2017-03-28 00:09:45 +02:00
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#define M_PI 3.14159265358979323846 /* pi */
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2017-06-26 20:37:41 +02:00
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#define M_2PI 6.28318530717958647692 /* 2*pi */
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2017-04-18 12:50:09 +02:00
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#define M_PI_2 1.57079632679489661923 /* pi/2 */
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2017-03-29 23:45:07 +02:00
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#define M_1_PI 0.318309886183790671538 /* 1/pi */
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2017-04-03 11:04:42 +02:00
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#define M_1_2PI 0.159154943091895335768 /* 1/(2*pi) */
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#define M_1_PI2 0.101321183642337771443 /* 1/(pi^2) */
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2017-03-29 23:45:07 +02:00
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2017-05-15 16:13:39 +02:00
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#define LUT_SIZE 64
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2017-06-22 03:10:39 +02:00
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uniform mat4 ProjectionMatrix;
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2017-07-27 11:21:11 +02:00
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uniform mat4 ViewProjectionMatrix;
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2017-06-28 16:31:25 +02:00
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uniform mat4 ViewMatrixInverse;
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2017-07-11 01:10:57 +02:00
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#ifndef SHADOW_SHADER
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uniform mat4 ViewMatrix;
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#else
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layout(std140) uniform shadow_render_block {
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mat4 ShadowMatrix[6];
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mat4 FaceViewMatrix[6];
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vec4 lampPosition;
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2017-09-01 15:59:01 +02:00
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float cubeTexelSize;
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float storedTexelSize;
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float nearClip;
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float farClip;
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2017-09-09 21:11:22 +02:00
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int shadowSampleCount;
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2017-09-01 15:59:01 +02:00
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float shadowInvSampleCount;
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2017-07-11 01:10:57 +02:00
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};
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flat in int shFace; /* Shadow layer we are rendering to. */
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#define ViewMatrix FaceViewMatrix[shFace]
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#endif
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2017-06-22 03:10:39 +02:00
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2017-08-09 15:29:44 +02:00
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/* Buffers */
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uniform sampler2D colorBuffer;
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uniform sampler2D depthBuffer;
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uniform sampler2D maxzBuffer;
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uniform sampler2D minzBuffer;
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uniform sampler2DArray planarDepth;
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2017-06-28 16:31:25 +02:00
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#define cameraForward normalize(ViewMatrixInverse[2].xyz)
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#define cameraPos ViewMatrixInverse[3].xyz
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2017-07-17 13:39:03 +02:00
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#define cameraVec ((ProjectionMatrix[3][3] == 0.0) ? normalize(cameraPos - worldPosition) : cameraForward)
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2017-07-19 19:21:16 +02:00
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#define viewCameraVec ((ProjectionMatrix[3][3] == 0.0) ? normalize(-viewPosition) : vec3(0.0, 0.0, 1.0))
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2017-07-11 01:10:57 +02:00
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2017-06-28 16:31:25 +02:00
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/* ------- Structures -------- */
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2017-09-05 21:02:17 +02:00
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/* ------ Lights ----- */
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2017-03-31 01:07:30 +02:00
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struct LightData {
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2017-04-10 12:06:17 +02:00
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vec4 position_influence; /* w : InfluenceRadius */
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vec4 color_spec; /* w : Spec Intensity */
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vec4 spotdata_radius_shadow; /* x : spot size, y : spot blend, z : radius, w: shadow id */
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vec4 rightvec_sizex; /* xyz: Normalized up vector, w: area size X or spot scale X */
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vec4 upvec_sizey; /* xyz: Normalized right vector, w: area size Y or spot scale Y */
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vec4 forwardvec_type; /* xyz: Normalized forward vector, w: Lamp Type */
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2017-03-31 01:07:30 +02:00
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};
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/* convenience aliases */
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#define l_color color_spec.rgb
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#define l_spec color_spec.a
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#define l_position position_influence.xyz
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#define l_influence position_influence.w
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#define l_sizex rightvec_sizex.w
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#define l_sizey upvec_sizey.w
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#define l_right rightvec_sizex.xyz
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#define l_up upvec_sizey.xyz
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#define l_forward forwardvec_type.xyz
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#define l_type forwardvec_type.w
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2017-04-10 12:06:17 +02:00
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#define l_spot_size spotdata_radius_shadow.x
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#define l_spot_blend spotdata_radius_shadow.y
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#define l_radius spotdata_radius_shadow.z
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#define l_shadowid spotdata_radius_shadow.w
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2017-09-05 21:02:17 +02:00
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/* ------ Shadows ----- */
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#ifndef MAX_CASCADE_NUM
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#define MAX_CASCADE_NUM 4
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#endif
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2017-04-10 12:06:17 +02:00
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2017-09-05 21:02:17 +02:00
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struct ShadowData {
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2017-06-02 20:50:04 +02:00
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vec4 near_far_bias_exp;
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2017-09-05 21:02:17 +02:00
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vec4 shadow_data_start_end;
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2017-10-06 23:43:36 +02:00
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vec4 contact_shadow_data;
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2017-04-10 12:06:17 +02:00
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};
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2017-09-05 21:02:17 +02:00
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struct ShadowCubeData {
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vec4 position;
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};
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2017-04-18 12:50:09 +02:00
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2017-04-10 12:06:17 +02:00
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struct ShadowCascadeData {
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mat4 shadowmat[MAX_CASCADE_NUM];
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2017-09-07 15:31:11 +02:00
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vec4 split_start_distances;
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vec4 split_end_distances;
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2017-04-10 12:06:17 +02:00
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};
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2017-09-01 15:59:01 +02:00
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/* convenience aliases */
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2017-09-05 21:02:17 +02:00
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#define sh_near near_far_bias_exp.x
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#define sh_far near_far_bias_exp.y
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#define sh_bias near_far_bias_exp.z
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#define sh_exp near_far_bias_exp.w
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#define sh_bleed near_far_bias_exp.w
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#define sh_tex_start shadow_data_start_end.x
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#define sh_data_start shadow_data_start_end.y
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#define sh_multi_nbr shadow_data_start_end.z
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2017-11-22 04:51:21 +01:00
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#define sh_blur shadow_data_start_end.w
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2017-10-06 23:43:36 +02:00
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#define sh_contact_dist contact_shadow_data.x
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#define sh_contact_offset contact_shadow_data.y
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#define sh_contact_spread contact_shadow_data.z
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#define sh_contact_thickness contact_shadow_data.w
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2017-09-01 15:59:01 +02:00
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2017-03-29 23:45:07 +02:00
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/* ------- Convenience functions --------- */
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vec3 mul(mat3 m, vec3 v) { return m * v; }
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mat3 mul(mat3 m1, mat3 m2) { return m1 * m2; }
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2017-07-30 17:11:05 +02:00
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vec3 transform_direction(mat4 m, vec3 v) { return mat3(m) * v; }
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2017-06-28 16:31:25 +02:00
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vec3 transform_point(mat4 m, vec3 v) { return (m * vec4(v, 1.0)).xyz; }
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2017-07-19 19:21:16 +02:00
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vec3 project_point(mat4 m, vec3 v) {
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vec4 tmp = m * vec4(v, 1.0);
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return tmp.xyz / tmp.w;
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}
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2017-03-29 23:45:07 +02:00
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2017-08-13 14:30:24 +02:00
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float min_v2(vec2 v) { return min(v.x, v.y); }
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2017-06-09 22:30:49 +02:00
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float min_v3(vec3 v) { return min(v.x, min(v.y, v.z)); }
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2017-07-19 14:22:03 +02:00
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float max_v2(vec2 v) { return max(v.x, v.y); }
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2017-09-01 15:59:01 +02:00
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float max_v3(vec3 v) { return max(v.x, max(v.y, v.z)); }
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2017-06-09 22:30:49 +02:00
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2018-01-16 13:13:30 +01:00
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float sum(vec2 v) { return dot(vec2(1.0), v); }
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float sum(vec3 v) { return dot(vec3(1.0), v); }
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float sum(vec4 v) { return dot(vec4(1.0), v); }
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2017-03-29 23:45:07 +02:00
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float saturate(float a) { return clamp(a, 0.0, 1.0); }
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2017-05-18 18:35:25 +02:00
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vec2 saturate(vec2 a) { return clamp(a, 0.0, 1.0); }
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vec3 saturate(vec3 a) { return clamp(a, 0.0, 1.0); }
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vec4 saturate(vec4 a) { return clamp(a, 0.0, 1.0); }
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2017-03-29 23:45:07 +02:00
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float distance_squared(vec2 a, vec2 b) { a -= b; return dot(a, a); }
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float distance_squared(vec3 a, vec3 b) { a -= b; return dot(a, a); }
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2017-06-24 01:08:26 +02:00
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float len_squared(vec3 a) { return dot(a, a); }
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2017-03-29 23:45:07 +02:00
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float inverse_distance(vec3 V) { return max( 1 / length(V), 1e-8); }
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2017-08-13 14:30:24 +02:00
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vec2 mip_ratio_interp(float mip) {
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float low_mip = floor(mip);
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return mix(mipRatio[int(low_mip)], mipRatio[int(low_mip + 1.0)], mip - low_mip);
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}
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2017-06-23 02:52:15 +02:00
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/* ------- Fast Math ------- */
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/* [Drobot2014a] Low Level Optimizations for GCN */
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2017-08-18 14:24:29 +02:00
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float fast_sqrt(float v)
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2017-06-23 02:52:15 +02:00
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{
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2017-08-18 14:24:29 +02:00
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return intBitsToFloat(0x1fbd1df5 + (floatBitsToInt(v) >> 1));
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}
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vec2 fast_sqrt(vec2 v)
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{
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return intBitsToFloat(0x1fbd1df5 + (floatBitsToInt(v) >> 1));
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2017-06-23 02:52:15 +02:00
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}
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/* [Eberly2014] GPGPU Programming for Games and Science */
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2017-08-18 14:24:29 +02:00
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float fast_acos(float v)
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2017-06-23 02:52:15 +02:00
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{
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2017-08-18 14:24:29 +02:00
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float res = -0.156583 * abs(v) + M_PI_2;
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res *= fast_sqrt(1.0 - abs(v));
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return (v >= 0) ? res : M_PI - res;
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}
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vec2 fast_acos(vec2 v)
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{
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vec2 res = -0.156583 * abs(v) + M_PI_2;
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res *= fast_sqrt(1.0 - abs(v));
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v.x = (v.x >= 0) ? res.x : M_PI - res.x;
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v.y = (v.y >= 0) ? res.y : M_PI - res.y;
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return v;
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2017-06-23 02:52:15 +02:00
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}
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2017-07-19 14:22:03 +02:00
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float point_plane_projection_dist(vec3 lineorigin, vec3 planeorigin, vec3 planenormal)
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{
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return dot(planenormal, planeorigin - lineorigin);
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}
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2017-03-29 23:45:07 +02:00
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float line_plane_intersect_dist(vec3 lineorigin, vec3 linedirection, vec3 planeorigin, vec3 planenormal)
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{
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2017-04-09 16:34:15 +10:00
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return dot(planenormal, planeorigin - lineorigin) / dot(planenormal, linedirection);
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2017-03-29 23:45:07 +02:00
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}
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2017-06-24 01:08:26 +02:00
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float line_plane_intersect_dist(vec3 lineorigin, vec3 linedirection, vec4 plane)
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{
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vec3 plane_co = plane.xyz * (-plane.w / len_squared(plane.xyz));
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vec3 h = lineorigin - plane_co;
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return -dot(plane.xyz, h) / dot(plane.xyz, linedirection);
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}
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2017-03-29 23:45:07 +02:00
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vec3 line_plane_intersect(vec3 lineorigin, vec3 linedirection, vec3 planeorigin, vec3 planenormal)
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{
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float dist = line_plane_intersect_dist(lineorigin, linedirection, planeorigin, planenormal);
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return lineorigin + linedirection * dist;
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}
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2017-07-25 19:03:07 +02:00
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vec3 line_plane_intersect(vec3 lineorigin, vec3 linedirection, vec4 plane)
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{
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float dist = line_plane_intersect_dist(lineorigin, linedirection, plane);
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return lineorigin + linedirection * dist;
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}
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2017-04-03 11:04:42 +02:00
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float line_aligned_plane_intersect_dist(vec3 lineorigin, vec3 linedirection, vec3 planeorigin)
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{
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/* aligned plane normal */
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vec3 L = planeorigin - lineorigin;
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float diskdist = length(L);
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vec3 planenormal = -normalize(L);
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return -diskdist / dot(planenormal, linedirection);
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}
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vec3 line_aligned_plane_intersect(vec3 lineorigin, vec3 linedirection, vec3 planeorigin)
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{
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float dist = line_aligned_plane_intersect_dist(lineorigin, linedirection, planeorigin);
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if (dist < 0) {
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/* if intersection is behind we fake the intersection to be
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* really far and (hopefully) not inside the radius of interest */
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dist = 1e16;
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}
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return lineorigin + linedirection * dist;
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}
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2017-06-09 22:30:49 +02:00
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float line_unit_sphere_intersect_dist(vec3 lineorigin, vec3 linedirection)
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{
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float a = dot(linedirection, linedirection);
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float b = dot(linedirection, lineorigin);
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float c = dot(lineorigin, lineorigin) - 1;
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float dist = 1e15;
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float determinant = b * b - a * c;
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if (determinant >= 0)
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dist = (sqrt(determinant) - b) / a;
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return dist;
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}
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float line_unit_box_intersect_dist(vec3 lineorigin, vec3 linedirection)
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{
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/* https://seblagarde.wordpress.com/2012/09/29/image-based-lighting-approaches-and-parallax-corrected-cubemap/ */
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vec3 firstplane = (vec3( 1.0) - lineorigin) / linedirection;
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vec3 secondplane = (vec3(-1.0) - lineorigin) / linedirection;
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vec3 furthestplane = max(firstplane, secondplane);
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return min_v3(furthestplane);
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}
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2017-05-15 16:13:39 +02:00
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/* Return texture coordinates to sample Surface LUT */
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vec2 lut_coords(float cosTheta, float roughness)
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{
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float theta = acos(cosTheta);
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vec2 coords = vec2(roughness, theta / M_PI_2);
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/* scale and bias coordinates, for correct filtered lookup */
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return coords * (LUT_SIZE - 1.0) / LUT_SIZE + 0.5 / LUT_SIZE;
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}
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2017-04-18 12:50:09 +02:00
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/* -- Tangent Space conversion -- */
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vec3 tangent_to_world(vec3 vector, vec3 N, vec3 T, vec3 B)
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{
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return T * vector.x + B * vector.y + N * vector.z;
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}
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|
|
|
|
|
vec3 world_to_tangent(vec3 vector, vec3 N, vec3 T, vec3 B)
|
|
|
|
|
{
|
|
|
|
|
return vec3( dot(T, vector), dot(B, vector), dot(N, vector));
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void make_orthonormal_basis(vec3 N, out vec3 T, out vec3 B)
|
|
|
|
|
{
|
|
|
|
|
vec3 UpVector = abs(N.z) < 0.99999 ? vec3(0.0,0.0,1.0) : vec3(1.0,0.0,0.0);
|
|
|
|
|
T = normalize( cross(UpVector, N) );
|
|
|
|
|
B = cross(N, T);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/* ---- Opengl Depth conversion ---- */
|
2017-04-18 19:13:18 +02:00
|
|
|
float linear_depth(bool is_persp, float z, float zf, float zn)
|
2017-04-18 12:50:09 +02:00
|
|
|
{
|
2017-04-18 19:13:18 +02:00
|
|
|
if (is_persp) {
|
2017-04-18 12:50:09 +02:00
|
|
|
return (zn * zf) / (z * (zn - zf) + zf);
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
return (z * 2.0 - 1.0) * zf;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2017-04-18 19:13:18 +02:00
|
|
|
float buffer_depth(bool is_persp, float z, float zf, float zn)
|
2017-04-18 12:50:09 +02:00
|
|
|
{
|
2017-04-18 19:13:18 +02:00
|
|
|
if (is_persp) {
|
2017-04-18 12:50:09 +02:00
|
|
|
return (zf * (zn - z)) / (z * (zn - zf));
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
return (z / (zf * 2.0)) + 0.5;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2017-07-03 16:38:14 +02:00
|
|
|
float get_view_z_from_depth(float depth)
|
2017-06-22 03:10:39 +02:00
|
|
|
{
|
|
|
|
|
if (ProjectionMatrix[3][3] == 0.0) {
|
|
|
|
|
float d = 2.0 * depth - 1.0;
|
2017-07-03 16:38:14 +02:00
|
|
|
return -ProjectionMatrix[3][2] / (d + ProjectionMatrix[2][2]);
|
|
|
|
|
}
|
|
|
|
|
else {
|
2018-01-21 17:25:10 +01:00
|
|
|
return viewVecs[0].z + depth * viewVecs[1].z;
|
2017-07-03 16:38:14 +02:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2017-10-24 14:49:00 +02:00
|
|
|
float get_depth_from_view_z(float z)
|
|
|
|
|
{
|
|
|
|
|
if (ProjectionMatrix[3][3] == 0.0) {
|
|
|
|
|
float d = (-ProjectionMatrix[3][2] / z) - ProjectionMatrix[2][2];
|
|
|
|
|
return d * 0.5 + 0.5;
|
|
|
|
|
}
|
|
|
|
|
else {
|
2018-01-21 17:25:10 +01:00
|
|
|
return (z - viewVecs[0].z) / viewVecs[1].z;
|
2017-10-24 14:49:00 +02:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2017-08-18 14:24:29 +02:00
|
|
|
vec2 get_uvs_from_view(vec3 view)
|
|
|
|
|
{
|
|
|
|
|
vec3 ndc = project_point(ProjectionMatrix, view);
|
|
|
|
|
return ndc.xy * 0.5 + 0.5;
|
|
|
|
|
}
|
|
|
|
|
|
2017-07-03 16:38:14 +02:00
|
|
|
vec3 get_view_space_from_depth(vec2 uvcoords, float depth)
|
|
|
|
|
{
|
|
|
|
|
if (ProjectionMatrix[3][3] == 0.0) {
|
2018-02-01 18:07:09 +01:00
|
|
|
return vec3(viewVecs[0].xy + uvcoords * viewVecs[1].xy, 1.0) * get_view_z_from_depth(depth);
|
2017-06-22 03:10:39 +02:00
|
|
|
}
|
|
|
|
|
else {
|
2018-01-21 17:25:10 +01:00
|
|
|
return viewVecs[0].xyz + vec3(uvcoords, depth) * viewVecs[1].xyz;
|
2017-06-22 03:10:39 +02:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2017-07-17 13:39:03 +02:00
|
|
|
vec3 get_world_space_from_depth(vec2 uvcoords, float depth)
|
|
|
|
|
{
|
|
|
|
|
return (ViewMatrixInverse * vec4(get_view_space_from_depth(uvcoords, depth), 1.0)).xyz;
|
|
|
|
|
}
|
|
|
|
|
|
2017-08-04 18:47:17 +02:00
|
|
|
vec3 get_specular_reflection_dominant_dir(vec3 N, vec3 V, float roughness)
|
2017-03-29 23:45:07 +02:00
|
|
|
{
|
2017-06-28 16:31:25 +02:00
|
|
|
vec3 R = -reflect(V, N);
|
2017-04-18 12:50:09 +02:00
|
|
|
float smoothness = 1.0 - roughness;
|
|
|
|
|
float fac = smoothness * (sqrt(smoothness) + roughness);
|
|
|
|
|
return normalize(mix(N, R, fac));
|
2017-03-29 23:45:07 +02:00
|
|
|
}
|
|
|
|
|
|
2017-06-22 03:10:39 +02:00
|
|
|
float specular_occlusion(float NV, float AO, float roughness)
|
|
|
|
|
{
|
|
|
|
|
return saturate(pow(NV + AO, roughness) - 1.0 + AO);
|
|
|
|
|
}
|
|
|
|
|
|
2017-08-04 18:47:41 +02:00
|
|
|
/* --- Refraction utils --- */
|
|
|
|
|
|
|
|
|
|
float ior_from_f0(float f0)
|
|
|
|
|
{
|
|
|
|
|
float f = sqrt(f0);
|
|
|
|
|
return (-f - 1.0) / (f - 1.0);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
float f0_from_ior(float eta)
|
|
|
|
|
{
|
|
|
|
|
float A = (eta - 1.0) / (eta + 1.0);
|
|
|
|
|
return A * A;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
vec3 get_specular_refraction_dominant_dir(vec3 N, vec3 V, float roughness, float ior)
|
|
|
|
|
{
|
|
|
|
|
/* TODO: This a bad approximation. Better approximation should fit
|
|
|
|
|
* the refracted vector and roughness into the best prefiltered reflection
|
|
|
|
|
* lobe. */
|
|
|
|
|
/* Correct the IOR for ior < 1.0 to not see the abrupt delimitation or the TIR */
|
|
|
|
|
ior = (ior < 1.0) ? mix(ior, 1.0, roughness) : ior;
|
|
|
|
|
float eta = 1.0 / ior;
|
|
|
|
|
|
|
|
|
|
float NV = dot(N, -V);
|
|
|
|
|
|
|
|
|
|
/* Custom Refraction. */
|
|
|
|
|
float k = 1.0 - eta * eta * (1.0 - NV * NV);
|
|
|
|
|
k = max(0.0, k); /* Only this changes. */
|
|
|
|
|
vec3 R = eta * -V - (eta * NV + sqrt(k)) * N;
|
|
|
|
|
|
|
|
|
|
return R;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
float get_btdf_lut(sampler2DArray btdf_lut_tex, float NV, float roughness, float ior)
|
|
|
|
|
{
|
|
|
|
|
const vec3 lut_scale_bias_texel_size = vec3((LUT_SIZE - 1.0), 0.5, 1.5) / LUT_SIZE;
|
|
|
|
|
|
|
|
|
|
vec3 coords;
|
|
|
|
|
/* Try to compensate for the low resolution and interpolation error. */
|
|
|
|
|
coords.x = (ior > 1.0)
|
|
|
|
|
? (0.9 + lut_scale_bias_texel_size.z) + (0.1 - lut_scale_bias_texel_size.z) * f0_from_ior(ior)
|
|
|
|
|
: (0.9 + lut_scale_bias_texel_size.z) * ior * ior;
|
2017-08-09 15:44:17 +02:00
|
|
|
coords.y = 1.0 - saturate(NV);
|
2017-08-04 18:47:41 +02:00
|
|
|
coords.xy *= lut_scale_bias_texel_size.x;
|
|
|
|
|
coords.xy += lut_scale_bias_texel_size.y;
|
|
|
|
|
|
|
|
|
|
const float lut_lvl_ofs = 4.0; /* First texture lvl of roughness. */
|
|
|
|
|
const float lut_lvl_scale = 16.0; /* How many lvl of roughness in the lut. */
|
|
|
|
|
|
|
|
|
|
float mip = roughness * lut_lvl_scale;
|
|
|
|
|
float mip_floor = floor(mip);
|
|
|
|
|
|
|
|
|
|
coords.z = lut_lvl_ofs + mip_floor + 1.0;
|
|
|
|
|
float btdf_high = textureLod(btdf_lut_tex, coords, 0.0).r;
|
|
|
|
|
|
|
|
|
|
coords.z -= 1.0;
|
|
|
|
|
float btdf_low = textureLod(btdf_lut_tex, coords, 0.0).r;
|
|
|
|
|
|
|
|
|
|
float btdf = (ior == 1.0) ? 1.0 : mix(btdf_low, btdf_high, mip - coords.z);
|
|
|
|
|
|
|
|
|
|
return btdf;
|
|
|
|
|
}
|
|
|
|
|
|
2017-07-17 13:39:03 +02:00
|
|
|
/* ---- Encode / Decode Normal buffer data ---- */
|
|
|
|
|
/* From http://aras-p.info/texts/CompactNormalStorage.html
|
|
|
|
|
* Using Method #4: Spheremap Transform */
|
|
|
|
|
vec2 normal_encode(vec3 n, vec3 view)
|
|
|
|
|
{
|
2018-01-31 01:08:24 +01:00
|
|
|
float p = sqrt(n.z * 8.0 + 8.0);
|
|
|
|
|
return n.xy / p + 0.5;
|
2017-07-17 13:39:03 +02:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
vec3 normal_decode(vec2 enc, vec3 view)
|
|
|
|
|
{
|
2018-01-31 01:08:24 +01:00
|
|
|
vec2 fenc = enc * 4.0 - 2.0;
|
|
|
|
|
float f = dot(fenc, fenc);
|
|
|
|
|
float g = sqrt(1.0 - f / 4.0);
|
|
|
|
|
vec3 n;
|
|
|
|
|
n.xy = fenc*g;
|
|
|
|
|
n.z = 1 - f / 2;
|
|
|
|
|
return n;
|
2017-07-17 13:39:03 +02:00
|
|
|
}
|
|
|
|
|
|
2017-12-02 14:28:29 +01:00
|
|
|
/* ---- RGBM (shared multiplier) encoding ---- */
|
|
|
|
|
/* From http://iwasbeingirony.blogspot.fr/2010/06/difference-between-rgbm-and-rgbd.html */
|
|
|
|
|
|
|
|
|
|
/* Higher RGBM_MAX_RANGE gives imprecision issues in low intensity. */
|
|
|
|
|
#define RGBM_MAX_RANGE 512.0
|
|
|
|
|
|
|
|
|
|
vec4 rgbm_encode(vec3 rgb)
|
|
|
|
|
{
|
|
|
|
|
float maxRGB = max_v3(rgb);
|
|
|
|
|
float M = maxRGB / RGBM_MAX_RANGE;
|
|
|
|
|
M = ceil(M * 255.0) / 255.0;
|
|
|
|
|
return vec4(rgb / (M * RGBM_MAX_RANGE), M);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
vec3 rgbm_decode(vec4 data)
|
|
|
|
|
{
|
|
|
|
|
return data.rgb * (data.a * RGBM_MAX_RANGE);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/* ---- RGBE (shared exponent) encoding ---- */
|
|
|
|
|
vec4 rgbe_encode(vec3 rgb)
|
|
|
|
|
{
|
|
|
|
|
float maxRGB = max_v3(rgb);
|
|
|
|
|
float fexp = ceil(log2(maxRGB));
|
|
|
|
|
return vec4(rgb / exp2(fexp), (fexp + 128.0) / 255.0);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
vec3 rgbe_decode(vec4 data)
|
|
|
|
|
{
|
|
|
|
|
float fexp = data.a * 255.0 - 128.0;
|
|
|
|
|
return data.rgb * exp2(fexp);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
#if 1
|
|
|
|
|
#define irradiance_encode rgbe_encode
|
|
|
|
|
#define irradiance_decode rgbe_decode
|
|
|
|
|
#else /* No ecoding (when using floating point format) */
|
|
|
|
|
#define irradiance_encode(X) (X).rgbb
|
|
|
|
|
#define irradiance_decode(X) (X).rgb
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
/* Irradiance Visibility Encoding */
|
|
|
|
|
#if 1
|
|
|
|
|
vec4 visibility_encode(vec2 accum, float range)
|
|
|
|
|
{
|
|
|
|
|
accum /= range;
|
|
|
|
|
|
|
|
|
|
vec4 data;
|
|
|
|
|
data.x = fract(accum.x);
|
|
|
|
|
data.y = floor(accum.x) / 255.0;
|
|
|
|
|
data.z = fract(accum.y);
|
|
|
|
|
data.w = floor(accum.y) / 255.0;
|
|
|
|
|
|
|
|
|
|
return data;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
vec2 visibility_decode(vec4 data, float range)
|
|
|
|
|
{
|
|
|
|
|
return (data.xz + data.yw * 255.0) * range;
|
|
|
|
|
}
|
|
|
|
|
#else /* No ecoding (when using floating point format) */
|
|
|
|
|
vec4 visibility_encode(vec2 accum, float range)
|
|
|
|
|
{
|
|
|
|
|
return accum.xyxy;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
vec2 visibility_decode(vec4 data, float range)
|
|
|
|
|
{
|
|
|
|
|
return data.xy;
|
|
|
|
|
}
|
|
|
|
|
#endif
|
|
|
|
|
|
2017-08-04 18:47:41 +02:00
|
|
|
/* Fresnel monochromatic, perfect mirror */
|
|
|
|
|
float F_eta(float eta, float cos_theta)
|
|
|
|
|
{
|
|
|
|
|
/* compute fresnel reflectance without explicitly computing
|
|
|
|
|
* the refracted direction */
|
|
|
|
|
float c = abs(cos_theta);
|
|
|
|
|
float g = eta * eta - 1.0 + c * c;
|
|
|
|
|
float result;
|
|
|
|
|
|
|
|
|
|
if (g > 0.0) {
|
|
|
|
|
g = sqrt(g);
|
|
|
|
|
vec2 g_c = vec2(g) + vec2(c, -c);
|
|
|
|
|
float A = g_c.y / g_c.x;
|
|
|
|
|
A *= A;
|
|
|
|
|
g_c *= c;
|
|
|
|
|
float B = (g_c.y - 1.0) / (g_c.x + 1.0);
|
|
|
|
|
B *= B;
|
|
|
|
|
result = 0.5 * A * (1.0 + B);
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
result = 1.0; /* TIR (no refracted component) */
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return result;
|
|
|
|
|
}
|
|
|
|
|
|
2017-04-25 18:46:59 +02:00
|
|
|
/* Fresnel */
|
|
|
|
|
vec3 F_schlick(vec3 f0, float cos_theta)
|
|
|
|
|
{
|
2017-08-11 01:25:40 +02:00
|
|
|
float fac = 1.0 - cos_theta;
|
|
|
|
|
float fac2 = fac * fac;
|
|
|
|
|
fac = fac2 * fac2 * fac;
|
2017-05-18 18:35:25 +02:00
|
|
|
|
|
|
|
|
/* Unreal specular matching : if specular color is below 2% intensity,
|
|
|
|
|
* (using green channel for intensity) treat as shadowning */
|
2017-06-30 16:26:33 +02:00
|
|
|
return saturate(50.0 * dot(f0, vec3(0.3, 0.6, 0.1))) * fac + (1.0 - fac) * f0;
|
2017-05-18 18:35:25 +02:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/* Fresnel approximation for LTC area lights (not MRP) */
|
|
|
|
|
vec3 F_area(vec3 f0, vec2 lut)
|
|
|
|
|
{
|
2018-01-18 16:19:04 +01:00
|
|
|
vec2 fac = normalize(lut.xy); /* XXX FIXME this does not work!!! */
|
2017-05-18 18:35:25 +02:00
|
|
|
|
|
|
|
|
/* Unreal specular matching : if specular color is below 2% intensity,
|
2017-06-30 14:10:42 +02:00
|
|
|
* treat as shadowning */
|
|
|
|
|
return saturate(50.0 * dot(f0, vec3(0.3, 0.6, 0.1))) * fac.y + fac.x * f0;
|
2017-05-18 18:35:25 +02:00
|
|
|
}
|
|
|
|
|
|
2017-08-04 18:47:17 +02:00
|
|
|
/* Fresnel approximation for IBL */
|
2017-05-18 18:35:25 +02:00
|
|
|
vec3 F_ibl(vec3 f0, vec2 lut)
|
|
|
|
|
{
|
|
|
|
|
/* Unreal specular matching : if specular color is below 2% intensity,
|
2017-06-30 14:10:42 +02:00
|
|
|
* treat as shadowning */
|
|
|
|
|
return saturate(50.0 * dot(f0, vec3(0.3, 0.6, 0.1))) * lut.y + lut.x * f0;
|
2017-04-25 18:46:59 +02:00
|
|
|
}
|
|
|
|
|
|
2017-03-29 23:45:07 +02:00
|
|
|
/* GGX */
|
|
|
|
|
float D_ggx_opti(float NH, float a2)
|
|
|
|
|
{
|
|
|
|
|
float tmp = (NH * a2 - NH) * NH + 1.0;
|
|
|
|
|
return M_PI * tmp*tmp; /* Doing RCP and mul a2 at the end */
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
float G1_Smith_GGX(float NX, float a2)
|
|
|
|
|
{
|
|
|
|
|
/* Using Brian Karis approach and refactoring by NX/NX
|
|
|
|
|
* this way the (2*NL)*(2*NV) in G = G1(V) * G1(L) gets canceled by the brdf denominator 4*NL*NV
|
|
|
|
|
* Rcp is done on the whole G later
|
|
|
|
|
* Note that this is not convenient for the transmition formula */
|
2017-03-31 01:07:30 +02:00
|
|
|
return NX + sqrt(NX * (NX - NX * a2) + a2);
|
2017-03-29 23:45:07 +02:00
|
|
|
/* return 2 / (1 + sqrt(1 + a2 * (1 - NX*NX) / (NX*NX) ) ); /* Reference function */
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
float bsdf_ggx(vec3 N, vec3 L, vec3 V, float roughness)
|
|
|
|
|
{
|
|
|
|
|
float a = roughness;
|
|
|
|
|
float a2 = a * a;
|
|
|
|
|
|
|
|
|
|
vec3 H = normalize(L + V);
|
|
|
|
|
float NH = max(dot(N, H), 1e-8);
|
|
|
|
|
float NL = max(dot(N, L), 1e-8);
|
|
|
|
|
float NV = max(dot(N, V), 1e-8);
|
|
|
|
|
|
|
|
|
|
float G = G1_Smith_GGX(NV, a2) * G1_Smith_GGX(NL, a2); /* Doing RCP at the end */
|
|
|
|
|
float D = D_ggx_opti(NH, a2);
|
|
|
|
|
|
|
|
|
|
/* Denominator is canceled by G1_Smith */
|
|
|
|
|
/* bsdf = D * G / (4.0 * NL * NV); /* Reference function */
|
|
|
|
|
return NL * a2 / (D * G); /* NL to Fit cycles Equation : line. 345 in bsdf_microfacet.h */
|
|
|
|
|
}
|
2017-06-28 16:31:25 +02:00
|
|
|
|
|
|
|
|
void accumulate_light(vec3 light, float fac, inout vec4 accum)
|
|
|
|
|
{
|
|
|
|
|
accum += vec4(light, 1.0) * min(fac, (1.0 - accum.a));
|
2017-07-17 13:39:03 +02:00
|
|
|
}
|
|
|
|
|
|
2017-07-20 18:40:23 +02:00
|
|
|
/* ----------- Cone Apperture Approximation --------- */
|
|
|
|
|
|
|
|
|
|
/* Return a fitted cone angle given the input roughness */
|
|
|
|
|
float cone_cosine(float r)
|
|
|
|
|
{
|
|
|
|
|
/* Using phong gloss
|
|
|
|
|
* roughness = sqrt(2/(gloss+2)) */
|
|
|
|
|
float gloss = -2 + 2 / (r * r);
|
|
|
|
|
/* Drobot 2014 in GPUPro5 */
|
|
|
|
|
// return cos(2.0 * sqrt(2.0 / (gloss + 2)));
|
|
|
|
|
/* Uludag 2014 in GPUPro5 */
|
|
|
|
|
// return pow(0.244, 1 / (gloss + 1));
|
|
|
|
|
/* Jimenez 2016 in Practical Realtime Strategies for Accurate Indirect Occlusion*/
|
|
|
|
|
return exp2(-3.32193 * r * r);
|
|
|
|
|
}
|
|
|
|
|
|
2017-07-17 13:39:03 +02:00
|
|
|
/* --------- Closure ---------- */
|
|
|
|
|
#ifdef VOLUMETRICS
|
|
|
|
|
|
|
|
|
|
struct Closure {
|
|
|
|
|
vec3 absorption;
|
|
|
|
|
vec3 scatter;
|
|
|
|
|
vec3 emission;
|
|
|
|
|
float anisotropy;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
#define CLOSURE_DEFAULT Closure(vec3(0.0), vec3(0.0), vec3(0.0), 0.0)
|
|
|
|
|
|
|
|
|
|
Closure closure_mix(Closure cl1, Closure cl2, float fac)
|
|
|
|
|
{
|
|
|
|
|
Closure cl;
|
|
|
|
|
cl.absorption = mix(cl1.absorption, cl2.absorption, fac);
|
|
|
|
|
cl.scatter = mix(cl1.scatter, cl2.scatter, fac);
|
|
|
|
|
cl.emission = mix(cl1.emission, cl2.emission, fac);
|
|
|
|
|
cl.anisotropy = mix(cl1.anisotropy, cl2.anisotropy, fac);
|
|
|
|
|
return cl;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
Closure closure_add(Closure cl1, Closure cl2)
|
|
|
|
|
{
|
|
|
|
|
Closure cl;
|
|
|
|
|
cl.absorption = cl1.absorption + cl2.absorption;
|
|
|
|
|
cl.scatter = cl1.scatter + cl2.scatter;
|
|
|
|
|
cl.emission = cl1.emission + cl2.emission;
|
|
|
|
|
cl.anisotropy = (cl1.anisotropy + cl2.anisotropy) / 2.0; /* Average phase (no multi lobe) */
|
|
|
|
|
return cl;
|
|
|
|
|
}
|
2017-10-27 16:20:33 +02:00
|
|
|
|
|
|
|
|
#else /* VOLUMETRICS */
|
2017-07-17 13:39:03 +02:00
|
|
|
|
|
|
|
|
struct Closure {
|
|
|
|
|
vec3 radiance;
|
|
|
|
|
float opacity;
|
2017-11-13 21:56:49 +01:00
|
|
|
#ifdef USE_SSS
|
|
|
|
|
vec4 sss_data;
|
2017-11-24 22:29:18 +01:00
|
|
|
#ifdef USE_SSS_ALBEDO
|
|
|
|
|
vec3 sss_albedo;
|
|
|
|
|
#endif
|
2017-11-13 21:56:49 +01:00
|
|
|
#endif
|
2017-07-17 13:39:03 +02:00
|
|
|
vec4 ssr_data;
|
|
|
|
|
vec2 ssr_normal;
|
|
|
|
|
int ssr_id;
|
|
|
|
|
};
|
|
|
|
|
|
2017-09-12 14:19:57 +02:00
|
|
|
/* This is hacking ssr_id to tag transparent bsdf */
|
|
|
|
|
#define TRANSPARENT_CLOSURE_FLAG -2
|
2017-09-26 16:47:53 +02:00
|
|
|
#define REFRACT_CLOSURE_FLAG -3
|
2017-09-12 14:19:57 +02:00
|
|
|
|
2017-11-13 21:56:49 +01:00
|
|
|
#ifdef USE_SSS
|
2017-11-24 22:29:18 +01:00
|
|
|
#ifdef USE_SSS_ALBEDO
|
|
|
|
|
#define CLOSURE_DEFAULT Closure(vec3(0.0), 1.0, vec4(0.0), vec3(0.0), vec4(0.0), vec2(0.0), -1)
|
|
|
|
|
#else
|
2017-11-13 21:56:49 +01:00
|
|
|
#define CLOSURE_DEFAULT Closure(vec3(0.0), 1.0, vec4(0.0), vec4(0.0), vec2(0.0), -1)
|
2017-11-24 22:29:18 +01:00
|
|
|
#endif
|
2017-11-13 21:56:49 +01:00
|
|
|
#else
|
2017-07-17 13:39:03 +02:00
|
|
|
#define CLOSURE_DEFAULT Closure(vec3(0.0), 1.0, vec4(0.0), vec2(0.0), -1)
|
2017-11-13 21:56:49 +01:00
|
|
|
#endif
|
2017-07-17 13:39:03 +02:00
|
|
|
|
|
|
|
|
uniform int outputSsrId;
|
|
|
|
|
|
|
|
|
|
Closure closure_mix(Closure cl1, Closure cl2, float fac)
|
|
|
|
|
{
|
|
|
|
|
Closure cl;
|
2017-11-13 21:56:49 +01:00
|
|
|
|
2017-07-17 13:39:03 +02:00
|
|
|
if (cl1.ssr_id == outputSsrId) {
|
|
|
|
|
cl.ssr_data = mix(cl1.ssr_data.xyzw, vec4(vec3(0.0), cl1.ssr_data.w), fac); /* do not blend roughness */
|
|
|
|
|
cl.ssr_normal = cl1.ssr_normal;
|
|
|
|
|
cl.ssr_id = cl1.ssr_id;
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
cl.ssr_data = mix(vec4(vec3(0.0), cl2.ssr_data.w), cl2.ssr_data.xyzw, fac); /* do not blend roughness */
|
|
|
|
|
cl.ssr_normal = cl2.ssr_normal;
|
|
|
|
|
cl.ssr_id = cl2.ssr_id;
|
|
|
|
|
}
|
2017-09-12 14:19:57 +02:00
|
|
|
if (cl1.ssr_id == TRANSPARENT_CLOSURE_FLAG) {
|
|
|
|
|
cl1.radiance = cl2.radiance;
|
2017-11-25 17:40:05 +01:00
|
|
|
#ifdef USE_SSS
|
|
|
|
|
cl1.sss_data = cl2.sss_data;
|
|
|
|
|
#ifdef USE_SSS_ALBEDO
|
|
|
|
|
cl1.sss_albedo = cl2.sss_albedo;
|
|
|
|
|
#endif
|
|
|
|
|
#endif
|
2017-09-12 14:19:57 +02:00
|
|
|
}
|
|
|
|
|
if (cl2.ssr_id == TRANSPARENT_CLOSURE_FLAG) {
|
|
|
|
|
cl2.radiance = cl1.radiance;
|
2017-11-25 17:40:05 +01:00
|
|
|
#ifdef USE_SSS
|
|
|
|
|
cl2.sss_data = cl1.sss_data;
|
|
|
|
|
#ifdef USE_SSS_ALBEDO
|
|
|
|
|
cl2.sss_albedo = cl1.sss_albedo;
|
|
|
|
|
#endif
|
|
|
|
|
#endif
|
2017-09-12 14:19:57 +02:00
|
|
|
}
|
2017-07-17 13:39:03 +02:00
|
|
|
cl.radiance = mix(cl1.radiance, cl2.radiance, fac);
|
|
|
|
|
cl.opacity = mix(cl1.opacity, cl2.opacity, fac);
|
2017-11-25 17:40:05 +01:00
|
|
|
|
|
|
|
|
#ifdef USE_SSS
|
|
|
|
|
cl.sss_data.rgb = mix(cl1.sss_data.rgb, cl2.sss_data.rgb, fac);
|
|
|
|
|
cl.sss_data.a = (cl1.sss_data.a > 0.0) ? cl1.sss_data.a : cl2.sss_data.a;
|
|
|
|
|
#ifdef USE_SSS_ALBEDO
|
|
|
|
|
/* TODO Find a solution to this. Dither? */
|
|
|
|
|
cl.sss_albedo = (cl1.sss_data.a > 0.0) ? cl1.sss_albedo : cl2.sss_albedo;
|
|
|
|
|
#endif
|
|
|
|
|
#endif
|
|
|
|
|
|
2017-07-17 13:39:03 +02:00
|
|
|
return cl;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
Closure closure_add(Closure cl1, Closure cl2)
|
|
|
|
|
{
|
|
|
|
|
Closure cl = (cl1.ssr_id == outputSsrId) ? cl1 : cl2;
|
2017-11-14 21:34:20 +01:00
|
|
|
#ifdef USE_SSS
|
|
|
|
|
cl.sss_data = (cl1.sss_data.a > 0.0) ? cl1.sss_data : cl2.sss_data;
|
2017-11-24 22:29:18 +01:00
|
|
|
#ifdef USE_SSS_ALBEDO
|
2017-11-25 17:40:05 +01:00
|
|
|
/* TODO Find a solution to this. Dither? */
|
2017-11-24 22:29:18 +01:00
|
|
|
cl.sss_albedo = (cl1.sss_data.a > 0.0) ? cl1.sss_albedo : cl2.sss_albedo;
|
|
|
|
|
#endif
|
2017-11-14 21:34:20 +01:00
|
|
|
#endif
|
2017-07-17 13:39:03 +02:00
|
|
|
cl.radiance = cl1.radiance + cl2.radiance;
|
2018-01-03 13:28:38 +01:00
|
|
|
cl.opacity = saturate(cl1.opacity + cl2.opacity);
|
2017-07-17 13:39:03 +02:00
|
|
|
return cl;
|
|
|
|
|
}
|
|
|
|
|
|
2017-08-09 23:51:26 +02:00
|
|
|
#if defined(MESH_SHADER) && !defined(USE_ALPHA_HASH) && !defined(USE_ALPHA_CLIP) && !defined(SHADOW_SHADER) && !defined(USE_MULTIPLY)
|
2017-07-17 13:39:03 +02:00
|
|
|
layout(location = 0) out vec4 fragColor;
|
2017-11-14 00:49:54 +01:00
|
|
|
#ifdef USE_SSS
|
2017-11-24 22:29:18 +01:00
|
|
|
#ifdef USE_SSS_ALBEDO
|
|
|
|
|
layout(location = 1) out vec4 sssData;
|
|
|
|
|
layout(location = 2) out vec4 sssAlbedo;
|
|
|
|
|
layout(location = 3) out vec4 ssrNormals;
|
|
|
|
|
layout(location = 4) out vec4 ssrData;
|
|
|
|
|
#else
|
2017-11-14 00:49:54 +01:00
|
|
|
layout(location = 1) out vec4 sssData;
|
|
|
|
|
layout(location = 2) out vec4 ssrNormals;
|
|
|
|
|
layout(location = 3) out vec4 ssrData;
|
2017-11-24 22:29:18 +01:00
|
|
|
#endif /* USE_SSS_ALBEDO */
|
2017-11-14 00:49:54 +01:00
|
|
|
#else
|
2017-07-17 13:39:03 +02:00
|
|
|
layout(location = 1) out vec4 ssrNormals;
|
|
|
|
|
layout(location = 2) out vec4 ssrData;
|
2017-11-24 22:29:18 +01:00
|
|
|
#endif /* USE_SSS */
|
2017-07-17 13:39:03 +02:00
|
|
|
|
|
|
|
|
Closure nodetree_exec(void); /* Prototype */
|
|
|
|
|
|
2017-10-24 17:52:20 +02:00
|
|
|
#if defined(USE_ALPHA_BLEND_VOLUMETRICS)
|
|
|
|
|
/* Prototype because this file is included before volumetric_lib.glsl */
|
|
|
|
|
vec4 volumetric_resolve(vec4 scene_color, vec2 frag_uvs, float frag_depth);
|
|
|
|
|
#endif
|
|
|
|
|
|
2017-07-17 13:39:03 +02:00
|
|
|
#define NODETREE_EXEC
|
|
|
|
|
void main()
|
|
|
|
|
{
|
|
|
|
|
Closure cl = nodetree_exec();
|
2018-01-03 13:28:38 +01:00
|
|
|
#ifndef USE_ALPHA_BLEND
|
|
|
|
|
/* Prevent alpha hash material writing into alpha channel. */
|
|
|
|
|
cl.opacity = 1.0;
|
|
|
|
|
#endif
|
2017-10-24 17:52:20 +02:00
|
|
|
|
|
|
|
|
#if defined(USE_ALPHA_BLEND_VOLUMETRICS)
|
|
|
|
|
/* XXX fragile, better use real viewport resolution */
|
|
|
|
|
vec2 uvs = gl_FragCoord.xy / vec2(2 * textureSize(maxzBuffer, 0).xy);
|
|
|
|
|
fragColor = volumetric_resolve(vec4(cl.radiance, cl.opacity), uvs, gl_FragCoord.z);
|
|
|
|
|
#else
|
2017-07-17 13:39:03 +02:00
|
|
|
fragColor = vec4(cl.radiance, cl.opacity);
|
2017-10-24 17:52:20 +02:00
|
|
|
#endif
|
|
|
|
|
|
2017-07-17 13:39:03 +02:00
|
|
|
ssrNormals = cl.ssr_normal.xyyy;
|
|
|
|
|
ssrData = cl.ssr_data;
|
2017-11-14 00:49:54 +01:00
|
|
|
#ifdef USE_SSS
|
|
|
|
|
sssData = cl.sss_data;
|
2017-11-24 22:29:18 +01:00
|
|
|
#ifdef USE_SSS_ALBEDO
|
|
|
|
|
sssAlbedo = cl.sss_albedo.rgbb;
|
|
|
|
|
#endif
|
2017-11-25 17:39:21 +01:00
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
/* For Probe capture */
|
|
|
|
|
#ifdef USE_SSS
|
|
|
|
|
#ifdef USE_SSS_ALBEDO
|
|
|
|
|
fragColor.rgb += cl.sss_data.rgb * cl.sss_albedo.rgb * float(!sssToggle);
|
|
|
|
|
#else
|
|
|
|
|
fragColor.rgb += cl.sss_data.rgb * float(!sssToggle);
|
|
|
|
|
#endif
|
2017-11-14 00:49:54 +01:00
|
|
|
#endif
|
2017-07-17 13:39:03 +02:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
#endif /* MESH_SHADER && !SHADOW_SHADER */
|
|
|
|
|
|
|
|
|
|
#endif /* VOLUMETRICS */
|
|
|
|
|
|
|
|
|
|
Closure nodetree_exec(void); /* Prototype */
|
|
|
|
|
|
|
|
|
|
/* TODO find a better place */
|
|
|
|
|
#ifdef USE_MULTIPLY
|
|
|
|
|
|
|
|
|
|
out vec4 fragColor;
|
|
|
|
|
|
|
|
|
|
#define NODETREE_EXEC
|
|
|
|
|
void main()
|
|
|
|
|
{
|
|
|
|
|
Closure cl = nodetree_exec();
|
|
|
|
|
fragColor = vec4(mix(vec3(1.0), cl.radiance, cl.opacity), 1.0);
|
|
|
|
|
}
|
|
|
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#endif
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