#extension GL_ARB_bindless_texture : enable #extension GL_KHR_shader_subgroup_ballot : enable #extension GL_KHR_shader_subgroup_vote : enable // Keep in sync with cpu #define MAX_POINT_LIGHTS 8 #define PI 3.1415926535897932384626433832795 #define CSM_SPLITS 4 struct DrawCmdData { mat4 transform; int materialIdx; }; // UBOs layout(std140, binding = 0) uniform Matrices { mat4 projection; mat4 view; }; layout(std430, binding = 3) readonly buffer DrawCmdDatas { // Access by gl_DrawID DrawCmdData draw_data[]; }; layout(location = 16, bindless_sampler) uniform sampler2DArrayShadow shadow_maps; layout(location = 17, bindless_sampler) uniform samplerCubeArrayShadow cube_shadow_maps; layout(location = 21) uniform uint lights_count; // Input, output blocks VERTEX_EXPORT VertexData { vec3 vPos; vec2 uv; mat3 vTBN; vec3 wPos; vec3 wNormal; } VertexOut; VERTEX_EXPORT flat uint DrawID; float random(vec4 seed4) { float dot_product = dot(seed4, vec4(12.9898,78.233,45.164,94.673)); return fract(sin(dot_product) * 43758.5453); } #if VERTEX_SHADER layout(location = 0) in vec3 aPos; layout(location = 1) in vec3 aNormal; layout(location = 2) in vec2 aUV; layout(location = 3) in vec3 aTangent; void main() { DrawID = gl_DrawID; mat4 model = draw_data[gl_DrawID].transform; mat4 viewModel = view * model; vec4 vPos = viewModel * vec4(aPos.xyz, 1.0); gl_Position = projection * vPos; VertexOut.vPos = vPos.xyz / vPos.w; VertexOut.uv = aUV; vec3 aBitangent = cross(aTangent, aNormal); vec3 T = normalize(vec3(viewModel * vec4(aTangent, 0.0))); vec3 B = normalize(vec3(viewModel * vec4(aBitangent, 0.0))); vec3 N = normalize(vec3(viewModel * vec4(aNormal, 0.0))); VertexOut.vTBN = mat3(T, B, N); VertexOut.wPos = (model * vec4(aPos.xyz, 1.0)).xyz; VertexOut.wNormal = normalize(model * vec4(aNormal, 0.0)).xyz; } #endif // VERTEX_SHADER #if FRAGMENT_SHADER // Types struct Light { vec4 vPos; vec4 color; mat4 view_mat; // for directional lights contains view projection matrices for each split // TODO: compress this somehow mat4[4] view_proj_mats; // x, y = near, far for point lights // z = shadow map index // w = csm split count for directional lights vec4 params; vec4 csm_split_points; // TODO: Maybe increase to 8, though it's probably too many }; struct Material { vec4 albedo; sampler2D albedo_map; vec2 albedo_map_uv_scale; sampler2D normal_map; vec2 normal_map_uv_scale; float metallic; sampler2D metallic_map; vec2 metallic_map_uv_scale; float roughness; sampler2D roughness_map; vec2 roughness_map_uv_scale; vec3 emission; sampler2D emission_map; vec2 emission_map_uv_scale; }; layout(std430, binding = 1) readonly buffer Lights { uint _lights_count; Light lights[]; }; layout(std430, binding = 2) readonly buffer Materials { uint materials_count; Material materials[]; }; out vec4 FragColor; struct EvalMaterial { vec4 albedo; bool metallic; float roughness; vec3 emission; }; int getShadowMapIndex(int lightIdx) { return int(lights[lightIdx].params.z); } int getCSMSplitCount(int lightIdx) { return clamp(int(lights[lightIdx].params.w), 0, 4); } int getCSMSplit(int lightIdx, float depth) { // int totalSplits = getCSMSplitCount(lightIdx); for (int i = 0; i < CSM_SPLITS; i++) { if (depth > lights[lightIdx].csm_split_points[i]) { return i; } } return CSM_SPLITS - 1; } EvalMaterial evalMaterial() { EvalMaterial result; int materialIdx = draw_data[DrawID].materialIdx; result.albedo = textureSize(materials[materialIdx].albedo_map, 0) == ivec2(0) ? vec4(pow(materials[materialIdx].albedo.rgb, vec3(2.2)), materials[materialIdx].albedo.a) : texture(materials[materialIdx].albedo_map, VertexOut.uv * materials[materialIdx].albedo_map_uv_scale); float fMetallic = textureSize(materials[materialIdx].metallic_map, 0) == ivec2(0) ? materials[materialIdx].metallic : texture(materials[materialIdx].metallic_map, VertexOut.uv * materials[materialIdx].metallic_map_uv_scale).b; result.metallic = fMetallic > 0.1; result.roughness = max(0.01, textureSize(materials[materialIdx].roughness_map, 0) == ivec2(0) ? materials[materialIdx].roughness : texture(materials[materialIdx].roughness_map, VertexOut.uv * materials[materialIdx].roughness_map_uv_scale).g); result.emission = textureSize(materials[materialIdx].emission_map, 0) == ivec2(0) ? materials[materialIdx].emission : texture(materials[materialIdx].emission_map, VertexOut.uv * materials[materialIdx].emission_map_uv_scale).rgb; return result; } vec3 schlickFresnel(EvalMaterial mat, float LDotH) { vec3 f0 = vec3(0.04); // dielectric if (mat.metallic) { f0 = mat.albedo.rgb; } return f0 + (1 - f0) * pow(1.0 - LDotH, 5); } const float eps = 0.0001; float geomSmith(EvalMaterial mat, float DotVal) { float k = (mat.roughness + 1.0) * (mat.roughness + 1.0) / 8.0; float denom = DotVal * (1 - k) + k; return 1.0 / max(denom, eps); } float ggxDistribution(EvalMaterial mat, float NDotH) { float alpha2 = mat.roughness * mat.roughness * mat.roughness * mat.roughness; float d = (NDotH * NDotH) * (alpha2 - 1) + 1; return alpha2 / max((PI * d * d), eps); } float lightAttenuation(bool point, float dist, float radius) { float d = max(dist - radius, 0) * (point ? 1.0 : 0.0); float denom = d/radius + 1; float att = 1 / (denom * denom); // TODO: cutoff att = max(att, 0); return att; } vec2 poissonDisk[4] = vec2[]( vec2( -0.94201624, -0.39906216 ), vec2( 0.94558609, -0.76890725 ), vec2( -0.094184101, -0.92938870 ), vec2( 0.34495938, 0.29387760 ) ); const vec3 csm_split_colors[4] = vec3[]( vec3(0f, 1f, 0.17f), vec3(1f, 0.2f, 0.6f), vec3(0.17f, 0.78f, 1f), vec3(0.91f, 0.93f, 0.64f) ); float map(float value, float min1, float max1, float min2, float max2) { return min2 + (value - min1) * (max2 - min2) / (max1 - min1); } vec3 microfacetModel(EvalMaterial mat, int light_idx, vec3 P, vec3 N) { // Light light = lights[light_idx]; vec3 diffuseBrdf = vec3(0); // metallic if (!mat.metallic) { diffuseBrdf = mat.albedo.rgb; } // 0 - means directional, 1 - means point light bool point = subgroupAll(lights[light_idx].vPos.w == 1); vec3 lightI = lights[light_idx].color.rgb; vec3 L = mix(-lights[light_idx].vPos.xyz, lights[light_idx].vPos.xyz - P, lights[light_idx].vPos.w); vec3 V = normalize(-P); vec3 H = normalize(V + L); float NDotH = dot(N, H); float LDotH = dot(L, H); float NDotL = max(dot(N, L), 0); float NDotV = dot(N, V); float normal_offset_scale = clamp(1 - NDotL, 0, 1); normal_offset_scale *= 10; // constant int shadow_map_idx = subgroupBroadcastFirst(getShadowMapIndex(light_idx)); float constant_bias = 0.003; float shadow_mult = 1; vec4 shadow_offset = vec4(VertexOut.wNormal * normal_offset_scale, 0); if (point) { float dist = max(length(L), eps); L /= dist; float lightRadius = max(lights[light_idx].color.a, eps); float att = lightAttenuation( point, dist, lightRadius ); lightI *= att; vec2 shadow_map_texel_size = 1.0 / vec2(textureSize(cube_shadow_maps, 0)); shadow_offset *= shadow_map_texel_size.x; vec3 shadow_dir = (lights[light_idx].view_mat * vec4(VertexOut.wPos, 1.0)).xyz; float world_depth = length(shadow_dir.xyz); shadow_dir = normalize((lights[light_idx].view_mat * (vec4(VertexOut.wPos, 1.0) + shadow_offset)).xyz); float mapped_depth = map(world_depth, lights[light_idx].params.x, lights[light_idx].params.y, 0, 1); vec4 texcoord; texcoord.xyz = shadow_dir; texcoord.w = float(light_idx); float sum = 0; sum += texture(cube_shadow_maps, vec4(normalize(texcoord.xyz), texcoord.w), mapped_depth - constant_bias); // for (float y = -1.5; y <= 1.5; y += 1) { // for (float x = -1.5; x <= 1.5; x += 1) { // // sum += texture(cube_shadow_maps, vec4(normalize(texcoord.xyz + vec3(x, y, z) * shadow_map_texel_size.x), texcoord.w), mapped_depth - constant_bias); // } // } shadow_mult = sum / 1.0; } else { int csm_split_idx = subgroupBroadcastFirst(getCSMSplit(light_idx, P.z)); // Visualize CSM splits // mat.albedo = vec4(mix(mat.albedo.rgb, csm_split_colors[csm_split_idx], 0.8), mat.albedo.a); // Directional shadow vec2 shadow_map_texel_size = 1.0 / vec2(textureSize(shadow_maps, 0)); shadow_offset *= shadow_map_texel_size.x; vec4 shadow_pos = lights[light_idx].view_proj_mats[csm_split_idx] * vec4(VertexOut.wPos, 1.0); // shadow_pos.xy = (lights[light_idx].view_proj_mats[csm_split_idx] * (vec4(VertexOut.wPos, 1.0) + shadow_offset)).xy; shadow_pos /= shadow_pos.w; shadow_pos.xy = shadow_pos.xy * 0.5 + 0.5; // [-1, 1] to [0, 1] shadow_pos.z = min(shadow_pos.z, 1); shadow_pos.z -= constant_bias; vec4 texcoord; texcoord.xyw = shadow_pos.xyz; // sampler2DArrayShadow strange texcoord mapping texcoord.z = shadow_map_idx + csm_split_idx; float sum = 0; for (float y = -1.5; y <= 1.5; y += 1) { for (float x = -1.5; x <= 1.5; x += 1) { sum += texture(shadow_maps, vec4(texcoord.xy + vec2(x, y) * shadow_map_texel_size, texcoord.zw)); } } shadow_mult = sum / 16.0; } shadow_mult = clamp(shadow_mult, 0.3, 1.0); vec3 specBrdf = 0.25 * ggxDistribution(mat, NDotH) * schlickFresnel(mat, LDotH) * geomSmith(mat, NDotL) * geomSmith(mat, NDotV); return (diffuseBrdf + PI * specBrdf) * lightI * NDotL * shadow_mult + mat.emission; } void main() { int materialIdx = draw_data[DrawID].materialIdx; sampler2D normal_map = materials[materialIdx].normal_map; vec2 normal_map_uv_scale = materials[materialIdx].normal_map_uv_scale; EvalMaterial material = evalMaterial(); material.roughness = material.albedo.a < 1.0 ? 1.0 : material.roughness; vec3 N = textureSize(normal_map, 0) == ivec2(0) ? vec3(0.5) : vec3(texture(normal_map, VertexOut.uv * normal_map_uv_scale).xy, 0); N = N * 2.0 - 1.0; N.z = sqrt(clamp(1 - N.x * N.x - N.y * N.y, 0, 1)); N = normalize(N); N = normalize(VertexOut.vTBN * N); vec3 finalColor = vec3(0); // int n_lights = clamp(int(lights_count), 0, MAX_POINT_LIGHTS); for (int i = 0; i < MAX_POINT_LIGHTS; i++) { if (i >= lights_count) break; finalColor += microfacetModel(material, i, VertexOut.vPos, N); } FragColor = vec4(finalColor, material.albedo.a); } #endif // FRAGMNET_SHADER