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scene.glsl
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/* clang-format off */
[vertex]
#define M_PI 3.14159265359
#define SHADER_IS_SRGB false
/*
from VisualServer:
ARRAY_VERTEX=0,
ARRAY_NORMAL=1,
ARRAY_TANGENT=2,
ARRAY_COLOR=3,
ARRAY_TEX_UV=4,
ARRAY_TEX_UV2=5,
ARRAY_BONES=6,
ARRAY_WEIGHTS=7,
ARRAY_INDEX=8,
*/
// hack to use uv if no uv present so it works with lightmap
/* INPUT ATTRIBS */
layout(location = 0) in highp vec4 vertex_attrib;
/* clang-format on */
layout(location = 1) in vec3 normal_attrib;
#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP) || defined(LIGHT_USE_ANISOTROPY)
layout(location = 2) in vec4 tangent_attrib;
#endif
#if defined(ENABLE_COLOR_INTERP)
layout(location = 3) in vec4 color_attrib;
#endif
#if defined(ENABLE_UV_INTERP)
layout(location = 4) in vec2 uv_attrib;
#endif
#if defined(ENABLE_UV2_INTERP) || defined(USE_LIGHTMAP)
layout(location = 5) in vec2 uv2_attrib;
#endif
#ifdef USE_SKELETON
layout(location = 6) in uvec4 bone_indices; // attrib:6
layout(location = 7) in highp vec4 bone_weights; // attrib:7
#endif
#ifdef USE_INSTANCING
layout(location = 8) in highp vec4 instance_xform0;
layout(location = 9) in highp vec4 instance_xform1;
layout(location = 10) in highp vec4 instance_xform2;
layout(location = 11) in lowp vec4 instance_color;
#if defined(ENABLE_INSTANCE_CUSTOM)
layout(location = 12) in highp vec4 instance_custom_data;
#endif
#endif
layout(std140) uniform SceneData { // ubo:0
highp mat4 projection_matrix;
highp mat4 inv_projection_matrix;
highp mat4 camera_inverse_matrix;
highp mat4 camera_matrix;
mediump vec4 ambient_light_color;
mediump vec4 bg_color;
mediump vec4 fog_color_enabled;
mediump vec4 fog_sun_color_amount;
mediump float ambient_energy;
mediump float bg_energy;
mediump float z_offset;
mediump float z_slope_scale;
highp float shadow_dual_paraboloid_render_zfar;
highp float shadow_dual_paraboloid_render_side;
highp vec2 viewport_size;
highp vec2 screen_pixel_size;
highp vec2 shadow_atlas_pixel_size;
highp vec2 directional_shadow_pixel_size;
highp float time;
highp float z_far;
mediump float reflection_multiplier;
mediump float subsurface_scatter_width;
mediump float ambient_occlusion_affect_light;
mediump float ambient_occlusion_affect_ao_channel;
mediump float opaque_prepass_threshold;
bool fog_depth_enabled;
highp float fog_depth_begin;
highp float fog_depth_end;
mediump float fog_density;
highp float fog_depth_curve;
bool fog_transmit_enabled;
highp float fog_transmit_curve;
bool fog_height_enabled;
highp float fog_height_min;
highp float fog_height_max;
highp float fog_height_curve;
};
uniform highp mat4 world_transform;
#ifdef USE_LIGHT_DIRECTIONAL
layout(std140) uniform DirectionalLightData { //ubo:3
highp vec4 light_pos_inv_radius;
mediump vec4 light_direction_attenuation;
mediump vec4 light_color_energy;
mediump vec4 light_params; // cone attenuation, angle, specular, shadow enabled,
mediump vec4 light_clamp;
mediump vec4 shadow_color_contact;
highp mat4 shadow_matrix1;
highp mat4 shadow_matrix2;
highp mat4 shadow_matrix3;
highp mat4 shadow_matrix4;
mediump vec4 shadow_split_offsets;
};
#endif
#ifdef USE_VERTEX_LIGHTING
//omni and spot
struct LightData {
highp vec4 light_pos_inv_radius;
mediump vec4 light_direction_attenuation;
mediump vec4 light_color_energy;
mediump vec4 light_params; // cone attenuation, angle, specular, shadow enabled,
mediump vec4 light_clamp;
mediump vec4 shadow_color_contact;
highp mat4 shadow_matrix;
};
layout(std140) uniform OmniLightData { //ubo:4
LightData omni_lights[MAX_LIGHT_DATA_STRUCTS];
};
layout(std140) uniform SpotLightData { //ubo:5
LightData spot_lights[MAX_LIGHT_DATA_STRUCTS];
};
#ifdef USE_FORWARD_LIGHTING
uniform int omni_light_indices[MAX_FORWARD_LIGHTS];
uniform int omni_light_count;
uniform int spot_light_indices[MAX_FORWARD_LIGHTS];
uniform int spot_light_count;
#endif
out vec4 diffuse_light_interp;
out vec4 specular_light_interp;
void light_compute(vec3 N, vec3 L, vec3 V, vec3 light_color, float roughness, inout vec3 diffuse, inout vec3 specular) {
float NdotL = dot(N, L);
float cNdotL = max(NdotL, 0.0); // clamped NdotL
float NdotV = dot(N, V);
float cNdotV = max(NdotV, 0.0);
#if defined(DIFFUSE_OREN_NAYAR)
vec3 diffuse_brdf_NL;
#else
float diffuse_brdf_NL; // BRDF times N.L for calculating diffuse radiance
#endif
#if defined(DIFFUSE_LAMBERT_WRAP)
// energy conserving lambert wrap shader
diffuse_brdf_NL = max(0.0, (NdotL + roughness) / ((1.0 + roughness) * (1.0 + roughness)));
#elif defined(DIFFUSE_OREN_NAYAR)
{
// see http://mimosa-pudica.net/improved-oren-nayar.html
float LdotV = dot(L, V);
float s = LdotV - NdotL * NdotV;
float t = mix(1.0, max(NdotL, NdotV), step(0.0, s));
float sigma2 = roughness * roughness; // TODO: this needs checking
vec3 A = 1.0 + sigma2 * (-0.5 / (sigma2 + 0.33) + 0.17 * diffuse_color / (sigma2 + 0.13));
float B = 0.45 * sigma2 / (sigma2 + 0.09);
diffuse_brdf_NL = cNdotL * (A + vec3(B) * s / t) * (1.0 / M_PI);
}
#else
// lambert by default for everything else
diffuse_brdf_NL = cNdotL * (1.0 / M_PI);
#endif
diffuse += light_color * diffuse_brdf_NL;
if (roughness > 0.0) {
// D
float specular_brdf_NL = 0.0;
#if !defined(SPECULAR_DISABLED)
//normalized blinn always unless disabled
vec3 H = normalize(V + L);
float cNdotH = max(dot(N, H), 0.0);
float shininess = exp2(15.0 * (1.0 - roughness) + 1.0) * 0.25;
float blinn = pow(cNdotH, shininess) * cNdotL;
blinn *= (shininess + 8.0) * (1.0 / (8.0 * M_PI));
specular_brdf_NL = blinn;
#endif
specular += specular_brdf_NL * light_color * (1.0 / M_PI);
}
}
void light_process_omni(int idx, vec3 vertex, vec3 eye_vec, vec3 normal, float roughness, inout vec3 diffuse, inout vec3 specular) {
vec3 light_rel_vec = omni_lights[idx].light_pos_inv_radius.xyz - vertex;
float light_length = length(light_rel_vec);
float normalized_distance = light_length * omni_lights[idx].light_pos_inv_radius.w;
vec3 light_attenuation = vec3(pow(max(1.0 - normalized_distance, 0.0), omni_lights[idx].light_direction_attenuation.w));
light_compute(normal, normalize(light_rel_vec), eye_vec, omni_lights[idx].light_color_energy.rgb * light_attenuation, roughness, diffuse, specular);
}
void light_process_spot(int idx, vec3 vertex, vec3 eye_vec, vec3 normal, float roughness, inout vec3 diffuse, inout vec3 specular) {
vec3 light_rel_vec = spot_lights[idx].light_pos_inv_radius.xyz - vertex;
float light_length = length(light_rel_vec);
float normalized_distance = light_length * spot_lights[idx].light_pos_inv_radius.w;
vec3 light_attenuation = vec3(pow(max(1.0 - normalized_distance, 0.001), spot_lights[idx].light_direction_attenuation.w));
vec3 spot_dir = spot_lights[idx].light_direction_attenuation.xyz;
float spot_cutoff = spot_lights[idx].light_params.y;
float scos = max(dot(-normalize(light_rel_vec), spot_dir), spot_cutoff);
float spot_rim = (1.0 - scos) / (1.0 - spot_cutoff);
light_attenuation *= 1.0 - pow(max(spot_rim, 0.001), spot_lights[idx].light_params.x);
light_compute(normal, normalize(light_rel_vec), eye_vec, spot_lights[idx].light_color_energy.rgb * light_attenuation, roughness, diffuse, specular);
}
#endif
/* Varyings */
out highp vec3 vertex_interp;
out vec3 normal_interp;
#if defined(ENABLE_COLOR_INTERP)
out vec4 color_interp;
#endif
#if defined(ENABLE_UV_INTERP)
out vec2 uv_interp;
#endif
#if defined(ENABLE_UV2_INTERP) || defined(USE_LIGHTMAP)
out vec2 uv2_interp;
#endif
#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP) || defined(LIGHT_USE_ANISOTROPY)
out vec3 tangent_interp;
out vec3 binormal_interp;
#endif
#if defined(USE_MATERIAL)
/* clang-format off */
layout(std140) uniform UniformData { // ubo:1
MATERIAL_UNIFORMS
};
/* clang-format on */
#endif
/* clang-format off */
VERTEX_SHADER_GLOBALS
/* clang-format on */
#ifdef RENDER_DEPTH_DUAL_PARABOLOID
out highp float dp_clip;
#endif
#define SKELETON_TEXTURE_WIDTH 256
#ifdef USE_SKELETON
uniform highp sampler2D skeleton_texture; // texunit:-1
#endif
out highp vec4 position_interp;
// FIXME: This triggers a Mesa bug that breaks rendering, so disabled for now.
// See GH-13450 and https://bugs.freedesktop.org/show_bug.cgi?id=100316
//invariant gl_Position;
void main() {
highp vec4 vertex = vertex_attrib; // vec4(vertex_attrib.xyz * data_attrib.x,1.0);
highp mat4 world_matrix = world_transform;
#ifdef USE_INSTANCING
{
highp mat4 m = mat4(instance_xform0, instance_xform1, instance_xform2, vec4(0.0, 0.0, 0.0, 1.0));
world_matrix = world_matrix * transpose(m);
}
#endif
vec3 normal = normal_attrib;
#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP) || defined(LIGHT_USE_ANISOTROPY)
vec3 tangent = tangent_attrib.xyz;
float binormalf = tangent_attrib.a;
#endif
#if defined(ENABLE_COLOR_INTERP)
color_interp = color_attrib;
#if defined(USE_INSTANCING)
color_interp *= instance_color;
#endif
#endif
#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP) || defined(LIGHT_USE_ANISOTROPY)
vec3 binormal = normalize(cross(normal, tangent) * binormalf);
#endif
#if defined(ENABLE_UV_INTERP)
uv_interp = uv_attrib;
#endif
#if defined(ENABLE_UV2_INTERP) || defined(USE_LIGHTMAP)
uv2_interp = uv2_attrib;
#endif
#ifdef OVERRIDE_POSITION
highp vec4 position;
#endif
#if defined(USE_INSTANCING) && defined(ENABLE_INSTANCE_CUSTOM)
vec4 instance_custom = instance_custom_data;
#else
vec4 instance_custom = vec4(0.0);
#endif
highp mat4 local_projection = projection_matrix;
//using world coordinates
#if !defined(SKIP_TRANSFORM_USED) && defined(VERTEX_WORLD_COORDS_USED)
vertex = world_matrix * vertex;
#if defined(ENSURE_CORRECT_NORMALS)
mat3 normal_matrix = mat3(transpose(inverse(world_matrix)));
normal = normal_matrix * normal;
#else
normal = normalize((world_matrix * vec4(normal, 0.0)).xyz);
#endif
#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP) || defined(LIGHT_USE_ANISOTROPY)
tangent = normalize((world_matrix * vec4(tangent, 0.0)).xyz);
binormal = normalize((world_matrix * vec4(binormal, 0.0)).xyz);
#endif
#endif
float roughness = 1.0;
//defines that make writing custom shaders easier
#define projection_matrix local_projection
#define world_transform world_matrix
#ifdef USE_SKELETON
{
//skeleton transform
ivec4 bone_indicesi = ivec4(bone_indices); // cast to signed int
ivec2 tex_ofs = ivec2(bone_indicesi.x % 256, (bone_indicesi.x / 256) * 3);
highp mat4 m;
m = mat4(
texelFetch(skeleton_texture, tex_ofs, 0),
texelFetch(skeleton_texture, tex_ofs + ivec2(0, 1), 0),
texelFetch(skeleton_texture, tex_ofs + ivec2(0, 2), 0),
vec4(0.0, 0.0, 0.0, 1.0)) *
bone_weights.x;
tex_ofs = ivec2(bone_indicesi.y % 256, (bone_indicesi.y / 256) * 3);
m += mat4(
texelFetch(skeleton_texture, tex_ofs, 0),
texelFetch(skeleton_texture, tex_ofs + ivec2(0, 1), 0),
texelFetch(skeleton_texture, tex_ofs + ivec2(0, 2), 0),
vec4(0.0, 0.0, 0.0, 1.0)) *
bone_weights.y;
tex_ofs = ivec2(bone_indicesi.z % 256, (bone_indicesi.z / 256) * 3);
m += mat4(
texelFetch(skeleton_texture, tex_ofs, 0),
texelFetch(skeleton_texture, tex_ofs + ivec2(0, 1), 0),
texelFetch(skeleton_texture, tex_ofs + ivec2(0, 2), 0),
vec4(0.0, 0.0, 0.0, 1.0)) *
bone_weights.z;
tex_ofs = ivec2(bone_indicesi.w % 256, (bone_indicesi.w / 256) * 3);
m += mat4(
texelFetch(skeleton_texture, tex_ofs, 0),
texelFetch(skeleton_texture, tex_ofs + ivec2(0, 1), 0),
texelFetch(skeleton_texture, tex_ofs + ivec2(0, 2), 0),
vec4(0.0, 0.0, 0.0, 1.0)) *
bone_weights.w;
world_matrix = world_matrix * transpose(m);
}
#endif
float point_size = 1.0;
highp mat4 modelview = camera_inverse_matrix * world_matrix;
{
/* clang-format off */
VERTEX_SHADER_CODE
/* clang-format on */
}
gl_PointSize = point_size;
// using local coordinates (default)
#if !defined(SKIP_TRANSFORM_USED) && !defined(VERTEX_WORLD_COORDS_USED)
vertex = modelview * vertex;
#if defined(ENSURE_CORRECT_NORMALS)
mat3 normal_matrix = mat3(transpose(inverse(modelview)));
normal = normal_matrix * normal;
#else
normal = normalize((modelview * vec4(normal, 0.0)).xyz);
#endif
#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP) || defined(LIGHT_USE_ANISOTROPY)
tangent = normalize((modelview * vec4(tangent, 0.0)).xyz);
binormal = normalize((modelview * vec4(binormal, 0.0)).xyz);
#endif
#endif
//using world coordinates
#if !defined(SKIP_TRANSFORM_USED) && defined(VERTEX_WORLD_COORDS_USED)
vertex = camera_inverse_matrix * vertex;
normal = normalize((camera_inverse_matrix * vec4(normal, 0.0)).xyz);
#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP) || defined(LIGHT_USE_ANISOTROPY)
tangent = normalize((camera_inverse_matrix * vec4(tangent, 0.0)).xyz);
binormal = normalize((camera_inverse_matrix * vec4(binormal, 0.0)).xyz);
#endif
#endif
vertex_interp = vertex.xyz;
normal_interp = normal;
#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP) || defined(LIGHT_USE_ANISOTROPY)
tangent_interp = tangent;
binormal_interp = binormal;
#endif
#ifdef RENDER_DEPTH
#ifdef RENDER_DEPTH_DUAL_PARABOLOID
vertex_interp.z *= shadow_dual_paraboloid_render_side;
normal_interp.z *= shadow_dual_paraboloid_render_side;
dp_clip = vertex_interp.z; //this attempts to avoid noise caused by objects sent to the other parabolloid side due to bias
//for dual paraboloid shadow mapping, this is the fastest but least correct way, as it curves straight edges
highp vec3 vtx = vertex_interp + normalize(vertex_interp) * z_offset;
highp float distance = length(vtx);
vtx = normalize(vtx);
vtx.xy /= 1.0 - vtx.z;
vtx.z = (distance / shadow_dual_paraboloid_render_zfar);
vtx.z = vtx.z * 2.0 - 1.0;
vertex_interp = vtx;
#else
float z_ofs = z_offset;
z_ofs += (1.0 - abs(normal_interp.z)) * z_slope_scale;
vertex_interp.z -= z_ofs;
#endif //RENDER_DEPTH_DUAL_PARABOLOID
#endif //RENDER_DEPTH
#ifdef OVERRIDE_POSITION
gl_Position = position;
#else
gl_Position = projection_matrix * vec4(vertex_interp, 1.0);
#endif
position_interp = gl_Position;
#ifdef USE_VERTEX_LIGHTING
diffuse_light_interp = vec4(0.0);
specular_light_interp = vec4(0.0);
#ifdef USE_FORWARD_LIGHTING
for (int i = 0; i < omni_light_count; i++) {
light_process_omni(omni_light_indices[i], vertex_interp, -normalize(vertex_interp), normal_interp, roughness, diffuse_light_interp.rgb, specular_light_interp.rgb);
}
for (int i = 0; i < spot_light_count; i++) {
light_process_spot(spot_light_indices[i], vertex_interp, -normalize(vertex_interp), normal_interp, roughness, diffuse_light_interp.rgb, specular_light_interp.rgb);
}
#endif
#ifdef USE_LIGHT_DIRECTIONAL
vec3 directional_diffuse = vec3(0.0);
vec3 directional_specular = vec3(0.0);
light_compute(normal_interp, -light_direction_attenuation.xyz, -normalize(vertex_interp), light_color_energy.rgb, roughness, directional_diffuse, directional_specular);
float diff_avg = dot(diffuse_light_interp.rgb, vec3(0.33333));
float diff_dir_avg = dot(directional_diffuse, vec3(0.33333));
if (diff_avg > 0.0) {
diffuse_light_interp.a = diff_dir_avg / (diff_avg + diff_dir_avg);
} else {
diffuse_light_interp.a = 1.0;
}
diffuse_light_interp.rgb += directional_diffuse;
float spec_avg = dot(specular_light_interp.rgb, vec3(0.33333));
float spec_dir_avg = dot(directional_specular, vec3(0.33333));
if (spec_avg > 0.0) {
specular_light_interp.a = spec_dir_avg / (spec_avg + spec_dir_avg);
} else {
specular_light_interp.a = 1.0;
}
specular_light_interp.rgb += directional_specular;
#endif //USE_LIGHT_DIRECTIONAL
#endif // USE_VERTEX_LIGHTING
}
/* clang-format off */
[fragment]
/* texture unit usage, N is max_texture_unity-N
1-skeleton
2-radiance
3-reflection_atlas
4-directional_shadow
5-shadow_atlas
6-decal_atlas
7-screen
8-depth
9-probe1
10-probe2
*/
uniform highp mat4 world_transform;
/* clang-format on */
#define M_PI 3.14159265359
#define SHADER_IS_SRGB false
/* Varyings */
#if defined(ENABLE_COLOR_INTERP)
in vec4 color_interp;
#endif
#if defined(ENABLE_UV_INTERP)
in vec2 uv_interp;
#endif
#if defined(ENABLE_UV2_INTERP) || defined(USE_LIGHTMAP)
in vec2 uv2_interp;
#endif
#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP) || defined(LIGHT_USE_ANISOTROPY)
in vec3 tangent_interp;
in vec3 binormal_interp;
#endif
in highp vec3 vertex_interp;
in vec3 normal_interp;
/* PBR CHANNELS */
#ifdef USE_RADIANCE_MAP
layout(std140) uniform Radiance { // ubo:2
mat4 radiance_inverse_xform;
float radiance_ambient_contribution;
};
#define RADIANCE_MAX_LOD 5.0
uniform sampler2D irradiance_map; // texunit:-6
#ifdef USE_RADIANCE_MAP_ARRAY
uniform sampler2DArray radiance_map; // texunit:-2
vec3 textureDualParaboloid(sampler2DArray p_tex, vec3 p_vec, float p_roughness) {
vec3 norm = normalize(p_vec);
norm.xy /= 1.0 + abs(norm.z);
norm.xy = norm.xy * vec2(0.5, 0.25) + vec2(0.5, 0.25);
// we need to lie the derivatives (normg) and assume that DP side is always the same
// to get proper texture filtering
vec2 normg = norm.xy;
if (norm.z > 0.0) {
norm.y = 0.5 - norm.y + 0.5;
}
// thanks to OpenGL spec using floor(layer + 0.5) for texture arrays,
// it's easy to have precision errors using fract() to interpolate layers
// as such, using fixed point to ensure it works.
float index = p_roughness * RADIANCE_MAX_LOD;
int indexi = int(index * 256.0);
vec3 base = textureGrad(p_tex, vec3(norm.xy, float(indexi / 256)), dFdx(normg), dFdy(normg)).xyz;
vec3 next = textureGrad(p_tex, vec3(norm.xy, float(indexi / 256 + 1)), dFdx(normg), dFdy(normg)).xyz;
return mix(base, next, float(indexi % 256) / 256.0);
}
#else
uniform sampler2D radiance_map; // texunit:-2
vec3 textureDualParaboloid(sampler2D p_tex, vec3 p_vec, float p_roughness) {
vec3 norm = normalize(p_vec);
norm.xy /= 1.0 + abs(norm.z);
norm.xy = norm.xy * vec2(0.5, 0.25) + vec2(0.5, 0.25);
if (norm.z > 0.0) {
norm.y = 0.5 - norm.y + 0.5;
}
return textureLod(p_tex, norm.xy, p_roughness * RADIANCE_MAX_LOD).xyz;
}
#endif
#endif
/* Material Uniforms */
#if defined(USE_MATERIAL)
/* clang-format off */
layout(std140) uniform UniformData {
MATERIAL_UNIFORMS
};
/* clang-format on */
#endif
/* clang-format off */
FRAGMENT_SHADER_GLOBALS
/* clang-format on */
layout(std140) uniform SceneData {
highp mat4 projection_matrix;
highp mat4 inv_projection_matrix;
highp mat4 camera_inverse_matrix;
highp mat4 camera_matrix;
mediump vec4 ambient_light_color;
mediump vec4 bg_color;
mediump vec4 fog_color_enabled;
mediump vec4 fog_sun_color_amount;
mediump float ambient_energy;
mediump float bg_energy;
mediump float z_offset;
mediump float z_slope_scale;
highp float shadow_dual_paraboloid_render_zfar;
highp float shadow_dual_paraboloid_render_side;
highp vec2 viewport_size;
highp vec2 screen_pixel_size;
highp vec2 shadow_atlas_pixel_size;
highp vec2 directional_shadow_pixel_size;
highp float time;
highp float z_far;
mediump float reflection_multiplier;
mediump float subsurface_scatter_width;
mediump float ambient_occlusion_affect_light;
mediump float ambient_occlusion_affect_ao_channel;
mediump float opaque_prepass_threshold;
bool fog_depth_enabled;
highp float fog_depth_begin;
highp float fog_depth_end;
mediump float fog_density;
highp float fog_depth_curve;
bool fog_transmit_enabled;
highp float fog_transmit_curve;
bool fog_height_enabled;
highp float fog_height_min;
highp float fog_height_max;
highp float fog_height_curve;
};
//directional light data
#ifdef USE_LIGHT_DIRECTIONAL
layout(std140) uniform DirectionalLightData {
highp vec4 light_pos_inv_radius;
mediump vec4 light_direction_attenuation;
mediump vec4 light_color_energy;
mediump vec4 light_params; // cone attenuation, angle, specular, shadow enabled,
mediump vec4 light_clamp;
mediump vec4 shadow_color_contact;
highp mat4 shadow_matrix1;
highp mat4 shadow_matrix2;
highp mat4 shadow_matrix3;
highp mat4 shadow_matrix4;
mediump vec4 shadow_split_offsets;
};
uniform highp sampler2DShadow directional_shadow; // texunit:-4
#endif
#ifdef USE_VERTEX_LIGHTING
in vec4 diffuse_light_interp;
in vec4 specular_light_interp;
#endif
// omni and spot
struct LightData {
highp vec4 light_pos_inv_radius;
mediump vec4 light_direction_attenuation;
mediump vec4 light_color_energy;
mediump vec4 light_params; // cone attenuation, angle, specular, shadow enabled,
mediump vec4 light_clamp;
mediump vec4 shadow_color_contact;
highp mat4 shadow_matrix;
};
layout(std140) uniform OmniLightData { // ubo:4
LightData omni_lights[MAX_LIGHT_DATA_STRUCTS];
};
layout(std140) uniform SpotLightData { // ubo:5
LightData spot_lights[MAX_LIGHT_DATA_STRUCTS];
};
uniform highp sampler2DShadow shadow_atlas; // texunit:-5
struct ReflectionData {
mediump vec4 box_extents;
mediump vec4 box_offset;
mediump vec4 params; // intensity, 0, interior , boxproject
mediump vec4 ambient; // ambient color, energy
mediump vec4 atlas_clamp;
highp mat4 local_matrix; // up to here for spot and omni, rest is for directional
// notes: for ambientblend, use distance to edge to blend between already existing global environment
};
layout(std140) uniform ReflectionProbeData { //ubo:6
ReflectionData reflections[MAX_REFLECTION_DATA_STRUCTS];
};
uniform mediump sampler2D reflection_atlas; // texunit:-3
#ifdef USE_FORWARD_LIGHTING
uniform int omni_light_indices[MAX_FORWARD_LIGHTS];
uniform int omni_light_count;
uniform int spot_light_indices[MAX_FORWARD_LIGHTS];
uniform int spot_light_count;
uniform int reflection_indices[MAX_FORWARD_LIGHTS];
uniform int reflection_count;
#endif
#if defined(SCREEN_TEXTURE_USED)
uniform highp sampler2D screen_texture; // texunit:-7
#endif
#ifdef USE_MULTIPLE_RENDER_TARGETS
layout(location = 0) out vec4 diffuse_buffer;
layout(location = 1) out vec4 specular_buffer;
layout(location = 2) out vec4 normal_mr_buffer;
#if defined(ENABLE_SSS)
layout(location = 3) out float sss_buffer;
#endif
#else
layout(location = 0) out vec4 frag_color;
#endif
in highp vec4 position_interp;
uniform highp sampler2D depth_buffer; // texunit:-8
#ifdef USE_CONTACT_SHADOWS
float contact_shadow_compute(vec3 pos, vec3 dir, float max_distance) {
if (abs(dir.z) > 0.99)
return 1.0;
vec3 endpoint = pos + dir * max_distance;
vec4 source = position_interp;
vec4 dest = projection_matrix * vec4(endpoint, 1.0);
vec2 from_screen = (source.xy / source.w) * 0.5 + 0.5;
vec2 to_screen = (dest.xy / dest.w) * 0.5 + 0.5;
vec2 screen_rel = to_screen - from_screen;
if (length(screen_rel) < 0.00001)
return 1.0; // too small, don't do anything
/*
float pixel_size; // approximate pixel size
if (screen_rel.x > screen_rel.y) {
pixel_size = abs((pos.x - endpoint.x) / (screen_rel.x / screen_pixel_size.x));
} else {
pixel_size = abs((pos.y - endpoint.y) / (screen_rel.y / screen_pixel_size.y));
}
*/
vec4 bias = projection_matrix * vec4(pos + vec3(0.0, 0.0, max_distance * 0.5), 1.0);
vec2 pixel_incr = normalize(screen_rel) * screen_pixel_size;
float steps = length(screen_rel) / length(pixel_incr);
steps = min(2000.0, steps); // put a limit to avoid freezing in some strange situation
//steps = 10.0;
vec4 incr = (dest - source) / steps;
float ratio = 0.0;
float ratio_incr = 1.0 / steps;
while (steps > 0.0) {
source += incr * 2.0;
bias += incr * 2.0;
vec3 uv_depth = (source.xyz / source.w) * 0.5 + 0.5;
if (uv_depth.x > 0.0 && uv_depth.x < 1.0 && uv_depth.y > 0.0 && uv_depth.y < 1.0) {
float depth = texture(depth_buffer, uv_depth.xy).r;
if (depth < uv_depth.z) {
if (depth > (bias.z / bias.w) * 0.5 + 0.5) {
return min(pow(ratio, 4.0), 1.0);
} else {
return 1.0;
}
}
ratio += ratio_incr;
steps -= 1.0;
} else {
return 1.0;
}
}
return 1.0;
}
#endif
// This returns the G_GGX function divided by 2 cos_theta_m, where in practice cos_theta_m is either N.L or N.V.
// We're dividing this factor off because the overall term we'll end up looks like
// (see, for example, the first unnumbered equation in B. Burley, "Physically Based Shading at Disney", SIGGRAPH 2012):
//
// F(L.V) D(N.H) G(N.L) G(N.V) / (4 N.L N.V)
//
// We're basically regouping this as
//
// F(L.V) D(N.H) [G(N.L)/(2 N.L)] [G(N.V) / (2 N.V)]
//
// and thus, this function implements the [G(N.m)/(2 N.m)] part with m = L or V.
//
// The contents of the D and G (G1) functions (GGX) are taken from
// E. Heitz, "Understanding the Masking-Shadowing Function in Microfacet-Based BRDFs", J. Comp. Graph. Tech. 3 (2) (2014).
// Eqns 71-72 and 85-86 (see also Eqns 43 and 80).
float G_GGX_2cos(float cos_theta_m, float alpha) {
// Schlick's approximation
// C. Schlick, "An Inexpensive BRDF Model for Physically-based Rendering", Computer Graphics Forum. 13 (3): 233 (1994)
// Eq. (19), although see Heitz (2014) the about the problems with his derivation.
// It nevertheless approximates GGX well with k = alpha/2.
float k = 0.5 * alpha;
return 0.5 / (cos_theta_m * (1.0 - k) + k);
// float cos2 = cos_theta_m * cos_theta_m;
// float sin2 = (1.0 - cos2);
// return 1.0 / (cos_theta_m + sqrt(cos2 + alpha * alpha * sin2));
}
float D_GGX(float cos_theta_m, float alpha) {
float alpha2 = alpha * alpha;
float d = 1.0 + (alpha2 - 1.0) * cos_theta_m * cos_theta_m;
return alpha2 / (M_PI * d * d);
}
float G_GGX_anisotropic_2cos(float cos_theta_m, float alpha_x, float alpha_y, float cos_phi, float sin_phi) {
float cos2 = cos_theta_m * cos_theta_m;
float sin2 = (1.0 - cos2);
float s_x = alpha_x * cos_phi;
float s_y = alpha_y * sin_phi;
return 1.0 / max(cos_theta_m + sqrt(cos2 + (s_x * s_x + s_y * s_y) * sin2), 0.001);
}
float D_GGX_anisotropic(float cos_theta_m, float alpha_x, float alpha_y, float cos_phi, float sin_phi) {
float cos2 = cos_theta_m * cos_theta_m;
float sin2 = (1.0 - cos2);
float r_x = cos_phi / alpha_x;
float r_y = sin_phi / alpha_y;
float d = cos2 + sin2 * (r_x * r_x + r_y * r_y);
return 1.0 / max(M_PI * alpha_x * alpha_y * d * d, 0.001);
}
float SchlickFresnel(float u) {
float m = 1.0 - u;
float m2 = m * m;
return m2 * m2 * m; // pow(m,5)
}
float GTR1(float NdotH, float a) {
if (a >= 1.0) return 1.0 / M_PI;
float a2 = a * a;
float t = 1.0 + (a2 - 1.0) * NdotH * NdotH;
return (a2 - 1.0) / (M_PI * log(a2) * t);
}
vec3 F0(float metallic, float specular, vec3 albedo) {
float dielectric = 0.16 * specular * specular;
// use albedo * metallic as colored specular reflectance at 0 angle for metallic materials;
// see https://google.github.io/filament/Filament.md.html
return mix(vec3(dielectric), albedo, vec3(metallic));
}
void light_compute(vec3 N, vec3 L, vec3 V, vec3 B, vec3 T, vec3 light_color, vec3 attenuation, vec3 diffuse_color, vec3 transmission, float specular_blob_intensity, float roughness, float metallic, float specular, float rim, float rim_tint, float clearcoat, float clearcoat_gloss, float anisotropy, inout vec3 diffuse_light, inout vec3 specular_light, inout float alpha) {
#if defined(USE_LIGHT_SHADER_CODE)
// light is written by the light shader
vec3 normal = N;