59 lines
1.7 KiB
GLSL
59 lines
1.7 KiB
GLSL
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out vec4 fragColor;
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#ifndef UTIL_TEX
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# define UTIL_TEX
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uniform sampler2DArray utilTex;
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# define texelfetch_noise_tex(coord) texelFetch(utilTex, ivec3(ivec2(coord) % LUT_SIZE, 2.0), 0)
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#endif /* UTIL_TEX */
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void main()
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{
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if (laNumLight == 0) {
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/* Early exit: No lights in scene */
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fragColor.r = 1.0;
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return;
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}
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ivec2 texel = ivec2(gl_FragCoord.xy);
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float depth = texelFetch(depthBuffer, texel, 0).r;
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if (depth == 1.0f) {
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/* Early exit background does not receive shadows */
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fragColor.r = 1.0;
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return;
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}
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vec2 texel_size = 1.0 / vec2(textureSize(depthBuffer, 0)).xy;
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vec2 uvs = saturate(gl_FragCoord.xy * texel_size);
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vec4 rand = texelfetch_noise_tex(texel);
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float accum_light = 0.0;
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float tracing_depth = depth;
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/* Constant bias (due to depth buffer precision) */
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/* Magic numbers for 24bits of precision.
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* From http://terathon.com/gdc07_lengyel.pdf (slide 26) */
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tracing_depth -= mix(2.4e-7, 4.8e-7, depth);
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/* Convert to view Z. */
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tracing_depth = get_view_z_from_depth(tracing_depth);
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vec3 viewPosition = get_view_space_from_depth(uvs, depth);
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vec3 worldPosition = transform_point(ViewMatrixInverse, viewPosition);
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vec3 true_normal = normalize(cross(dFdx(viewPosition), dFdy(viewPosition)));
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for (int i = 0; i < MAX_LIGHT && i < laNumLight; i++) {
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LightData ld = lights_data[i];
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vec4 l_vector; /* Non-Normalized Light Vector with length in last component. */
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l_vector.xyz = ld.l_position - worldPosition;
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l_vector.w = length(l_vector.xyz);
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float l_vis = light_shadowing(
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ld, worldPosition, viewPosition, tracing_depth, true_normal, rand.x, true, 1.0);
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accum_light += l_vis;
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}
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fragColor.r = accum_light / float(laNumLight);
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}
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