_sun_scatter; -#elif defined(DIFFUSE_OREN_NAYAR) + float fog_aerial_perspective; - { - // see http://mimosa-pudica.net/improved-oren-nayar.html - float LdotV = dot(L, V); + float time; + float reflection_multiplier; // one normally, zero when rendering reflections - float s = LdotV - NdotL * NdotV; - float t = mix(1.0, max(NdotL, NdotV), step(0.0, s)); + bool pancake_shadows; +} +scene_data; - 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); +uniform highp mat4 world_transform; - 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); +#ifdef USE_LIGHTMAP +uniform highp vec4 lightmap_uv_rect; #endif - SRGB_APPROX(diffuse_brdf_NL) - - diffuse_interp += light_color * diffuse_brdf_NL * attenuation; - - if (roughness > 0.0) { - // D - float specular_brdf_NL = 0.0; +/* Varyings */ -#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; +out highp vec3 vertex_interp; +#ifdef NORMAL_USED +out vec3 normal_interp; #endif - SRGB_APPROX(specular_brdf_NL) - specular_interp += specular_brdf_NL * light_color * attenuation * (1.0 / M_PI); - } -} - +#if defined(COLOR_USED) +out vec4 color_interp; #endif -#ifdef USE_VERTEX_LIGHTING - -#ifdef USE_REFLECTION_PROBE1 - -uniform highp mat4 refprobe1_local_matrix; -out mediump vec4 refprobe1_reflection_normal_blend; -uniform highp vec3 refprobe1_box_extents; - -#ifndef USE_LIGHTMAP -out mediump vec3 refprobe1_ambient_normal; +#if defined(UV_USED) +out vec2 uv_interp; #endif -#endif //reflection probe1 - -#ifdef USE_REFLECTION_PROBE2 - -uniform highp mat4 refprobe2_local_matrix; -out mediump vec4 refprobe2_reflection_normal_blend; -uniform highp vec3 refprobe2_box_extents; +#if defined(UV2_USED) +out vec2 uv2_interp; +#else +#ifdef USE_LIGHTMAP +out vec2 uv2_interp; +#endif +#endif -#ifndef USE_LIGHTMAP -out mediump vec3 refprobe2_ambient_normal; +#if defined(TANGENT_USED) || defined(ENABLE_NORMALMAP) || defined(LIGHT_USE_ANISOTROPY) +out vec3 tangent_interp; +out vec3 binormal_interp; #endif -#endif //reflection probe2 +#if defined(MATERIAL_UNIFORMS_USED) -#endif //vertex lighting for refprobes +/* clang-format off */ +layout(std140) uniform MaterialUniforms { // ubo:3 -#if defined(FOG_DEPTH_ENABLED) || defined(FOG_HEIGHT_ENABLED) +#MATERIAL_UNIFORMS -out vec4 fog_interp; +}; +/* clang-format on */ -uniform mediump vec4 fog_color_base; -#ifdef LIGHT_MODE_DIRECTIONAL -uniform mediump vec4 fog_sun_color_amount; #endif -uniform bool fog_transmit_enabled; -uniform mediump float fog_transmit_curve; +/* clang-format off */ -#ifdef FOG_DEPTH_ENABLED -uniform highp float fog_depth_begin; -uniform mediump float fog_depth_curve; -uniform mediump float fog_max_distance; -#endif +#GLOBALS -#ifdef FOG_HEIGHT_ENABLED -uniform highp float fog_height_min; -uniform highp float fog_height_max; -uniform mediump float fog_height_curve; -#endif +/* clang-format on */ -#endif //fog +out highp vec4 position_interp; -void main() { - highp vec4 vertex = vertex_attrib; +invariant gl_Position; - mat4 model_matrix = world_transform; +void main() { + highp vec3 vertex = vertex_attrib; -#ifdef USE_INSTANCING - { - highp mat4 m = mat4( - instance_xform_row_0, - instance_xform_row_1, - instance_xform_row_2, - vec4(0.0, 0.0, 0.0, 1.0)); - model_matrix = model_matrix * transpose(m); - } + highp mat4 model_matrix = world_transform; +#ifdef NORMAL_USED + vec3 normal = normal_attrib * 2.0 - 1.0; #endif + highp mat3 model_normal_matrix = mat3(model_matrix); - vec3 normal = normal_attrib; - -#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP) - vec3 tangent = tangent_attrib.xyz; - float binormalf = tangent_attrib.a; - vec3 binormal = normalize(cross(normal, tangent) * binormalf); +#if defined(TANGENT_USED) || defined(ENABLE_NORMALMAP) || defined(LIGHT_USE_ANISOTROPY) + vec3 tangent; + float binormalf; + tangent = normal_tangent_attrib.xyz; + binormalf = normal_tangent_attrib.a; #endif -#if defined(ENABLE_COLOR_INTERP) +#if defined(COLOR_USED) color_interp = color_attrib; -#ifdef USE_INSTANCING - color_interp *= instance_color; #endif + +#if defined(TANGENT_USED) || defined(ENABLE_NORMALMAP) || defined(LIGHT_USE_ANISOTROPY) + vec3 binormal = normalize(cross(normal, tangent) * binormalf); #endif -#if defined(ENABLE_UV_INTERP) +#if defined(UV_USED) uv_interp = uv_attrib; #endif -#if defined(ENABLE_UV2_INTERP) || defined(USE_LIGHTMAP) +#ifdef USE_LIGHTMAP + uv2_interp = lightmap_uv_rect.zw * uv2_attrib + lightmap_uv_rect.xy; +#else +#if defined(UV2_USED) uv2_interp = uv2_attrib; #endif +#endif #if defined(OVERRIDE_POSITION) highp vec4 position; #endif + highp mat4 projection_matrix = scene_data.projection_matrix; + highp mat4 inv_projection_matrix = scene_data.inv_projection_matrix; -#if !defined(SKIP_TRANSFORM_USED) && defined(VERTEX_WORLD_COORDS_USED) - vertex = model_matrix * vertex; - normal = normalize((model_matrix * vec4(normal, 0.0)).xyz); -#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP) - - tangent = normalize((model_matrix * vec4(tangent, 0.0)).xyz); - binormal = normalize((model_matrix * vec4(binormal, 0.0)).xyz); -#endif -#endif - -#ifdef USE_SKELETON - - highp mat4 bone_transform = mat4(0.0); - -#ifdef USE_SKELETON_SOFTWARE - // passing the transform as attributes - - bone_transform[0] = vec4(bone_transform_row_0.x, bone_transform_row_1.x, bone_transform_row_2.x, 0.0); - bone_transform[1] = vec4(bone_transform_row_0.y, bone_transform_row_1.y, bone_transform_row_2.y, 0.0); - bone_transform[2] = vec4(bone_transform_row_0.z, bone_transform_row_1.z, bone_transform_row_2.z, 0.0); - bone_transform[3] = vec4(bone_transform_row_0.w, bone_transform_row_1.w, bone_transform_row_2.w, 1.0); - -#else - // look up transform from the "pose texture" - { - for (int i = 0; i < 4; i++) { - ivec2 tex_ofs = ivec2(int(bone_ids[i]) * 3, 0); + vec4 instance_custom = vec4(0.0); - highp mat4 b = mat4( - texel2DFetch(bone_transforms, skeleton_texture_size, tex_ofs + ivec2(0, 0)), - texel2DFetch(bone_transforms, skeleton_texture_size, tex_ofs + ivec2(1, 0)), - texel2DFetch(bone_transforms, skeleton_texture_size, tex_ofs + ivec2(2, 0)), - vec4(0.0, 0.0, 0.0, 1.0)); + // Using world coordinates +#if !defined(SKIP_TRANSFORM_USED) && defined(VERTEX_WORLD_COORDS_USED) - bone_transform += transpose(b) * bone_weights[i]; - } - } + vertex = (model_matrix * vec4(vertex, 1.0)).xyz; +#ifdef NORMAL_USED + normal = model_normal_matrix * normal; #endif - model_matrix = model_matrix * bone_transform; +#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED) -#endif - -#ifdef USE_INSTANCING - vec4 instance_custom = instance_custom_data; -#else - vec4 instance_custom = vec4(0.0); + tangent = model_normal_matrix * tangent; + binormal = model_normal_matrix * binormal; #endif +#endif - mat4 local_projection_matrix = projection_matrix; - - mat4 modelview = view_matrix * model_matrix; float roughness = 1.0; -#define projection_matrix local_projection_matrix -#define world_transform model_matrix + highp mat4 modelview = scene_data.view_matrix * model_matrix; + highp mat3 modelview_normal = mat3(scene_data.view_matrix) * model_normal_matrix; float point_size = 1.0; { - /* clang-format off */ - -VERTEX_SHADER_CODE - - /* clang-format on */ +#CODE : VERTEX } gl_PointSize = point_size; - vec4 outvec = vertex; - // use local coordinates + // Using local coordinates (default) #if !defined(SKIP_TRANSFORM_USED) && !defined(VERTEX_WORLD_COORDS_USED) - vertex = modelview * vertex; - normal = normalize((modelview * vec4(normal, 0.0)).xyz); -#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP) - tangent = normalize((modelview * vec4(tangent, 0.0)).xyz); - binormal = normalize((modelview * vec4(binormal, 0.0)).xyz); -#endif + vertex = (modelview * vec4(vertex, 1.0)).xyz; +#ifdef NORMAL_USED + normal = modelview_normal * normal; #endif -#if !defined(SKIP_TRANSFORM_USED) && defined(VERTEX_WORLD_COORDS_USED) - vertex = view_matrix * vertex; - normal = normalize((view_matrix * vec4(normal, 0.0)).xyz); -#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP) - tangent = normalize((view_matrix * vec4(tangent, 0.0)).xyz); - binormal = normalize((view_matrix * vec4(binormal, 0.0)).xyz); -#endif #endif - vertex_interp = vertex.xyz; - normal_interp = normal; +#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED) -#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP) - tangent_interp = tangent; - binormal_interp = binormal; + binormal = modelview_normal * binormal; + tangent = modelview_normal * tangent; #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) * light_bias; - highp float distance = length(vtx); - vtx = normalize(vtx); - vtx.xy /= 1.0 - vtx.z; - vtx.z = (distance / shadow_dual_paraboloid_render_zfar); - vtx.z = vtx.z * 2.0 - 1.0; - - vertex_interp = vtx; - -#else - float z_ofs = light_bias; - z_ofs += (1.0 - abs(normal_interp.z)) * light_normal_bias; - - vertex_interp.z -= z_ofs; -#endif //dual parabolloid - -#endif //depth - -//vertex lighting -#if defined(USE_VERTEX_LIGHTING) && defined(USE_LIGHTING) - //vertex shaded version of lighting (more limited) - vec3 L; - vec3 light_att; - -#ifdef LIGHT_MODE_OMNI - vec3 light_vec = light_position - vertex_interp; - float light_length = length(light_vec); - - float normalized_distance = light_length / light_range; - - if (normalized_distance < 1.0) { - float omni_attenuation = pow(1.0 - normalized_distance, light_attenuation); - - vec3 attenuation = vec3(omni_attenuation); - light_att = vec3(omni_attenuation); - } else { - light_att = vec3(0.0); - } - - L = normalize(light_vec); + // Using world coordinates +#if !defined(SKIP_TRANSFORM_USED) && defined(VERTEX_WORLD_COORDS_USED) + vertex = (scene_data.view_matrix * vec4(vertex, 1.0)).xyz; +#ifdef NORMAL_USED + normal = (scene_data.view_matrix * vec4(normal, 0.0)).xyz; #endif -#ifdef LIGHT_MODE_SPOT - - vec3 light_rel_vec = light_position - vertex_interp; - float light_length = length(light_rel_vec); - float normalized_distance = light_length / light_range; - - if (normalized_distance < 1.0) { - float spot_attenuation = pow(1.0 - normalized_distance, light_attenuation); - vec3 spot_dir = light_direction; - - float spot_cutoff = light_spot_angle; - - float angle = dot(-normalize(light_rel_vec), spot_dir); - - if (angle > spot_cutoff) { - float scos = max(angle, spot_cutoff); - float spot_rim = max(0.0001, (1.0 - scos) / (1.0 - spot_cutoff)); - - spot_attenuation *= 1.0 - pow(spot_rim, light_spot_attenuation); - - light_att = vec3(spot_attenuation); - } else { - light_att = vec3(0.0); - } - } else { - light_att = vec3(0.0); - } - - L = normalize(light_rel_vec); - +#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED) + binormal = (scene_data.view_matrix * vec4(binormal, 0.0)).xyz; + tangent = (scene_data.view_matrix * vec4(tangent, 0.0)).xyz; #endif - -#ifdef LIGHT_MODE_DIRECTIONAL - vec3 light_vec = -light_direction; - light_att = vec3(1.0); //no base attenuation - L = normalize(light_vec); #endif - diffuse_interp = vec3(0.0); - specular_interp = vec3(0.0); - light_compute(normal_interp, L, -normalize(vertex_interp), light_color.rgb, light_att, roughness); - + vertex_interp = vertex; +#ifdef NORMAL_USED + normal_interp = normal; #endif -//shadows (for both vertex and fragment) -#if defined(USE_SHADOW) && defined(USE_LIGHTING) - - vec4 vi4 = vec4(vertex_interp, 1.0); - shadow_coord = light_shadow_matrix * vi4; - -#if defined(LIGHT_USE_PSSM2) || defined(LIGHT_USE_PSSM4) - shadow_coord2 = light_shadow_matrix2 * vi4; +#if defined(TANGENT_USED) || defined(ENABLE_NORMALMAP) || defined(LIGHT_USE_ANISOTROPY) + tangent_interp = tangent; + binormal_interp = binormal; #endif -#if defined(LIGHT_USE_PSSM4) - shadow_coord3 = light_shadow_matrix3 * vi4; - shadow_coord4 = light_shadow_matrix4 * vi4; - +#if defined(OVERRIDE_POSITION) + gl_Position = position; +#else + gl_Position = projection_matrix * vec4(vertex_interp, 1.0); #endif -#endif //use shadow and use lighting - -#ifdef USE_VERTEX_LIGHTING - -#ifdef USE_REFLECTION_PROBE1 - { - vec3 ref_normal = normalize(reflect(vertex_interp, normal_interp)); - vec3 local_pos = (refprobe1_local_matrix * vec4(vertex_interp, 1.0)).xyz; - vec3 inner_pos = abs(local_pos / refprobe1_box_extents); - float blend = max(inner_pos.x, max(inner_pos.y, inner_pos.z)); - - { - vec3 local_ref_vec = (refprobe1_local_matrix * vec4(ref_normal, 0.0)).xyz; - refprobe1_reflection_normal_blend.xyz = local_ref_vec; - refprobe1_reflection_normal_blend.a = blend; +#ifdef MODE_RENDER_DEPTH + if (scene_data.pancake_shadows) { + if (gl_Position.z <= 0.00001) { + gl_Position.z = 0.00001; } -#ifndef USE_LIGHTMAP - - refprobe1_ambient_normal = (refprobe1_local_matrix * vec4(normal_interp, 0.0)).xyz; -#endif } - -#endif //USE_REFLECTION_PROBE1 - -#ifdef USE_REFLECTION_PROBE2 - { - vec3 ref_normal = normalize(reflect(vertex_interp, normal_interp)); - vec3 local_pos = (refprobe2_local_matrix * vec4(vertex_interp, 1.0)).xyz; - vec3 inner_pos = abs(local_pos / refprobe2_box_extents); - float blend = max(inner_pos.x, max(inner_pos.y, inner_pos.z)); - - { - vec3 local_ref_vec = (refprobe2_local_matrix * vec4(ref_normal, 0.0)).xyz; - refprobe2_reflection_normal_blend.xyz = local_ref_vec; - refprobe2_reflection_normal_blend.a = blend; - } -#ifndef USE_LIGHTMAP - - refprobe2_ambient_normal = (refprobe2_local_matrix * vec4(normal_interp, 0.0)).xyz; #endif - } -#endif //USE_REFLECTION_PROBE2 - -#if defined(FOG_DEPTH_ENABLED) || defined(FOG_HEIGHT_ENABLED) + position_interp = gl_Position; +} - float fog_amount = 0.0; +/* clang-format off */ +#[fragment] -#ifdef LIGHT_MODE_DIRECTIONAL - vec3 fog_color = mix(fog_color_base.rgb, fog_sun_color_amount.rgb, fog_sun_color_amount.a * pow(max(dot(normalize(vertex_interp), light_direction), 0.0), 8.0)); -#else - vec3 fog_color = fog_color_base.rgb; +// Default to SPECULAR_SCHLICK_GGX. +#if !defined(SPECULAR_DISABLED) && !defined(SPECULAR_SCHLICK_GGX) && !defined(SPECULAR_TOON) +#define SPECULAR_SCHLICK_GGX #endif -#ifdef FOG_DEPTH_ENABLED - - { - float fog_z = smoothstep(fog_depth_begin, fog_max_distance, length(vertex)); - - fog_amount = pow(fog_z, fog_depth_curve) * fog_color_base.a; - } +#if !defined(MODE_RENDER_DEPTH) || defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED) ||defined(LIGHT_CLEARCOAT_USED) +#ifndef NORMAL_USED +#define NORMAL_USED #endif - -#ifdef FOG_HEIGHT_ENABLED - { - float y = (inv_view_matrix * vec4(vertex_interp, 1.0)).y; - fog_amount = max(fog_amount, pow(smoothstep(fog_height_min, fog_height_max, y), fog_height_curve)); - } #endif - fog_interp = vec4(fog_color, fog_amount); -#endif //fog +#include "tonemap_inc.glsl" +#include "stdlib_inc.glsl" -#endif //use vertex lighting +/* texture unit usage, N is max_texture_unity-N -#if defined(OVERRIDE_POSITION) - gl_Position = position; -#else - gl_Position = projection_matrix * vec4(vertex_interp, 1.0); -#endif +1-color correction // In tonemap_inc.glsl +2-radiance +3-directional_shadow +4-positional_shadow +5-screen +6-depth -#if defined(RENDER_DEPTH) && defined(USE_RGBA_SHADOWS) - position_interp = gl_Position; -#endif -} - -/* clang-format off */ -[fragment] +*/ -#ifdef USE_GLES_OVER_GL -#define lowp -#define mediump -#define highp -#else -#if defined(USE_HIGHP_PRECISION) -precision highp float; -precision highp int; -#else -precision mediump float; -precision mediump int; -#endif -#endif +uniform highp mat4 world_transform; +/* clang-format on */ #define M_PI 3.14159265359 #define SHADER_IS_SRGB true -// -// uniforms -// - -uniform highp mat4 inv_view_matrix; -/* clang-format on */ -uniform highp mat4 view_matrix; -uniform highp mat4 projection_matrix; -uniform highp mat4 projection_inverse_matrix; - -uniform highp mat4 world_transform; - -uniform highp float time; +/* Varyings */ -uniform highp vec2 viewport_size; - -#if defined(SCREEN_UV_USED) -uniform vec2 screen_pixel_size; -#endif - -#if defined(SCREEN_TEXTURE_USED) -uniform highp sampler2D screen_texture; //texunit:-4 -#endif -#if defined(DEPTH_TEXTURE_USED) -uniform highp sampler2D depth_texture; //texunit:-4 +#if defined(COLOR_USED) +in vec4 color_interp; #endif -#ifdef USE_REFLECTION_PROBE1 - -#ifdef USE_VERTEX_LIGHTING - -in mediump vec4 refprobe1_reflection_normal_blend; -#ifndef USE_LIGHTMAP -in mediump vec3 refprobe1_ambient_normal; +#if defined(UV_USED) +in vec2 uv_interp; #endif +#if defined(UV2_USED) +in vec2 uv2_interp; #else - -uniform bool refprobe1_use_box_project; -uniform highp vec3 refprobe1_box_extents; -uniform vec3 refprobe1_box_offset; -uniform highp mat4 refprobe1_local_matrix; - -#endif //use vertex lighting - -uniform bool refprobe1_exterior; - -uniform highp samplerCube reflection_probe1; //texunit:-5 - -uniform float refprobe1_intensity; -uniform vec4 refprobe1_ambient; - -#endif //USE_REFLECTION_PROBE1 - -#ifdef USE_REFLECTION_PROBE2 - -#ifdef USE_VERTEX_LIGHTING - -in mediump vec4 refprobe2_reflection_normal_blend; -#ifndef USE_LIGHTMAP -in mediump vec3 refprobe2_ambient_normal; +#ifdef USE_LIGHTMAP +in vec2 uv2_interp; #endif - -#else - -uniform bool refprobe2_use_box_project; -uniform highp vec3 refprobe2_box_extents; -uniform vec3 refprobe2_box_offset; -uniform highp mat4 refprobe2_local_matrix; - -#endif //use vertex lighting - -uniform bool refprobe2_exterior; - -uniform highp samplerCube reflection_probe2; //texunit:-6 - -uniform float refprobe2_intensity; -uniform vec4 refprobe2_ambient; - -#endif //USE_REFLECTION_PROBE2 - -#define RADIANCE_MAX_LOD 6.0 - -#if defined(USE_REFLECTION_PROBE1) || defined(USE_REFLECTION_PROBE2) - -void reflection_process(samplerCube reflection_map, -#ifdef USE_VERTEX_LIGHTING - vec3 ref_normal, -#ifndef USE_LIGHTMAP - vec3 amb_normal, #endif - float ref_blend, - -#else //no vertex lighting - vec3 normal, vec3 vertex, - mat4 local_matrix, - bool use_box_project, vec3 box_extents, vec3 box_offset, -#endif //vertex lighting - bool exterior, float intensity, vec4 ref_ambient, float roughness, vec3 ambient, vec3 skybox, inout highp vec4 reflection_accum, inout highp vec4 ambient_accum) { - vec4 reflection; - -#ifdef USE_VERTEX_LIGHTING - - reflection.rgb = textureCubeLod(reflection_map, ref_normal, roughness * RADIANCE_MAX_LOD).rgb; - - float blend = ref_blend; //crappier blend formula for vertex - blend *= blend; - blend = max(0.0, 1.0 - blend); - -#else //fragment lighting - vec3 local_pos = (local_matrix * vec4(vertex, 1.0)).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)); - blend = mix(length(inner_pos), blend, blend); - blend *= blend; - blend = max(0.0, 1.0 - blend); - - //reflect and make local - vec3 ref_normal = normalize(reflect(vertex, normal)); - ref_normal = (local_matrix * vec4(ref_normal, 0.0)).xyz; - - if (use_box_project) { //box project - - vec3 nrdir = normalize(ref_normal); - vec3 rbmax = (box_extents - local_pos) / nrdir; - vec3 rbmin = (-box_extents - local_pos) / nrdir; - - vec3 rbminmax = mix(rbmin, rbmax, vec3(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; - ref_normal = posonbox - box_offset.xyz; - } +#if defined(TANGENT_USED) || defined(ENABLE_NORMALMAP) || defined(LIGHT_USE_ANISOTROPY) +in vec3 tangent_interp; +in vec3 binormal_interp; +#endif - reflection.rgb = textureCubeLod(reflection_map, ref_normal, roughness * RADIANCE_MAX_LOD).rgb; +#ifdef NORMAL_USED +in vec3 normal_interp; #endif - if (exterior) { - reflection.rgb = mix(skybox, reflection.rgb, blend); - } - reflection.rgb *= intensity; - reflection.a = blend; - reflection.rgb *= blend; +in highp vec3 vertex_interp; - reflection_accum += reflection; +/* PBR CHANNELS */ -#ifndef USE_LIGHTMAP +#ifdef USE_RADIANCE_MAP - vec4 ambient_out; -#ifndef USE_VERTEX_LIGHTING +layout(std140) uniform Radiance { // ubo:4 - vec3 amb_normal = (local_matrix * vec4(normal, 0.0)).xyz; -#endif + mat4 radiance_inverse_xform; + float radiance_ambient_contribution; +}; - ambient_out.rgb = textureCubeLod(reflection_map, amb_normal, RADIANCE_MAX_LOD).rgb; - ambient_out.rgb = mix(ref_ambient.rgb, ambient_out.rgb, ref_ambient.a); - if (exterior) { - ambient_out.rgb = mix(ambient, ambient_out.rgb, blend); - } +#define RADIANCE_MAX_LOD 5.0 - ambient_out.a = blend; - ambient_out.rgb *= blend; - ambient_accum += ambient_out; +uniform sampler2D radiance_map; // texunit:-2 -#endif +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 //use refprobe 1 or 2 - -#ifdef USE_LIGHTMAP -uniform mediump sampler2D lightmap; //texunit:-4 -uniform mediump float lightmap_energy; #endif -#ifdef USE_LIGHTMAP_CAPTURE -uniform mediump vec4[12] lightmap_captures; -uniform bool lightmap_capture_sky; +layout(std140) uniform GlobalVariableData { //ubo:1 + vec4 global_variables[MAX_GLOBAL_VARIABLES]; +}; -#endif + /* Material Uniforms */ -#ifdef USE_RADIANCE_MAP +#if defined(MATERIAL_UNIFORMS_USED) -uniform samplerCube radiance_map; // texunit:-2 +/* clang-format off */ +layout(std140) uniform MaterialUniforms { // ubo:3 -uniform mat4 radiance_inverse_xform; +#MATERIAL_UNIFORMS -#endif +}; +/* clang-format on */ -uniform vec4 bg_color; -uniform float bg_energy; +#endif -uniform float ambient_sky_contribution; -uniform vec4 ambient_color; -uniform float ambient_energy; +layout(std140) uniform SceneData { // ubo:2 + highp mat4 projection_matrix; + highp mat4 inv_projection_matrix; + highp mat4 inv_view_matrix; + highp mat4 view_matrix; -#ifdef USE_LIGHTING + vec2 viewport_size; + vec2 screen_pixel_size; -uniform highp vec4 shadow_color; + mediump vec4 ambient_light_color_energy; -#ifdef USE_VERTEX_LIGHTING + mediump float ambient_color_sky_mix; + uint ambient_flags; + bool material_uv2_mode; + float opaque_prepass_threshold; + //bool use_ambient_light; + //bool use_ambient_cubemap; + //bool use_reflection_cubemap; -//get from vertex -in highp vec3 diffuse_interp; -in highp vec3 specular_interp; + mat3 radiance_inverse_xform; -uniform highp vec3 light_direction; //may be used by fog, so leave here + uint directional_light_count; + float z_far; + float z_near; + float pad; -#else -//done in fragment -// general for all lights -uniform highp vec4 light_color; + bool fog_enabled; + float fog_density; + float fog_height; + float fog_height_density; -uniform highp float light_specular; + vec3 fog_light_color; + float fog_sun_scatter; -// directional -uniform highp vec3 light_direction; -// omni -uniform highp vec3 light_position; + float fog_aerial_perspective; -uniform highp float light_attenuation; + float time; + float reflection_multiplier; // one normally, zero when rendering reflections -// spot -uniform highp float light_spot_attenuation; -uniform highp float light_spot_range; -uniform highp float light_spot_angle; -#endif + bool pancake_shadows; +} +scene_data; -//this is needed outside above if because dual paraboloid wants it -uniform highp float light_range; +/* clang-format off */ -#ifdef USE_SHADOW +#GLOBALS -uniform highp vec2 shadow_pixel_size; +/* clang-format on */ -#if defined(LIGHT_MODE_OMNI) || defined(LIGHT_MODE_SPOT) -uniform highp sampler2D light_shadow_atlas; //texunit:-3 -#endif +//directional light data -#ifdef LIGHT_MODE_DIRECTIONAL -uniform highp sampler2D light_directional_shadow; // texunit:-3 -uniform highp vec4 light_split_offsets; -#endif +#ifdef USE_LIGHT_DIRECTIONAL -in highp vec4 shadow_coord; +struct DirectionalLightData { + mediump vec3 direction; + mediump float energy; + mediump vec3 color; + mediump float size; + mediump vec3 pad; + mediump float specular; +}; -#if defined(LIGHT_USE_PSSM2) || defined(LIGHT_USE_PSSM4) -in highp vec4 shadow_coord2; #endif -#if defined(LIGHT_USE_PSSM4) +// omni and spot +#ifdef USE_LIGHT_POSITIONAL +struct LightData { //this structure needs to be as packed as possible + highp vec3 position; + highp float inv_radius; -in highp vec4 shadow_coord3; -in highp vec4 shadow_coord4; - -#endif + mediump vec3 direction; + highp float size; -uniform vec4 light_clamp; + mediump vec3 color; + mediump float attenuation; -#endif // light shadow + mediump float cone_attenuation; + mediump float cone_angle; + mediump float specular_amount; + bool shadow_enabled; +}; -// directional shadow +layout(std140) uniform OmniLightData { // ubo:5 -#endif + LightData omni_lights[MAX_LIGHT_DATA_STRUCTS]; +}; -// -// varyings -// +layout(std140) uniform SpotLightData { // ubo:6 -#if defined(RENDER_DEPTH) && defined(USE_RGBA_SHADOWS) -in highp vec4 position_interp; -#endif + LightData spot_lights[MAX_LIGHT_DATA_STRUCTS]; +}; -in highp vec3 vertex_interp; -in vec3 normal_interp; +uniform highp samplerCubeShadow positional_shadow; // texunit:-6 -#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP) -in vec3 tangent_interp; -in vec3 binormal_interp; -#endif +uniform int omni_light_indices[MAX_FORWARD_LIGHTS]; +uniform int omni_light_count; -#if defined(ENABLE_COLOR_INTERP) -in vec4 color_interp; -#endif +uniform int spot_light_indices[MAX_FORWARD_LIGHTS]; +uniform int spot_light_count; -#if defined(ENABLE_UV_INTERP) -in vec2 uv_interp; -#endif +uniform int reflection_indices[MAX_FORWARD_LIGHTS]; +uniform int reflection_count; -#if defined(ENABLE_UV2_INTERP) || defined(USE_LIGHTMAP) -in vec2 uv2_interp; #endif -in vec3 view_interp; +uniform highp sampler2D screen_texture; // texunit:-5 +uniform highp sampler2D depth_buffer; // texunit:-6 layout(location = 0) out vec4 frag_color; +in highp vec4 position_interp; + 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; @@ -985,95 +555,31 @@ vec3 F0(float metallic, float specular, vec3 albedo) { return mix(vec3(dielectric), albedo, vec3(metallic)); } -/* clang-format off */ - -FRAGMENT_SHADER_GLOBALS - -/* clang-format on */ - -#ifdef RENDER_DEPTH_DUAL_PARABOLOID - -in highp float dp_clip; - -#endif - -#ifdef USE_LIGHTING - -// This returns the G_GGX function divided by 2 cos_theta_m, where in practice cos_theta_m is either N.L or N.V. -// We're dividing this factor off because the overall term we'll end up looks like -// (see, for example, the first unnumbered equation in B. Burley, "Physically Based Shading at Disney", SIGGRAPH 2012): -// -// F(L.V) D(N.H) G(N.L) G(N.V) / (4 N.L N.V) -// -// We're basically regouping this as -// -// F(L.V) D(N.H) [G(N.L)/(2 N.L)] [G(N.V) / (2 N.V)] -// -// and thus, this function implements the [G(N.m)/(2 N.m)] part with m = L or V. -// -// The contents of the D and G (G1) functions (GGX) are taken from -// E. Heitz, "Understanding the Masking-Shadowing Function in Microfacet-Based BRDFs", J. Comp. Graph. Tech. 3 (2) (2014). -// Eqns 71-72 and 85-86 (see also Eqns 43 and 80). - -/* -float G_GGX_2cos(float cos_theta_m, float alpha) { - // Schlick's approximation - // C. Schlick, "An Inexpensive BRDF Model for Physically-based Rendering", Computer Graphics Forum. 13 (3): 233 (1994) - // Eq. (19), although see Heitz (2014) the about the problems with his derivation. - // It nevertheless approximates GGX well with k = alpha/2. - float k = 0.5 * alpha; - return 0.5 / (cos_theta_m * (1.0 - k) + k); - - // float cos2 = cos_theta_m * cos_theta_m; - // float sin2 = (1.0 - cos2); - // return 1.0 / (cos_theta_m + sqrt(cos2 + alpha * alpha * sin2)); -} -*/ - -// This approximates G_GGX_2cos(cos_theta_l, alpha) * G_GGX_2cos(cos_theta_v, alpha) -// See Filament docs, Specular G section. -float V_GGX(float cos_theta_l, float cos_theta_v, float alpha) { - return 0.5 / mix(2.0 * cos_theta_l * cos_theta_v, cos_theta_l + cos_theta_v, alpha); -} - +#if defined(USE_LIGHT_DIRECTIONAL) || defined(USE_LIGHT_POSITIONAL) 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 a = cos_theta_m * alpha; + float k = alpha / (1.0 - cos_theta_m * cos_theta_m + a * a); + return k * k * (1.0 / M_PI); } -/* -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); -} -*/ - -// This approximates G_GGX_anisotropic_2cos(cos_theta_l, ...) * G_GGX_anisotropic_2cos(cos_theta_v, ...) -// See Filament docs, Anisotropic specular BRDF section. -float V_GGX_anisotropic(float alpha_x, float alpha_y, float TdotV, float TdotL, float BdotV, float BdotL, float NdotV, float NdotL) { - float Lambda_V = NdotL * length(vec3(alpha_x * TdotV, alpha_y * BdotV, NdotV)); - float Lambda_L = NdotV * length(vec3(alpha_x * TdotL, alpha_y * BdotL, NdotL)); - return 0.5 / (Lambda_V + Lambda_L); +// From Earl Hammon, Jr. "PBR Diffuse Lighting for GGX+Smith Microsurfaces" https://www.gdcvault.com/play/1024478/PBR-Diffuse-Lighting-for-GGX +float V_GGX(float NdotL, float NdotV, float alpha) { + return 0.5 / mix(2.0 * NdotL * NdotV, NdotL + NdotV, alpha); } -float D_GGX_anisotropic(float cos_theta_m, float alpha_x, float alpha_y, float cos_phi, float sin_phi, float NdotH) { +float D_GGX_anisotropic(float cos_theta_m, float alpha_x, float alpha_y, float cos_phi, float sin_phi) { float alpha2 = alpha_x * alpha_y; - highp vec3 v = vec3(alpha_y * cos_phi, alpha_x * sin_phi, alpha2 * NdotH); + highp vec3 v = vec3(alpha_y * cos_phi, alpha_x * sin_phi, alpha2 * cos_theta_m); highp float v2 = dot(v, v); float w2 = alpha2 / v2; float D = alpha2 * w2 * w2 * (1.0 / M_PI); return D; +} - /* 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 V_GGX_anisotropic(float alpha_x, float alpha_y, float TdotV, float TdotL, float BdotV, float BdotL, float NdotV, float NdotL) { + float Lambda_V = NdotL * length(vec3(alpha_x * TdotV, alpha_y * BdotV, NdotV)); + float Lambda_L = NdotV * length(vec3(alpha_x * TdotL, alpha_y * BdotL, NdotL)); + return 0.5 / (Lambda_V + Lambda_L); } float SchlickFresnel(float u) { @@ -1082,109 +588,64 @@ float SchlickFresnel(float u) { return m2 * m2 * m; // pow(m,5) } -float GTR1(float NdotH, float a) { - if (a >= 1.0) - return 1.0 / M_PI; - float a2 = a * a; - float t = 1.0 + (a2 - 1.0) * NdotH * NdotH; - return (a2 - 1.0) / (M_PI * log(a2) * t); -} +void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, float attenuation, vec3 f0, uint orms, float specular_amount, vec3 albedo, inout float alpha, +#ifdef LIGHT_BACKLIGHT_USED + vec3 backlight, +#endif +#ifdef LIGHT_RIM_USED + float rim, float rim_tint, +#endif +#ifdef LIGHT_CLEARCOAT_USED + float clearcoat, float clearcoat_roughness, vec3 vertex_normal, +#endif +#ifdef LIGHT_ANISOTROPY_USED + vec3 B, vec3 T, float anisotropy, +#endif + inout vec3 diffuse_light, inout vec3 specular_light) { -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_roughness, - float anisotropy, - inout vec3 diffuse_light, - inout vec3 specular_light, - inout float alpha) { -//this makes lights behave closer to linear, but then addition of lights looks bad -//better left disabled + vec4 orms_unpacked = unpackUnorm4x8(orms); -//#define SRGB_APPROX(m_var) m_var = pow(m_var,0.4545454545); -/* -#define SRGB_APPROX(m_var) {\ - float S1 = sqrt(m_var);\ - float S2 = sqrt(S1);\ - float S3 = sqrt(S2);\ - m_var = 0.662002687 * S1 + 0.684122060 * S2 - 0.323583601 * S3 - 0.0225411470 * m_var;\ - } -*/ -#define SRGB_APPROX(m_var) + float roughness = orms_unpacked.y; + float metallic = orms_unpacked.z; #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 + +#CODE : LIGHT /* clang-format on */ #else - float NdotL = dot(N, L); + float NdotL = min(A + dot(N, L), 1.0); float cNdotL = max(NdotL, 0.0); // clamped NdotL float NdotV = dot(N, V); - float cNdotV = max(abs(NdotV), 1e-6); + float cNdotV = max(NdotV, 0.0); -#if defined(DIFFUSE_BURLEY) || defined(SPECULAR_BLINN) || defined(SPECULAR_SCHLICK_GGX) || defined(LIGHT_USE_CLEARCOAT) +#if defined(DIFFUSE_BURLEY) || defined(SPECULAR_SCHLICK_GGX) || defined(LIGHT_CLEARCOAT_USED) 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); +#if defined(SPECULAR_SCHLICK_GGX) + float cNdotH = clamp(A + dot(N, H), 0.0, 1.0); #endif -#if defined(DIFFUSE_BURLEY) || defined(SPECULAR_SCHLICK_GGX) || defined(LIGHT_USE_CLEARCOAT) - float cLdotH = max(dot(L, H), 0.0); +#if defined(DIFFUSE_BURLEY) || defined(SPECULAR_SCHLICK_GGX) || defined(LIGHT_CLEARCOAT_USED) + float cLdotH = clamp(A + dot(L, H), 0.0, 1.0); #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); @@ -1196,230 +657,208 @@ LIGHT_SHADER_CODE 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 - SRGB_APPROX(diffuse_brdf_NL) + diffuse_light += light_color * diffuse_brdf_NL * attenuation; - 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; +#if defined(LIGHT_BACKLIGHT_USED) + diffuse_light += light_color * (vec3(1.0 / M_PI) - diffuse_brdf_NL) * backlight * attenuation; #endif -#if defined(LIGHT_USE_RIM) +#if defined(LIGHT_RIM_USED) 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; + diffuse_light += rim_light * rim * mix(vec3(1.0), albedo, rim_tint) * light_color; #endif } - if (roughness > 0.0) { + if (roughness > 0.0) { // FIXME: roughness == 0 should not disable specular light entirely -#if defined(SPECULAR_SCHLICK_GGX) - vec3 specular_brdf_NL = vec3(0.0); -#else - float specular_brdf_NL = 0.0; -#endif - -#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)); - specular_brdf_NL = blinn; - -#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)); - specular_brdf_NL = (phong) / max(4.0 * cNdotV * cNdotL, 0.75); + // D -#elif defined(SPECULAR_TOON) +#if defined(SPECULAR_TOON) vec3 R = normalize(-reflect(L, N)); float RdotV = dot(R, V); float mid = 1.0 - roughness; mid *= mid; - specular_brdf_NL = smoothstep(mid - roughness * 0.5, mid + roughness * 0.5, RdotV) * mid; + float intensity = smoothstep(mid - roughness * 0.5, mid + roughness * 0.5, RdotV) * mid; + diffuse_light += light_color * intensity * attenuation * specular_amount; // 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; +#if defined(LIGHT_ANISOTROPY_USED) + 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, cNdotH); - //float G = G_GGX_anisotropic_2cos(cNdotL, ax, ay, XdotH, YdotH) * G_GGX_anisotropic_2cos(cNdotV, ax, ay, XdotH, YdotH); + float D = D_GGX_anisotropic(cNdotH, ax, ay, XdotH, YdotH); float G = V_GGX_anisotropic(ax, ay, dot(T, V), dot(T, L), dot(B, V), dot(B, L), cNdotV, cNdotL); - -#else - float alpha_ggx = roughness * roughness; +#else // LIGHT_ANISOTROPY_USED float D = D_GGX(cNdotH, alpha_ggx); - //float G = G_GGX_2cos(cNdotL, alpha_ggx) * G_GGX_2cos(cNdotV, alpha_ggx); float G = V_GGX(cNdotL, cNdotV, alpha_ggx); -#endif - // F - vec3 f0 = F0(metallic, specular, diffuse_color); +#endif // LIGHT_ANISOTROPY_USED + // F float cLdotH5 = SchlickFresnel(cLdotH); vec3 F = mix(vec3(cLdotH5), vec3(1.0), f0); - specular_brdf_NL = cNdotL * D * F * G; + vec3 specular_brdf_NL = cNdotL * D * F * G; + specular_light += specular_brdf_NL * light_color * attenuation * specular_amount; #endif - SRGB_APPROX(specular_brdf_NL) - specular_light += specular_brdf_NL * light_color * specular_blob_intensity * attenuation; - -#if defined(LIGHT_USE_CLEARCOAT) +#if defined(LIGHT_CLEARCOAT_USED) + // Clearcoat ignores normal_map, use vertex normal instead + float ccNdotL = max(min(A + dot(vertex_normal, L), 1.0), 0.0); + float ccNdotH = clamp(A + dot(vertex_normal, H), 0.0, 1.0); + float ccNdotV = max(dot(vertex_normal, V), 1e-4); #if !defined(SPECULAR_SCHLICK_GGX) float cLdotH5 = SchlickFresnel(cLdotH); #endif - float Dr = GTR1(cNdotH, mix(.1, .001, clearcoat_roughness)); + float Dr = D_GGX(ccNdotH, mix(0.001, 0.1, clearcoat_roughness)); + float Gr = 0.25 / (cLdotH * cLdotH); float Fr = mix(.04, 1.0, cLdotH5); - //float Gr = G_GGX_2cos(cNdotL, .25) * G_GGX_2cos(cNdotV, .25); - float Gr = V_GGX(cNdotL, cNdotV, 0.25); - - float clearcoat_specular_brdf_NL = 0.25 * clearcoat * Gr * Fr * Dr * cNdotL; + float clearcoat_specular_brdf_NL = clearcoat * Gr * Fr * Dr * cNdotL; - specular_light += clearcoat_specular_brdf_NL * light_color * specular_blob_intensity * attenuation; -#endif + specular_light += clearcoat_specular_brdf_NL * light_color * attenuation * specular_amount; + // TODO: Clearcoat adds light to the scene right now (it is non-energy conserving), both diffuse and specular need to be scaled by (1.0 - FR) + // but to do so we need to rearrange this entire function +#endif // LIGHT_CLEARCOAT_USED } #ifdef USE_SHADOW_TO_OPACITY - alpha = min(alpha, clamp(1.0 - length(attenuation), 0.0, 1.0)); + alpha = min(alpha, clamp(1.0 - attenuation, 0.0, 1.0)); #endif -#endif //defined(USE_LIGHT_SHADER_CODE) +#endif //defined(LIGHT_CODE_USED) } -#endif -// shadows - -#ifdef USE_SHADOW - -#ifdef USE_RGBA_SHADOWS - -#define SHADOW_DEPTH(m_val) dot(m_val, 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_val) (m_val).r +float get_omni_attenuation(float distance, float inv_range, float decay) { + float nd = distance * inv_range; + nd *= nd; + nd *= nd; // nd^4 + nd = max(1.0 - nd, 0.0); + nd *= nd; // nd^2 + return nd * pow(max(distance, 0.0001), -decay); +} +void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 f0, uint orms, float shadow, vec3 albedo, inout float alpha, +#ifdef LIGHT_BACKLIGHT_USED + vec3 backlight, #endif - -#define SAMPLE_SHADOW_TEXEL(p_shadow, p_pos, p_depth) step(p_depth, SHADOW_DEPTH(texture(p_shadow, p_pos))) -#define SAMPLE_SHADOW_TEXEL_PROJ(p_shadow, p_pos) step(p_pos.z, SHADOW_DEPTH(textureProj(p_shadow, p_pos))) - -float sample_shadow(highp sampler2D shadow, highp vec4 spos) { -#ifdef SHADOW_MODE_PCF_13 - - spos.xyz /= spos.w; - vec2 pos = spos.xy; - float depth = spos.z; - - float avg = SAMPLE_SHADOW_TEXEL(shadow, pos, depth); - avg += SAMPLE_SHADOW_TEXEL(shadow, pos + vec2(shadow_pixel_size.x, 0.0), depth); - avg += SAMPLE_SHADOW_TEXEL(shadow, pos + vec2(-shadow_pixel_size.x, 0.0), depth); - avg += SAMPLE_SHADOW_TEXEL(shadow, pos + vec2(0.0, shadow_pixel_size.y), depth); - avg += SAMPLE_SHADOW_TEXEL(shadow, pos + vec2(0.0, -shadow_pixel_size.y), depth); - avg += SAMPLE_SHADOW_TEXEL(shadow, pos + vec2(shadow_pixel_size.x, shadow_pixel_size.y), depth); - avg += SAMPLE_SHADOW_TEXEL(shadow, pos + vec2(-shadow_pixel_size.x, shadow_pixel_size.y), depth); - avg += SAMPLE_SHADOW_TEXEL(shadow, pos + vec2(shadow_pixel_size.x, -shadow_pixel_size.y), depth); - avg += SAMPLE_SHADOW_TEXEL(shadow, pos + vec2(-shadow_pixel_size.x, -shadow_pixel_size.y), depth); - avg += SAMPLE_SHADOW_TEXEL(shadow, pos + vec2(shadow_pixel_size.x * 2.0, 0.0), depth); - avg += SAMPLE_SHADOW_TEXEL(shadow, pos + vec2(-shadow_pixel_size.x * 2.0, 0.0), depth); - avg += SAMPLE_SHADOW_TEXEL(shadow, pos + vec2(0.0, shadow_pixel_size.y * 2.0), depth); - avg += SAMPLE_SHADOW_TEXEL(shadow, pos + vec2(0.0, -shadow_pixel_size.y * 2.0), depth); - return avg * (1.0 / 13.0); +#ifdef LIGHT_TRANSMITTANCE_USED + vec4 transmittance_color, + float transmittance_depth, + float transmittance_boost, #endif - -#ifdef SHADOW_MODE_PCF_5 - - spos.xyz /= spos.w; - vec2 pos = spos.xy; - float depth = spos.z; - - float avg = SAMPLE_SHADOW_TEXEL(shadow, pos, depth); - avg += SAMPLE_SHADOW_TEXEL(shadow, pos + vec2(shadow_pixel_size.x, 0.0), depth); - avg += SAMPLE_SHADOW_TEXEL(shadow, pos + vec2(-shadow_pixel_size.x, 0.0), depth); - avg += SAMPLE_SHADOW_TEXEL(shadow, pos + vec2(0.0, shadow_pixel_size.y), depth); - avg += SAMPLE_SHADOW_TEXEL(shadow, pos + vec2(0.0, -shadow_pixel_size.y), depth); - return avg * (1.0 / 5.0); - +#ifdef LIGHT_RIM_USED + float rim, float rim_tint, #endif +#ifdef LIGHT_CLEARCOAT_USED + float clearcoat, float clearcoat_roughness, vec3 vertex_normal, +#endif +#ifdef LIGHT_ANISOTROPY_USED + vec3 binormal, vec3 tangent, float anisotropy, +#endif + inout vec3 diffuse_light, inout vec3 specular_light) { + vec3 light_rel_vec = omni_lights[idx].position - vertex; + float light_length = length(light_rel_vec); + float omni_attenuation = get_omni_attenuation(light_length, omni_lights[idx].inv_radius, omni_lights[idx].attenuation); + vec3 light_attenuation = vec3(omni_attenuation); + vec3 color = omni_lights[idx].color; + float size_A = 0.0; + + if (omni_lights.data[idx].size > 0.0) { + float t = omni_lights[idx].size / max(0.001, light_length); + size_A = max(0.0, 1.0 - 1 / sqrt(1 + t * t)); + } -#if !defined(SHADOW_MODE_PCF_5) || !defined(SHADOW_MODE_PCF_13) - - return SAMPLE_SHADOW_TEXEL_PROJ(shadow, spos); + light_compute(normal, normalize(light_rel_vec), eye_vec, size_A, color, light_attenuation, f0, orms, omni_lights[idx].specular_amount, albedo, alpha, +#ifdef LIGHT_BACKLIGHT_USED + backlight, +#endif +#ifdef LIGHT_RIM_USED + rim * omni_attenuation, rim_tint, +#endif +#ifdef LIGHT_CLEARCOAT_USED + clearcoat, clearcoat_roughness, vertex_normal, #endif +#ifdef LIGHT_ANISOTROPY_USED + binormal, tangent, anisotropy, +#endif + diffuse_light, + specular_light); } +void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 f0, uint orms, float shadow, vec3 albedo, inout float alpha, +#ifdef LIGHT_BACKLIGHT_USED + vec3 backlight, #endif - -#if defined(FOG_DEPTH_ENABLED) || defined(FOG_HEIGHT_ENABLED) - -#if defined(USE_VERTEX_LIGHTING) - -in vec4 fog_interp; - -#else -uniform mediump vec4 fog_color_base; -#ifdef LIGHT_MODE_DIRECTIONAL -uniform mediump vec4 fog_sun_color_amount; +#ifdef LIGHT_RIM_USED + float rim, float rim_tint, +#endif +#ifdef LIGHT_CLEARCOAT_USED + float clearcoat, float clearcoat_roughness, vec3 vertex_normal, +#endif +#ifdef LIGHT_ANISOTROPY_USED + vec3 binormal, vec3 tangent, float anisotropy, #endif + inout vec3 diffuse_light, + inout vec3 specular_light) { -uniform bool fog_transmit_enabled; -uniform mediump float fog_transmit_curve; + vec3 light_rel_vec = spot_lights[idx].position - vertex; + float light_length = length(light_rel_vec); + float spot_attenuation = get_omni_attenuation(light_length, spot_lights[idx].inv_radius, spot_lights[idx].attenuation); + vec3 spot_dir = spot_lights[idx].direction; + float scos = max(dot(-normalize(light_rel_vec), spot_dir), spot_lights[idx].cone_angle); + float spot_rim = max(0.0001, (1.0 - scos) / (1.0 - spot_lights[idx].cone_angle)); + spot_attenuation *= 1.0 - pow(spot_rim, spot_lights[idx].cone_attenuation); + float light_attenuation = spot_attenuation; + vec3 color = spot_lights[idx].color; + + float size_A = 0.0; + + if (spot_lights.data[idx].size > 0.0) { + float t = spot_lights.data[idx].size / max(0.001, light_length); + size_A = max(0.0, 1.0 - 1 / sqrt(1 + t * t)); + } -#ifdef FOG_DEPTH_ENABLED -uniform highp float fog_depth_begin; -uniform mediump float fog_depth_curve; -uniform mediump float fog_max_distance; + light_compute(normal, normalize(light_rel_vec), eye_vec, size_A, color, light_attenuation, f0, orms, spot_lights[idx].specular_amount, albedo, alpha, +#ifdef LIGHT_BACKLIGHT_USED + backlight, #endif - -#ifdef FOG_HEIGHT_ENABLED -uniform highp float fog_height_min; -uniform highp float fog_height_max; -uniform mediump float fog_height_curve; +#ifdef LIGHT_RIM_USED + rim * spot_attenuation, rim_tint, #endif - -#endif //vertex lit -#endif //fog +#ifdef LIGHT_CLEARCOAT_USED + clearcoat, clearcoat_roughness, vertex_normal, +#endif +#ifdef LIGHT_ANISOTROPY_USED + binormal, tangent, anisotropy, +#endif + diffuse_light, specular_light); +} +#endif // defined(USE_LIGHT_DIRECTIONAL) || defined(USE_LIGHT_POSITIONAL) void main() { -#ifdef RENDER_DEPTH_DUAL_PARABOLOID - - if (dp_clip > 0.0) - discard; -#endif - highp vec3 vertex = vertex_interp; + //lay out everything, whatever is unused is optimized away anyway + vec3 vertex = vertex_interp; vec3 view = -normalize(vertex_interp); vec3 albedo = vec3(1.0); - vec3 transmission = vec3(0.0); + vec3 backlight = vec3(0.0); + vec4 transmittance_color = vec4(0.0, 0.0, 0.0, 1.0); + float transmittance_depth = 0.0; + float transmittance_boost = 0.0; float metallic = 0.0; float specular = 0.5; vec3 emission = vec3(0.0); @@ -1430,617 +869,235 @@ void main() { float clearcoat_roughness = 0.0; float anisotropy = 0.0; vec2 anisotropy_flow = vec2(1.0, 0.0); - float sss_strength = 0.0; //unused - // gl_FragDepth is not available in GLES2, so writing to DEPTH is not converted to gl_FragDepth by Godot compiler resulting in a - // compile error because DEPTH is not a variable. - float m_DEPTH = 0.0; - - float alpha = 1.0; - float side = 1.0; - - float specular_blob_intensity = 1.0; -#if defined(SPECULAR_TOON) - specular_blob_intensity *= specular * 2.0; + vec4 fog = vec4(0.0); +#if defined(CUSTOM_RADIANCE_USED) + vec4 custom_radiance = vec4(0.0); +#endif +#if defined(CUSTOM_IRRADIANCE_USED) + vec4 custom_irradiance = vec4(0.0); #endif -#if defined(ENABLE_AO) float ao = 1.0; float ao_light_affect = 0.0; -#endif -#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP) - vec3 binormal = normalize(binormal_interp) * side; - vec3 tangent = normalize(tangent_interp) * side; + float alpha = 1.0; + +#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED) + vec3 binormal = normalize(binormal_interp); + vec3 tangent = normalize(tangent_interp); #else vec3 binormal = vec3(0.0); vec3 tangent = vec3(0.0); #endif - vec3 normal = normalize(normal_interp) * side; -#if defined(ENABLE_NORMALMAP) - vec3 normalmap = vec3(0.5); +#ifdef NORMAL_USED + vec3 normal = normalize(normal_interp); + +#if defined(DO_SIDE_CHECK) + if (!gl_FrontFacing) { + normal = -normal; + } #endif - float normaldepth = 1.0; -#if defined(ALPHA_SCISSOR_USED) - float alpha_scissor = 0.5; +#endif //NORMAL_USED + +#ifdef UV_USED + vec2 uv = uv_interp; #endif -#if defined(SCREEN_UV_USED) - vec2 screen_uv = gl_FragCoord.xy * screen_pixel_size; +#if defined(UV2_USED) || defined(USE_LIGHTMAP) + vec2 uv2 = uv2_interp; #endif - { - /* clang-format off */ +#if defined(COLOR_USED) + vec4 color = color_interp; +#endif -FRAGMENT_SHADER_CODE +#if defined(NORMAL_MAP_USED) - /* clang-format on */ - } + vec3 normal_map = vec3(0.5); +#endif -#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))); + float normal_map_depth = 1.0; - normal = normalize(mix(normal_interp, tangent * normalmap.x + binormal * normalmap.y + normal * normalmap.z, normaldepth)) * side; - //normal = normalmap; -#endif + vec2 screen_uv = gl_FragCoord.xy * scene_data.screen_pixel_size + scene_data.screen_pixel_size * 0.5; //account for center - normal = normalize(normal); + float sss_strength = 0.0; - vec3 N = normal; +#ifdef ALPHA_SCISSOR_USED + float alpha_scissor_threshold = 1.0; +#endif // ALPHA_SCISSOR_USED - vec3 specular_light = vec3(0.0, 0.0, 0.0); - vec3 diffuse_light = vec3(0.0, 0.0, 0.0); - vec3 ambient_light = vec3(0.0, 0.0, 0.0); +#ifdef ALPHA_HASH_USED + float alpha_hash_scale = 1.0; +#endif // ALPHA_HASH_USED - vec3 eye_position = view; +#ifdef ALPHA_ANTIALIASING_EDGE_USED + float alpha_antialiasing_edge = 0.0; + vec2 alpha_texture_coordinate = vec2(0.0, 0.0); +#endif // ALPHA_ANTIALIASING_EDGE_USED + { +#CODE : FRAGMENT + } -#if !defined(USE_SHADOW_TO_OPACITY) +#ifndef USE_SHADOW_TO_OPACITY #if defined(ALPHA_SCISSOR_USED) - if (alpha < alpha_scissor) { + if (alpha < alpha_scissor_threshold) { discard; } #endif // ALPHA_SCISSOR_USED -#ifdef USE_DEPTH_PREPASS - if (alpha < 0.1) { +#ifdef USE_OPAQUE_PREPASS +#if !defined(ALPHA_SCISSOR_USED) + + if (alpha < scene_data.opaque_prepass_threshold) { discard; } -#endif // USE_DEPTH_PREPASS -#endif // !USE_SHADOW_TO_OPACITY +#endif // not ALPHA_SCISSOR_USED +#endif // USE_OPAQUE_PREPASS -#ifdef BASE_PASS - - // IBL precalculations - float ndotv = clamp(dot(normal, eye_position), 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 AMBIENT_LIGHT_DISABLED - ambient_light = vec3(0.0, 0.0, 0.0); -#else - -#ifdef USE_RADIANCE_MAP - - vec3 ref_vec = reflect(-eye_position, N); - ref_vec = normalize((radiance_inverse_xform * vec4(ref_vec, 0.0)).xyz); - - ref_vec.z *= -1.0; - - specular_light = textureCubeLod(radiance_map, ref_vec, roughness * RADIANCE_MAX_LOD).xyz * bg_energy; -#ifndef USE_LIGHTMAP - { - vec3 ambient_dir = normalize((radiance_inverse_xform * vec4(normal, 0.0)).xyz); - vec3 env_ambient = textureCubeLod(radiance_map, ambient_dir, 4.0).xyz * bg_energy; - env_ambient *= 1.0 - F; +#endif // !USE_SHADOW_TO_OPACITY - ambient_light = mix(ambient_color.rgb, env_ambient, ambient_sky_contribution); - } -#endif +#ifdef NORMAL_MAP_USED -#else + normal_map.xy = normal_map.xy * 2.0 - 1.0; + normal_map.z = sqrt(max(0.0, 1.0 - dot(normal_map.xy, normal_map.xy))); //always ignore Z, as it can be RG packed, Z may be pos/neg, etc. - ambient_light = ambient_color.rgb; - specular_light = bg_color.rgb * bg_energy; + normal = normalize(mix(normal, tangent * normal_map.x + binormal * normal_map.y + normal * normal_map.z, normal_map_depth)); #endif -#endif // AMBIENT_LIGHT_DISABLED - ambient_light *= ambient_energy; - -#if defined(USE_REFLECTION_PROBE1) || defined(USE_REFLECTION_PROBE2) - vec4 ambient_accum = vec4(0.0); - vec4 reflection_accum = vec4(0.0); +#ifdef LIGHT_ANISOTROPY_USED -#ifdef USE_REFLECTION_PROBE1 + 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)); + } - reflection_process(reflection_probe1, -#ifdef USE_VERTEX_LIGHTING - refprobe1_reflection_normal_blend.rgb, -#ifndef USE_LIGHTMAP - refprobe1_ambient_normal, -#endif - refprobe1_reflection_normal_blend.a, -#else - normal_interp, vertex_interp, refprobe1_local_matrix, - refprobe1_use_box_project, refprobe1_box_extents, refprobe1_box_offset, #endif - refprobe1_exterior, refprobe1_intensity, refprobe1_ambient, roughness, - ambient_light, specular_light, reflection_accum, ambient_accum); -#endif // USE_REFLECTION_PROBE1 +#ifndef MODE_RENDER_DEPTH + vec3 f0 = F0(metallic, specular, albedo); + // Convert albedo to linear. Approximation from: http://chilliant.blogspot.com/2012/08/srgb-approximations-for-hlsl.html + albedo = albedo * (albedo * (albedo * 0.305306011 + 0.682171111) + 0.012522878); + vec3 specular_light = vec3(0.0, 0.0, 0.0); + vec3 diffuse_light = vec3(0.0, 0.0, 0.0); + vec3 ambient_light = vec3(0.0, 0.0, 0.0); -#ifdef USE_REFLECTION_PROBE2 +#ifdef BASE_PASS + /////////////////////// LIGHTING ////////////////////////////// - reflection_process(reflection_probe2, -#ifdef USE_VERTEX_LIGHTING - refprobe2_reflection_normal_blend.rgb, -#ifndef USE_LIGHTMAP - refprobe2_ambient_normal, -#endif - refprobe2_reflection_normal_blend.a, -#else - normal_interp, vertex_interp, refprobe2_local_matrix, - refprobe2_use_box_project, refprobe2_box_extents, refprobe2_box_offset, -#endif - refprobe2_exterior, refprobe2_intensity, refprobe2_ambient, roughness, - ambient_light, specular_light, reflection_accum, ambient_accum); + // IBL precalculations + float ndotv = clamp(dot(normal, view), 0.0, 1.0); + vec3 F = f0 + (max(vec3(1.0 - roughness), f0) - f0) * pow(1.0 - ndotv, 5.0); -#endif // USE_REFLECTION_PROBE2 + // Calculate IBL + // Calculate Reflection probes + // Caclculate Lightmaps - if (reflection_accum.a > 0.0) { - specular_light = reflection_accum.rgb / reflection_accum.a; - } + float specular_blob_intensity = 1.0; -#ifndef USE_LIGHTMAP - if (ambient_accum.a > 0.0) { - ambient_light = ambient_accum.rgb / ambient_accum.a; - } +#if defined(SPECULAR_TOON) + specular_blob_intensity *= specular * 2.0; #endif -#endif // defined(USE_REFLECTION_PROBE1) || defined(USE_REFLECTION_PROBE2) - - // environment BRDF approximation { #if defined(DIFFUSE_TOON) //simplify for toon, as specular_light *= specular * metallic * albedo * 2.0; #else - // scales the specular reflections, needs to be computed before lighting happens, - // but after environment and reflection probes are added - //TODO: this curve is not really designed for gammaspace, should be adjusted + // 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 ndotv = clamp(dot(normal, view), 0.0, 1.0); + float a004 = min(r.x * r.x, exp2(-9.28 * ndotv)) * r.x + r.y; vec2 env = vec2(-1.04, 1.04) * a004 + r.zw; - specular_light *= env.x * F + env.y; - -#endif - } - -#ifdef USE_LIGHTMAP - //ambient light will come entirely from lightmap is lightmap is used - ambient_light = texture(lightmap, uv2_interp).rgb * lightmap_energy; -#endif - -#ifdef USE_LIGHTMAP_CAPTURE - { - vec3 cone_dirs[12]; - cone_dirs[0] = vec3(0.0, 0.0, 1.0); - cone_dirs[1] = vec3(0.866025, 0.0, 0.5); - cone_dirs[2] = vec3(0.267617, 0.823639, 0.5); - cone_dirs[3] = vec3(-0.700629, 0.509037, 0.5); - cone_dirs[4] = vec3(-0.700629, -0.509037, 0.5); - cone_dirs[5] = vec3(0.267617, -0.823639, 0.5); - cone_dirs[6] = vec3(0.0, 0.0, -1.0); - cone_dirs[7] = vec3(0.866025, 0.0, -0.5); - cone_dirs[8] = vec3(0.267617, 0.823639, -0.5); - cone_dirs[9] = vec3(-0.700629, 0.509037, -0.5); - cone_dirs[10] = vec3(-0.700629, -0.509037, -0.5); - cone_dirs[11] = vec3(0.267617, -0.823639, -0.5); - - vec3 local_normal = normalize(inv_view_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 - -#endif //BASE PASS - -// -// Lighting -// -#ifdef USE_LIGHTING - -#ifndef USE_VERTEX_LIGHTING - vec3 L; -#endif - vec3 light_att = vec3(1.0); - -#ifdef LIGHT_MODE_OMNI - -#ifndef USE_VERTEX_LIGHTING - vec3 light_vec = light_position - vertex; - float light_length = length(light_vec); - - float normalized_distance = light_length / light_range; - if (normalized_distance < 1.0) { - float omni_attenuation = pow(1.0 - normalized_distance, light_attenuation); - - light_att = vec3(omni_attenuation); - } else { - light_att = vec3(0.0); - } - L = normalize(light_vec); - + specular_light *= env.x * f0 + env.y; #endif - -#if !defined(SHADOWS_DISABLED) - -#ifdef USE_SHADOW - { - highp vec4 splane = shadow_coord; - float shadow_len = length(splane.xyz); - - splane.xyz = normalize(splane.xyz); - - vec4 clamp_rect = light_clamp; - - if (splane.z >= 0.0) { - splane.z += 1.0; - - clamp_rect.y += clamp_rect.w; - } else { - splane.z = 1.0 - splane.z; - } - - splane.xy /= splane.z; - splane.xy = splane.xy * 0.5 + 0.5; - splane.z = shadow_len / light_range; - - splane.xy = clamp_rect.xy + splane.xy * clamp_rect.zw; - splane.w = 1.0; - - float shadow = sample_shadow(light_shadow_atlas, splane); - - light_att *= mix(shadow_color.rgb, vec3(1.0), shadow); } -#endif - -#endif //SHADOWS_DISABLED - -#endif //type omni - -#ifdef LIGHT_MODE_DIRECTIONAL -#ifndef USE_VERTEX_LIGHTING - vec3 light_vec = -light_direction; - L = normalize(light_vec); -#endif - float depth_z = -vertex.z; - -#if !defined(SHADOWS_DISABLED) +#endif // BASE_PASS -#ifdef USE_SHADOW + //this saves some VGPRs + uint orms = packUnorm4x8(vec4(ao, roughness, metallic, specular)); -#ifdef USE_VERTEX_LIGHTING - //compute shadows in a mobile friendly way +#ifdef USE_LIGHT_DIRECTIONAL -#ifdef LIGHT_USE_PSSM4 - //take advantage of prefetch - float shadow1 = sample_shadow(light_directional_shadow, shadow_coord); - float shadow2 = sample_shadow(light_directional_shadow, shadow_coord2); - float shadow3 = sample_shadow(light_directional_shadow, shadow_coord3); - float shadow4 = sample_shadow(light_directional_shadow, shadow_coord4); + float size_A = directional_lights[i].size; - if (depth_z < light_split_offsets.w) { - float pssm_fade = 0.0; - float shadow_att = 1.0; -#ifdef LIGHT_USE_PSSM_BLEND - float shadow_att2 = 1.0; - float pssm_blend = 0.0; - bool use_blend = true; + light_compute(normal, directional_lights[i].direction, normalize(view), size_A, directional_lights[i].color * directional_lights[i].energy, shadow, f0, orms, 1.0, albedo, alpha, +#ifdef LIGHT_BACKLIGHT_USED + backlight, #endif - if (depth_z < light_split_offsets.y) { - if (depth_z < light_split_offsets.x) { - shadow_att = shadow1; - -#ifdef LIGHT_USE_PSSM_BLEND - shadow_att2 = shadow2; - - pssm_blend = smoothstep(0.0, light_split_offsets.x, depth_z); +#ifdef LIGHT_RIM_USED + rim, rim_tint, #endif - } else { - shadow_att = shadow2; - -#ifdef LIGHT_USE_PSSM_BLEND - shadow_att2 = shadow3; - - pssm_blend = smoothstep(light_split_offsets.x, light_split_offsets.y, depth_z); -#endif - } - } else { - if (depth_z < light_split_offsets.z) { - shadow_att = shadow3; - -#if defined(LIGHT_USE_PSSM_BLEND) - shadow_att2 = shadow4; - pssm_blend = smoothstep(light_split_offsets.y, light_split_offsets.z, depth_z); +#ifdef LIGHT_CLEARCOAT_USED + clearcoat, clearcoat_roughness, normalize(normal_interp), #endif - - } else { - shadow_att = shadow4; - pssm_fade = smoothstep(light_split_offsets.z, light_split_offsets.w, depth_z); - -#if defined(LIGHT_USE_PSSM_BLEND) - use_blend = false; -#endif - } - } -#if defined(LIGHT_USE_PSSM_BLEND) - if (use_blend) { - shadow_att = mix(shadow_att, shadow_att2, pssm_blend); - } +#ifdef LIGHT_ANISOTROPY_USED + binormal, + tangent, anisotropy, #endif - light_att *= mix(shadow_color.rgb, vec3(1.0), shadow_att); - } - -#endif //LIGHT_USE_PSSM4 - -#ifdef LIGHT_USE_PSSM2 - - //take advantage of prefetch - float shadow1 = sample_shadow(light_directional_shadow, shadow_coord); - float shadow2 = sample_shadow(light_directional_shadow, shadow_coord2); + diffuse_light, + specular_light); - if (depth_z < light_split_offsets.y) { - float shadow_att = 1.0; - float pssm_fade = 0.0; +#endif //#USE_LIGHT_DIRECTIONAL -#ifdef LIGHT_USE_PSSM_BLEND - float shadow_att2 = 1.0; - float pssm_blend = 0.0; - bool use_blend = true; +#ifdef USE_LIGHT_POSITIONAL + float shadow = 0.0; + for (int i = 0; i < omni_light_count; i++) { + light_process_omni(omni_light_indices[i], vertex, view, normal, f0, orms, shadow, albedo, alpha, +#ifdef LIGHT_BACKLIGHT_USED + backlight, #endif - if (depth_z < light_split_offsets.x) { - float pssm_fade = 0.0; - shadow_att = shadow1; - -#ifdef LIGHT_USE_PSSM_BLEND - shadow_att2 = shadow2; - pssm_blend = smoothstep(0.0, light_split_offsets.x, depth_z); +#ifdef LIGHT_RIM_USED + rim, + rim_tint, #endif - } else { - shadow_att = shadow2; - pssm_fade = smoothstep(light_split_offsets.x, light_split_offsets.y, depth_z); -#ifdef LIGHT_USE_PSSM_BLEND - use_blend = false; +#ifdef LIGHT_CLEARCOAT_USED + clearcoat, clearcoat_roughness, normalize(normal_interp), #endif - } -#ifdef LIGHT_USE_PSSM_BLEND - if (use_blend) { - shadow_att = mix(shadow_att, shadow_att2, pssm_blend); - } +#ifdef LIGHT_ANISOTROPY_USED + tangent, binormal, anisotropy, #endif - light_att *= mix(shadow_color.rgb, vec3(1.0), shadow_att); + diffuse_light, specular_light); } -#endif //LIGHT_USE_PSSM2 - -#if !defined(LIGHT_USE_PSSM4) && !defined(LIGHT_USE_PSSM2) - - light_att *= mix(shadow_color.rgb, vec3(1.0), sample_shadow(light_directional_shadow, shadow_coord)); -#endif //orthogonal - -#else //fragment version of pssm - - { -#ifdef LIGHT_USE_PSSM4 - if (depth_z < light_split_offsets.w) { -#elif defined(LIGHT_USE_PSSM2) - if (depth_z < light_split_offsets.y) { -#else - if (depth_z < light_split_offsets.x) { -#endif //pssm2 - - highp vec4 pssm_coord; - float pssm_fade = 0.0; - -#ifdef LIGHT_USE_PSSM_BLEND - float pssm_blend; - highp vec4 pssm_coord2; - bool use_blend = true; -#endif - -#ifdef LIGHT_USE_PSSM4 - - if (depth_z < light_split_offsets.y) { - if (depth_z < light_split_offsets.x) { - pssm_coord = shadow_coord; - -#ifdef LIGHT_USE_PSSM_BLEND - pssm_coord2 = shadow_coord2; - - pssm_blend = smoothstep(0.0, light_split_offsets.x, depth_z); -#endif - } else { - pssm_coord = shadow_coord2; - -#ifdef LIGHT_USE_PSSM_BLEND - pssm_coord2 = shadow_coord3; - - pssm_blend = smoothstep(light_split_offsets.x, light_split_offsets.y, depth_z); -#endif - } - } else { - if (depth_z < light_split_offsets.z) { - pssm_coord = shadow_coord3; - -#if defined(LIGHT_USE_PSSM_BLEND) - pssm_coord2 = shadow_coord4; - pssm_blend = smoothstep(light_split_offsets.y, light_split_offsets.z, depth_z); -#endif - - } else { - pssm_coord = shadow_coord4; - pssm_fade = smoothstep(light_split_offsets.z, light_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 < light_split_offsets.x) { - pssm_coord = shadow_coord; - -#ifdef LIGHT_USE_PSSM_BLEND - pssm_coord2 = shadow_coord2; - pssm_blend = smoothstep(0.0, light_split_offsets.x, depth_z); + for (int i = 0; i < spot_light_count; i++) { + light_process_spot(spot_light_indices[i], vertex, view, normal, f0, orms, shadow, albedo, alpha, +#ifdef LIGHT_BACKLIGHT_USED + backlight, #endif - } else { - pssm_coord = shadow_coord2; - pssm_fade = smoothstep(light_split_offsets.x, light_split_offsets.y, depth_z); -#ifdef LIGHT_USE_PSSM_BLEND - use_blend = false; +#ifdef LIGHT_RIM_USED + rim, + rim_tint, #endif - } - -#endif // LIGHT_USE_PSSM2 - -#if !defined(LIGHT_USE_PSSM4) && !defined(LIGHT_USE_PSSM2) - { - pssm_coord = shadow_coord; - } -#endif - - float shadow = sample_shadow(light_directional_shadow, pssm_coord); - -#ifdef LIGHT_USE_PSSM_BLEND - if (use_blend) { - shadow = mix(shadow, sample_shadow(light_directional_shadow, pssm_coord2), pssm_blend); - } +#ifdef LIGHT_CLEARCOAT_USED + clearcoat, clearcoat_roughness, normalize(normal_interp), #endif - - light_att *= mix(shadow_color.rgb, vec3(1.0), shadow); - } - } -#endif //use vertex lighting - -#endif //use shadow - -#endif // SHADOWS_DISABLED - -#endif - -#ifdef LIGHT_MODE_SPOT - - light_att = vec3(1.0); - -#ifndef USE_VERTEX_LIGHTING - - vec3 light_rel_vec = light_position - vertex; - float light_length = length(light_rel_vec); - float normalized_distance = light_length / light_range; - - if (normalized_distance < 1.0) { - float spot_attenuation = pow(1.0 - normalized_distance, light_attenuation); - vec3 spot_dir = light_direction; - - float spot_cutoff = light_spot_angle; - float angle = dot(-normalize(light_rel_vec), spot_dir); - - if (angle > spot_cutoff) { - float scos = max(angle, spot_cutoff); - float spot_rim = max(0.0001, (1.0 - scos) / (1.0 - spot_cutoff)); - spot_attenuation *= 1.0 - pow(spot_rim, light_spot_attenuation); - - light_att = vec3(spot_attenuation); - } else { - light_att = vec3(0.0); - } - } else { - light_att = vec3(0.0); - } - - L = normalize(light_rel_vec); - +#ifdef LIGHT_ANISOTROPY_USED + tangent, + binormal, anisotropy, #endif - -#if !defined(SHADOWS_DISABLED) - -#ifdef USE_SHADOW - { - highp vec4 splane = shadow_coord; - - float shadow = sample_shadow(light_shadow_atlas, splane); - light_att *= mix(shadow_color.rgb, vec3(1.0), shadow); + diffuse_light, specular_light); } -#endif - -#endif // SHADOWS_DISABLED - -#endif // LIGHT_MODE_SPOT - -#ifdef USE_VERTEX_LIGHTING - //vertex lighting - - specular_light += specular_interp * specular_blob_intensity * light_att; - diffuse_light += diffuse_interp * albedo * light_att; - -#else - //fragment lighting - light_compute( - normal, - L, - eye_position, - binormal, - tangent, - light_color.xyz, - light_att, - albedo, - transmission, - specular_blob_intensity * light_specular, - roughness, - metallic, - specular, - rim, - rim_tint, - clearcoat, - clearcoat_roughness, - anisotropy, - diffuse_light, - specular_light, - alpha); - -#endif //vertex lighting -#endif //USE_LIGHTING - //compute and merge - -#ifdef USE_SHADOW_TO_OPACITY +#endif // USE_LIGHT_POSITIONAL +#endif //!MODE_RENDER_DEPTH +#if defined(USE_SHADOW_TO_OPACITY) alpha = min(alpha, clamp(length(ambient_light), 0.0, 1.0)); #if defined(ALPHA_SCISSOR_USED) @@ -2049,105 +1106,50 @@ FRAGMENT_SHADER_CODE } #endif // ALPHA_SCISSOR_USED -#ifdef USE_DEPTH_PREPASS - if (alpha < 0.1) { +#ifdef USE_OPAQUE_PREPASS +#if !defined(ALPHA_SCISSOR_USED) + + if (alpha < opaque_prepass_threshold) { discard; } -#endif // USE_DEPTH_PREPASS -#endif // !USE_SHADOW_TO_OPACITY +#endif // not ALPHA_SCISSOR_USED +#endif // USE_OPAQUE_PREPASS -#ifndef RENDER_DEPTH +#endif // USE_SHADOW_TO_OPACITY -#ifdef SHADELESS +#ifdef MODE_RENDER_DEPTH +//nothing happens, so a tree-ssa optimizer will result in no fragment shader :) +#else // !MODE_RENDER_DEPTH - frag_color = vec4(albedo, alpha); -#else - - ambient_light *= albedo; - -#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 + specular_light *= scene_data.reflection_multiplier; + ambient_light *= albedo; //ambient must be multiplied by albedo at the end + // base color remapping diffuse_light *= 1.0 - metallic; ambient_light *= 1.0 - metallic; +#ifdef MODE_UNSHADED + frag_color = vec4(albedo, alpha); +#else frag_color = vec4(ambient_light + diffuse_light + specular_light, alpha); - - //add emission if in base pass #ifdef BASE_PASS frag_color.rgb += emission; #endif - // frag_color = vec4(normal, 1.0); - -//apply fog -#if defined(FOG_DEPTH_ENABLED) || defined(FOG_HEIGHT_ENABLED) - -#if defined(USE_VERTEX_LIGHTING) - -#if defined(BASE_PASS) - frag_color.rgb = mix(frag_color.rgb, fog_interp.rgb, fog_interp.a); -#else - frag_color.rgb *= (1.0 - fog_interp.a); -#endif // BASE_PASS - -#else //pixel based fog - float fog_amount = 0.0; - -#ifdef LIGHT_MODE_DIRECTIONAL - - vec3 fog_color = mix(fog_color_base.rgb, fog_sun_color_amount.rgb, fog_sun_color_amount.a * pow(max(dot(eye_position, light_direction), 0.0), 8.0)); -#else - vec3 fog_color = fog_color_base.rgb; -#endif - -#ifdef FOG_DEPTH_ENABLED +#endif //MODE_UNSHADED - { - float fog_z = smoothstep(fog_depth_begin, fog_max_distance, length(vertex)); + // Tonemap before writing as we are writing to an sRGB framebuffer + frag_color.rgb *= exposure; + frag_color.rgb = apply_tonemapping(frag_color.rgb, white); + frag_color.rgb = linear_to_srgb(frag_color.rgb); - fog_amount = pow(fog_z, fog_depth_curve) * fog_color_base.a; - - if (fog_transmit_enabled) { - vec3 total_light = frag_color.rgb; - float transmit = pow(fog_z, fog_transmit_curve); - fog_color = mix(max(total_light, fog_color), fog_color, transmit); - } - } +#ifdef USE_BCS + frag_color.rgb = apply_bcs(frag_color.rgb, bcs); #endif -#ifdef FOG_HEIGHT_ENABLED - { - float y = (inv_view_matrix * vec4(vertex, 1.0)).y; - fog_amount = max(fog_amount, pow(smoothstep(fog_height_min, fog_height_max, y), fog_height_curve)); - } +#ifdef USE_COLOR_CORRECTION + frag_color.rgb = apply_color_correction(frag_color.rgb, color_correction); #endif -#if defined(BASE_PASS) - frag_color.rgb = mix(frag_color.rgb, fog_color, fog_amount); -#else - frag_color.rgb *= (1.0 - fog_amount); -#endif // BASE_PASS - -#endif //use vertex lit - -#endif // defined(FOG_DEPTH_ENABLED) || defined(FOG_HEIGHT_ENABLED) - -#endif //unshaded - -#else // not RENDER_DEPTH -//depth render -#ifdef USE_RGBA_SHADOWS - - highp float depth = ((position_interp.z / position_interp.w) + 1.0) * 0.5 + 0.0; // bias - 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); - frag_color = comp; - -#endif -#endif +#endif //!MODE_RENDER_DEPTH } diff --git a/drivers/gles3/shaders/sky.glsl b/drivers/gles3/shaders/sky.glsl index 0faa3eb70c..3a1bcd3b28 100644 --- a/drivers/gles3/shaders/sky.glsl +++ b/drivers/gles3/shaders/sky.glsl @@ -12,21 +12,12 @@ mode_cubemap_quarter_res = #define USE_CUBEMAP_PASS \n#define USE_QUARTER_RES_PA #[vertex] -#ifdef USE_GLES_OVER_GL -#define lowp -#define mediump -#define highp -#else -precision highp float; -precision highp int; -#endif - out vec2 uv_interp; /* clang-format on */ void main() { // One big triangle to cover the whole screen - vec2 base_arr[3] = vec2[](vec2(-1.0, -2.0), vec2(-1.0, 2.0), vec2(2.0, 2.0)); + vec2 base_arr[3] = vec2[](vec2(-1.0, -1.0), vec2(3.0, -1.0), vec2(-1.0, 3.0)); uv_interp = base_arr[gl_VertexID]; gl_Position = vec4(uv_interp, 1.0, 1.0); } @@ -36,19 +27,7 @@ void main() { #define M_PI 3.14159265359 -#ifdef USE_GLES_OVER_GL -#define lowp -#define mediump -#define highp -#else -#if defined(USE_HIGHP_PRECISION) -precision highp float; -precision highp int; -#else -precision mediump float; -precision mediump int; -#endif -#endif +#include "tonemap_inc.glsl" in vec2 uv_interp; @@ -63,40 +42,36 @@ uniform sampler2D half_res; //texunit:-2 uniform sampler2D quarter_res; //texunit:-3 #endif -layout(std140) uniform CanvasData { //ubo:0 - mat3 orientation; - vec4 projection; - vec4 position_multiplier; - float time; - float luminance_multiplier; - float pad1; - float pad2; -}; - layout(std140) uniform GlobalVariableData { //ubo:1 vec4 global_variables[MAX_GLOBAL_VARIABLES]; }; +layout(std140) uniform SceneData { //ubo:2 + float pad1; + float pad2; +}; + struct DirectionalLightData { vec4 direction_energy; vec4 color_size; bool enabled; }; -layout(std140) uniform DirectionalLights { //ubo:2 +layout(std140) uniform DirectionalLights { //ubo:3 DirectionalLightData data[MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS]; } directional_lights; +/* clang-format off */ + #ifdef MATERIAL_UNIFORMS_USED -layout(std140) uniform MaterialUniforms{ -//ubo:3 +layout(std140) uniform MaterialUniforms{ //ubo:4 #MATERIAL_UNIFORMS -} material; +}; #endif - +/* clang-format on */ #GLOBALS #ifdef USE_CUBEMAP_PASS @@ -117,6 +92,12 @@ layout(std140) uniform MaterialUniforms{ #define AT_QUARTER_RES_PASS false #endif +// mat4 is a waste of space, but we don't have an easy way to set a mat3 uniform for now +uniform mat4 orientation; +uniform vec4 projection; +uniform vec3 position; +uniform float time; + layout(location = 0) out vec4 frag_color; void main() { @@ -128,7 +109,7 @@ void main() { cube_normal.z = -cube_normal.z; cube_normal = normalize(cube_normal); - vec2 uv = uv_interp * 0.5 + 0.5; + vec2 uv = gl_FragCoord.xy; // uv_interp * 0.5 + 0.5; vec2 panorama_coords = vec2(atan(cube_normal.x, cube_normal.z), acos(cube_normal.y)); @@ -148,17 +129,17 @@ void main() { vec3 inverted_cube_normal = cube_normal; inverted_cube_normal.z *= -1.0; #ifdef USES_HALF_RES_COLOR - half_res_color = texture(samplerCube(half_res, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), inverted_cube_normal) * luminance_multiplier; + half_res_color = texture(samplerCube(half_res, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), inverted_cube_normal); #endif #ifdef USES_QUARTER_RES_COLOR - quarter_res_color = texture(samplerCube(quarter_res, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), inverted_cube_normal) * luminance_multiplier; + quarter_res_color = texture(samplerCube(quarter_res, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), inverted_cube_normal); #endif #else #ifdef USES_HALF_RES_COLOR - half_res_color = textureLod(sampler2D(half_res, material_samplers[SAMPLER_LINEAR_CLAMP]), uv, 0.0) * luminance_multiplier; + half_res_color = textureLod(sampler2D(half_res, material_samplers[SAMPLER_LINEAR_CLAMP]), uv, 0.0); #endif #ifdef USES_QUARTER_RES_COLOR - quarter_res_color = textureLod(sampler2D(quarter_res, material_samplers[SAMPLER_LINEAR_CLAMP]), uv, 0.0) * luminance_multiplier; + quarter_res_color = textureLod(sampler2D(quarter_res, material_samplers[SAMPLER_LINEAR_CLAMP]), uv, 0.0); #endif #endif @@ -168,12 +149,19 @@ void main() { } - frag_color.rgb = color * position_multiplier.w / luminance_multiplier; - frag_color.a = alpha; + // Tonemap before writing as we are writing to an sRGB framebuffer + color *= exposure; + color = apply_tonemapping(color, white); + color = linear_to_srgb(color); - // Blending is disabled for Sky, so alpha doesn't blend - // alpha is used for subsurface scattering so make sure it doesn't get applied to Sky - if (!AT_CUBEMAP_PASS && !AT_HALF_RES_PASS && !AT_QUARTER_RES_PASS) { - frag_color.a = 0.0; - } +#ifdef USE_BCS + color = apply_bcs(color, bcs); +#endif + +#ifdef USE_COLOR_CORRECTION + color = apply_color_correction(color, color_correction); +#endif + + frag_color.rgb = color; + frag_color.a = alpha; } diff --git a/drivers/gles3/shaders/stdlib_inc.glsl b/drivers/gles3/shaders/stdlib_inc.glsl index 2eddf9d479..6cce6c12bd 100644 --- a/drivers/gles3/shaders/stdlib_inc.glsl +++ b/drivers/gles3/shaders/stdlib_inc.glsl @@ -1,5 +1,6 @@ -//TODO: only needed by GLES_OVER_GL +#ifdef USE_GLES_OVER_GL +// Floating point pack/unpack functions are part of the GLSL ES 300 specification used by web and mobile. uint float2half(uint f) { return ((f >> uint(16)) & uint(0x8000)) | ((((f & uint(0x7f800000)) - uint(0x38000000)) >> uint(13)) & uint(0x7c00)) | @@ -37,6 +38,7 @@ vec2 unpackSnorm2x16(uint p) { vec2 v = vec2(float(p & uint(0xffff)), float(p >> uint(16))); return clamp((v - 32767.0) * vec2(0.00003051851), vec2(-1.0), vec2(1.0)); } +#endif uint packUnorm4x8(vec4 v) { uvec4 uv = uvec4(round(clamp(v, vec4(0.0), vec4(1.0)) * 255.0)); diff --git a/drivers/gles3/shaders/tonemap_inc.glsl b/drivers/gles3/shaders/tonemap_inc.glsl new file mode 100644 index 0000000000..ea15c05359 --- /dev/null +++ b/drivers/gles3/shaders/tonemap_inc.glsl @@ -0,0 +1,119 @@ +#ifdef USE_BCS +uniform vec3 bcs; +#endif + +#ifdef USE_COLOR_CORRECTION +#ifdef USE_1D_LUT +uniform sampler2D source_color_correction; //texunit:-1 +#else +uniform sampler3D source_color_correction; //texunit:-1 +#endif +#endif + +layout(std140) uniform TonemapData { //ubo:0 + float exposure; + float white; + int tonemapper; + int pad; +}; + +vec3 apply_bcs(vec3 color, vec3 bcs) { + color = mix(vec3(0.0), color, bcs.x); + color = mix(vec3(0.5), color, bcs.y); + color = mix(vec3(dot(vec3(1.0), color) * 0.33333), color, bcs.z); + + return color; +} +#ifdef USE_COLOR_CORRECTION +#ifdef USE_1D_LUT +vec3 apply_color_correction(vec3 color) { + color.r = texture(source_color_correction, vec2(color.r, 0.0f)).r; + color.g = texture(source_color_correction, vec2(color.g, 0.0f)).g; + color.b = texture(source_color_correction, vec2(color.b, 0.0f)).b; + return color; +} +#else +vec3 apply_color_correction(vec3 color) { + return textureLod(source_color_correction, color, 0.0).rgb; +} +#endif +#endif + +vec3 tonemap_filmic(vec3 color, float p_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 p_white_tonemapped = ((p_white * (A * p_white + C * B) + D * E) / (p_white * (A * p_white + B) + D * F)) - E / F; + + return color_tonemapped / p_white_tonemapped; +} + +// Adapted from https://github.com/TheRealMJP/BakingLab/blob/master/BakingLab/ACES.hlsl +// (MIT License). +vec3 tonemap_aces(vec3 color, float p_white) { + const float exposure_bias = 1.8f; + const float A = 0.0245786f; + const float B = 0.000090537f; + const float C = 0.983729f; + const float D = 0.432951f; + const float E = 0.238081f; + + // Exposure bias baked into transform to save shader instructions. Equivalent to `color *= exposure_bias` + const mat3 rgb_to_rrt = mat3( + vec3(0.59719f * exposure_bias, 0.35458f * exposure_bias, 0.04823f * exposure_bias), + vec3(0.07600f * exposure_bias, 0.90834f * exposure_bias, 0.01566f * exposure_bias), + vec3(0.02840f * exposure_bias, 0.13383f * exposure_bias, 0.83777f * exposure_bias)); + + const mat3 odt_to_rgb = mat3( + vec3(1.60475f, -0.53108f, -0.07367f), + vec3(-0.10208f, 1.10813f, -0.00605f), + vec3(-0.00327f, -0.07276f, 1.07602f)); + + color *= rgb_to_rrt; + vec3 color_tonemapped = (color * (color + A) - B) / (color * (C * color + D) + E); + color_tonemapped *= odt_to_rgb; + + p_white *= exposure_bias; + float p_white_tonemapped = (p_white * (p_white + A) - B) / (p_white * (C * p_white + D) + E); + + return color_tonemapped / p_white_tonemapped; +} + +vec3 tonemap_reinhard(vec3 color, float p_white) { + return (p_white * color + color) / (color * p_white + p_white); +} + +vec3 linear_to_srgb(vec3 color) { + //if going to srgb, clamp from 0 to 1. + color = clamp(color, vec3(0.0), vec3(1.0)); + 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))); +} + +#define TONEMAPPER_LINEAR 0 +#define TONEMAPPER_REINHARD 1 +#define TONEMAPPER_FILMIC 2 +#define TONEMAPPER_ACES 3 + +vec3 apply_tonemapping(vec3 color, float p_white) { // inputs are LINEAR, always outputs clamped [0;1] color + // Ensure color values passed to tonemappers are positive. + // They can be negative in the case of negative lights, which leads to undesired behavior. + if (tonemapper == TONEMAPPER_LINEAR) { + return color; + } else if (tonemapper == TONEMAPPER_REINHARD) { + return tonemap_reinhard(max(vec3(0.0f), color), p_white); + } else if (tonemapper == TONEMAPPER_FILMIC) { + return tonemap_filmic(max(vec3(0.0f), color), p_white); + } else { // TONEMAPPER_ACES + return tonemap_aces(max(vec3(0.0f), color), p_white); + } +} |