384 lines
12 KiB
GLSL
384 lines
12 KiB
GLSL
#extension GL_ARB_bindless_texture : require
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#extension GL_KHR_shader_subgroup_ballot : enable
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#extension GL_KHR_shader_subgroup_vote : enable
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#include "camera.glsl"
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#include "draw_cmds_data.glsl"
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// Keep in sync with cpu
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#define MAX_POINT_LIGHTS 8
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#define PI 3.1415926535897932384626433832795
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#define CSM_SPLITS 4
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layout(location = 16, bindless_sampler) uniform sampler2DArray shadow_maps;
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layout(location = 17, bindless_sampler) uniform samplerCubeArray cube_shadow_maps;
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layout(location = 22, bindless_sampler) uniform sampler2D brdfLut;
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// Input, output blocks
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VERTEX_EXPORT VertexData {
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vec3 vPos;
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vec2 uv;
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mat3 vTBN;
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vec3 wPos;
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vec3 vUp;
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vec3 wNormal;
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vec3 vNormal;
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} VertexOut;
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VERTEX_EXPORT flat uint DrawID;
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float random(vec4 seed4) {
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float dot_product = dot(seed4, vec4(12.9898,78.233,45.164,94.673));
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return fract(sin(dot_product) * 43758.5453);
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}
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#if VERTEX_SHADER
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layout(location = 0) in vec3 aPos;
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layout(location = 1) in vec3 aNormal;
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layout(location = 2) in vec2 aUV;
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layout(location = 3) in vec3 aTangent;
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void main() {
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DrawID = gl_BaseInstance + gl_InstanceID;
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mat4 model = draw_data[DrawID].transform;
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mat4 viewModel = view * model;
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vec4 vPos = viewModel * vec4(aPos.xyz, 1.0);
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gl_Position = projection * vPos;
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VertexOut.vUp = normalize(mat3(viewModel) * vec3(0.0, 1.0, 0.0));
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VertexOut.vPos = vPos.xyz / vPos.w;
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VertexOut.uv = aUV;
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vec3 aBitangent = cross(aTangent, aNormal);
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vec3 T = normalize(vec3(viewModel * vec4(aTangent, 0.0)));
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vec3 B = normalize(vec3(viewModel * vec4(aBitangent, 0.0)));
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vec3 N = normalize(vec3(viewModel * vec4(aNormal, 0.0)));
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VertexOut.vTBN = mat3(T, B, N);
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VertexOut.wPos = (model * vec4(aPos.xyz, 1.0)).xyz;
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VertexOut.wNormal = normalize(model * vec4(aNormal, 0.0)).xyz;
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VertexOut.vNormal = normalize(mat3(viewModel) * aNormal).xyz;
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}
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#endif // VERTEX_SHADER
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#if FRAGMENT_SHADER
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#include "material.glsl"
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// Types
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struct Light {
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vec4 vPos;
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vec4 color;
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mat4 view_mat;
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// for directional lights contains view projection matrices for each split
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// TODO: compress this somehow
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mat4[4] view_proj_mats;
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// x, y = near, far for point lights
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// z = shadow map index
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// w = csm split count for directional lights
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vec4 params;
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vec4 csm_split_points; // TODO: Maybe increase to 8, though it's probably too many
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};
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layout(std430, binding = 1) readonly buffer Lights {
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uint lights_count;
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Light lights[];
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};
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out vec4 FragColor;
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int getShadowMapIndex(int lightIdx) {
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return int(lights[lightIdx].params.z);
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}
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int getCSMSplitCount(int lightIdx) {
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return clamp(int(lights[lightIdx].params.w), 0, 4);
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}
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int getCSMSplit(int lightIdx, float depth) {
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// int totalSplits = getCSMSplitCount(lightIdx);
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for (int i = 0; i < CSM_SPLITS; i++) {
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if (depth >= lights[lightIdx].csm_split_points[i]) {
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return i;
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}
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}
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return CSM_SPLITS - 1;
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}
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vec3 schlickFresnel(int matIdx, float NDotV) {
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vec3 f0 = mix(vec3(0.04), getAlbedo(matIdx).rgb, getMetallic(matIdx));
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return f0 + (1.0 - f0) * pow(1.0 - NDotV, 5.0);
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}
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vec3 schlickFresnelRoughness(int matIdx, float NDotV) {
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vec3 f0 = mix(vec3(0.04), getAlbedo(matIdx).rgb, getMetallic(matIdx));
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return f0 + (max(vec3(1.0 - getRoughness(matIdx)), f0) - f0) * pow(1.0 - NDotV, 5.0);
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}
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const float eps = 0.0001;
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float geomSmith(int matIdx, float DotVal) {
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float k = ((getRoughness(matIdx) + 1.0) * (getRoughness(matIdx) + 1.0)) / 8.0;
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float denom = DotVal * (1 - k) + k;
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return DotVal / denom;
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}
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float ggxDistribution(int matIdx, float NDotH) {
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float a = getRoughness(matIdx) * getRoughness(matIdx);
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float alpha2 = a * a;
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float NDotH2 = NDotH * NDotH;
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float nom = alpha2;
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float denom = (NDotH2 * (alpha2 - 1.0) + 1.0);
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denom = PI * denom * denom;
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return nom / denom;
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}
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float lightAttenuation(bool point, float dist, float radius) {
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float d = max(dist - radius, 0) * (point ? 1.0 : 0.0);
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float denom = d/radius + 1;
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float att = 1 / (denom * denom);
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// TODO: cutoff
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att = max(att, 0);
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return att;
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}
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vec2 poissonDisk[4] = vec2[](
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vec2( -0.94201624, -0.39906216 ),
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vec2( 0.94558609, -0.76890725 ),
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vec2( -0.094184101, -0.92938870 ),
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vec2( 0.34495938, 0.29387760 )
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);
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const vec3 csm_split_colors[4] = vec3[](
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vec3(0f, 1f, 0.17f),
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vec3(1f, 0.2f, 0.6f),
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vec3(0.17f, 0.78f, 1f),
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vec3(0.91f, 0.93f, 0.64f)
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);
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float map(float value, float min1, float max1, float min2, float max2) {
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return min2 + (value - min1) * (max2 - min2) / (max1 - min1);
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}
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float linestep(float min, float max, float v) {
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return clamp((v - min) / (max - min), 0, 1);
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}
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float ReduceLightBleeding(float p_max, float amount) {
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return linestep(amount, 1, p_max);
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}
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float g_min_variance = 0.00001;
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float ChebyshevUpperBound(vec2 moments, float t) {
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// // One-tailed inequality valid if t > Moments.x
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float p = t <= moments.x ? 1.0 : 0.0;
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// // Compute variance.
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float variance = moments.y - (moments.x * moments.x);
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// // Compute probabilistic upper bound.
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variance = max(variance, g_min_variance);
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float d = t - moments.x;
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float p_max = variance / (variance + d * d);
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return max(p, ReduceLightBleeding(p_max, 0.6));
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}
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float weight(float t, float log2radius, float gamma) {
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return exp(-gamma*pow(log2radius-t,2.0f));
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}
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vec2 sampleDirectShadowBlurred(vec3 uv, float radius, float gamma) {
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vec2 pix = vec2(0);
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float norm = 0;
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// weighted integration over mipmap levels
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for(float i = 0; i < 10; i += 0.5) {
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float k = weight(i, log2(radius), gamma);
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pix += k*textureLod(shadow_maps, uv, i).xy;
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norm += k;
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}
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// nomalize, and a bit of brigtness hacking
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return pix/norm;
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}
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vec3 microfacetModel(int matIdx, int light_idx, vec3 P, vec3 N) {
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// Light light = lights[light_idx];
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vec3 diffuseBrdf = vec3(0); // metallic
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if (getMetallic(matIdx) < 1.0) {
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diffuseBrdf = getAlbedo(matIdx).rgb / PI;
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}
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// 0 - means directional, 1 - means point light
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bool point = subgroupAll(lights[light_idx].vPos.w == 1);
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vec3 lightI = lights[light_idx].color.rgb;
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vec3 L = mix(-lights[light_idx].vPos.xyz, lights[light_idx].vPos.xyz - P, lights[light_idx].vPos.w);
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vec3 V = normalize(-P);
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vec3 H = normalize(V + L);
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float NDotH = max(dot(N, H), 0.0);
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float NDotL = max(dot(N, L), 0.0);
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float NDotV = max(dot(N, V), 0.0);
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float normal_offset_scale = clamp(1 - NDotL, 0, 1);
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normal_offset_scale *= 10; // constant
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int shadow_map_idx = subgroupBroadcastFirst(getShadowMapIndex(light_idx));
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float constant_bias = 0.003;
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float shadow_mult = 1;
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vec4 shadow_offset = vec4(VertexOut.wNormal * normal_offset_scale, 0);
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if (point) {
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float dist = max(length(L), eps);
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L /= dist;
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float lightRadius = max(lights[light_idx].color.a, eps);
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float att = lightAttenuation(
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point,
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dist,
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lightRadius
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);
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lightI *= att;
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vec2 shadow_map_texel_size = 1.0 / vec2(textureSize(cube_shadow_maps, 0));
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shadow_offset *= shadow_map_texel_size.x;
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vec3 shadow_dir = (lights[light_idx].view_mat * vec4(VertexOut.wPos, 1.0)).xyz;
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float world_depth = length(shadow_dir.xyz);
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shadow_dir = normalize((lights[light_idx].view_mat * (vec4(VertexOut.wPos, 1.0) + shadow_offset)).xyz);
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float mapped_depth = map(world_depth, lights[light_idx].params.x, lights[light_idx].params.y, 0, 1);
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vec4 texcoord;
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texcoord.xyz = shadow_dir;
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texcoord.w = float(light_idx);
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float sum = 0;
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// sum += texture(cube_shadow_maps, vec4(normalize(texcoord.xyz), texcoord.w), mapped_depth - constant_bias);
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// for (float y = -1.5; y <= 1.5; y += 1) {
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// for (float x = -1.5; x <= 1.5; x += 1) {
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// // sum += texture(cube_shadow_maps, vec4(normalize(texcoord.xyz + vec3(x, y, z) * shadow_map_texel_size.x), texcoord.w), mapped_depth - constant_bias);
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// }
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// }
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shadow_mult = sum / 1.0;
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} else {
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int csm_split_idx = subgroupBroadcastFirst(getCSMSplit(light_idx, P.z));
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// Visualize CSM splits
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// mat.albedo = vec4(mix(mat.albedo.rgb, csm_split_colors[csm_split_idx], 0.8), mat.albedo.a);
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// Directional shadow
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vec2 shadow_map_texel_size = 1.0 / vec2(textureSize(shadow_maps, 0));
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shadow_offset *= shadow_map_texel_size.x;
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vec4 shadow_pos = lights[light_idx].view_proj_mats[csm_split_idx] * vec4(VertexOut.wPos, 1.0);
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// shadow_pos.xy = (lights[light_idx].view_proj_mats[csm_split_idx] * (vec4(VertexOut.wPos, 1.0) + shadow_offset)).xy;
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shadow_pos /= shadow_pos.w;
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shadow_pos.xy = shadow_pos.xy * 0.5 + 0.5; // [-1, 1] to [0, 1]
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// shadow_pos.z = min(shadow_pos.z, 1);
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// shadow_pos.z -= constant_bias;
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vec4 texcoord;
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texcoord.xyw = shadow_pos.xyz; // sampler2DArrayShadow strange texcoord mapping
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texcoord.z = shadow_map_idx + csm_split_idx;
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// vec4 xs = textureGather(shadow_maps, texcoord.xyz, 0);
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// vec4 ys = textureGather(shadow_maps, texcoord.xyz, 1);
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// vec2 moments = vec2(
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// xs.x + xs.y + xs.z + xs.w,
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// ys.x + ys.y + ys.z + ys.w
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// );
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// for (int i = 0; i < 4; i++) {
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// moments += texture(shadow_maps, vec3(texcoord.xy + poissonDisk[i] * shadow_map_texel_size, texcoord.z)).xy;
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// }
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// moments /= 4.0;
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float sum = 0;
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// moments = sampleDirectShadowBlurred(texcoord.xyz, shadow_pos.z * 10, 0.5);
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for (float y = -1.5; y <= 1.5; y += 1) {
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for (float x = -1.5; x <= 1.5; x += 1) {
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vec2 moments = texture(shadow_maps, vec3(texcoord.xy + vec2(x, y) * shadow_map_texel_size, texcoord.z)).xy;
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sum += ChebyshevUpperBound(moments, shadow_pos.z);
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}
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}
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shadow_mult = sum / 16.0;;
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}
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shadow_mult = clamp(shadow_mult, 0.0, 1.0);
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vec3 F = schlickFresnelRoughness(matIdx, NDotV);
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vec3 specBrdf = F * (ggxDistribution(matIdx, NDotH) * geomSmith(matIdx, NDotV) * geomSmith(matIdx, NDotL));
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specBrdf /= 4.0 * NDotL * NDotV + 0.0001;
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vec3 kS = F;
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vec3 kD = vec3(1.0) - kS;
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kD *= 1.0 - getMetallic(matIdx);
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return (kD * diffuseBrdf + specBrdf) * lightI * (NDotL * shadow_mult);
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}
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vec3 ibl(int matIdx, vec3 N, vec3 V) {
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float NDotV = max(dot(N, V), 0.0);
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vec3 F = schlickFresnelRoughness(matIdx, NDotV);
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vec3 kS = F;
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vec3 kD = 1.0 - kS;
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vec3 R = reflect(-V, N);
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float ambient_diff = dot(N, VertexOut.vUp) * 0.5 + 0.5;
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float ambient_spec = dot(R, VertexOut.vUp) * 0.5 + 0.5;
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// TODO: don't hardcode this
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vec3 irradiance = vec3(1.0, 0.9764705882352941, 0.9921568627450981) * 79 * ambient_diff * 0.02;
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vec3 diffuse = irradiance * getAlbedo(matIdx).rgb;
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vec3 reflectedColor = vec3(0.9, 0.9064705882352941, 0.9921568627450981) * 79 * ambient_spec * 0.02;
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vec2 envBRDF = textureLod(brdfLut, vec2(NDotV, getRoughness(matIdx)), 0).rg;
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vec3 specular = reflectedColor * (F * envBRDF.x + envBRDF.y);
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return kD * diffuse + specular;
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}
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void main() {
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int matIdx = draw_data[DrawID].materialIdx;
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#if OVERRIDE_COLOR
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FragColor = getAlbedo(matIdx);
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#else
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if (getAlbedo(matIdx).a < 0.5) {
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FragColor = vec4(0);
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return;
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}
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sampler2D normal_map = materials[matIdx].normal_map;
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vec2 normal_map_uv_scale = materials[matIdx].normal_map_uv_scale;
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vec3 N = textureSize(normal_map, 0) == ivec2(0) ? vec3(0.5) : vec3(texture(normal_map, VertexOut.uv * normal_map_uv_scale).xy, 0);
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N = N * 2.0 - 1.0;
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N.z = sqrt(clamp(1 - N.x * N.x - N.y * N.y, 0, 1));
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N = normalize(N);
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N = normalize(VertexOut.vTBN * N);
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// vec3 N = VertexOut.vNormal;
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vec3 finalColor = vec3(0);
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int n_lights = clamp(int(lights_count), 0, MAX_POINT_LIGHTS);
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for (int i = 0; i < MAX_POINT_LIGHTS; i++) {
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if (i > lights_count) break;
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finalColor += microfacetModel(matIdx, i, VertexOut.vPos, N);
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}
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vec3 V = normalize(-VertexOut.vPos);
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// ambient
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finalColor += ibl(matIdx, N, V);
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finalColor += getEmission(matIdx);
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FragColor = vec4(finalColor, getAlbedo(matIdx).a);
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#endif
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}
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#endif // FRAGMNET_SHADER
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