Files
voxel-game/assets/shaders/main.frag
2026-05-13 05:40:31 +02:00

147 lines
5.4 KiB
GLSL

#version 460
#extension GL_EXT_nonuniform_qualifier : require
#extension GL_EXT_scalar_block_layout : require
#extension GL_EXT_shader_16bit_storage : require
in Varyings {
layout(location = 0) flat uint instance;
layout(location = 1) vec3 positionVS;
layout(location = 2) vec2 texCoord;
layout(location = 3) vec3 normalVS;
layout(location = 4) vec3 tangentVS;
layout(location = 5) vec3 bitangentVS;
} var;
#include "includes/main_common.glsl"
#include "includes/tone_mapping.glsl"
layout(location = 0) out vec4 fragColor;
const float INV_PI = 0.31830987;
const float IOR = 1.45;
const vec3 F90 = vec3(1.0);
vec3 fresnelSchlick(float dotVH, vec3 f0) {
return mix(f0, F90, pow(1.0 - dotVH, 5.0));
}
float visibilityGGX(float dotNL, float dotNV, float alpha) {
float alphaSquared = alpha * alpha;
float vGGX = dotNL * sqrt(dotNV * dotNV * (1.0 - alphaSquared) + alphaSquared);
float lGGX = dotNV * sqrt(dotNL * dotNL * (1.0 - alphaSquared) + alphaSquared);
float GGX = vGGX + lGGX;
return mix(0.0, 0.5 / GGX, GGX > 0.0);
}
float distributionGGX(float dotNH, float alpha) {
float alphaSquared = alpha * alpha;
float tmp = dotNH * dotNH * (alphaSquared - 1.0) + 1.0;
return alphaSquared * INV_PI / (tmp * tmp);
}
vec3 lightOutgoingRadiance(
vec3 viewDirectionVS, vec3 normalVS, float dotNV,
vec3 baseColor, float alpha, float metallic, vec3 f0,
vec3 incomingRadiance, vec3 lightDirectionVS
) {
vec3 halfVectorVS = normalize(lightDirectionVS + viewDirectionVS);
float dotVH = clamp(dot(viewDirectionVS, halfVectorVS), 0.0, 1.0);
float dotNH = clamp(dot(normalVS, halfVectorVS), 0.0, 1.0);
float dotNL = clamp(dot(normalVS, lightDirectionVS), 0.0, 1.0);
vec3 fresnel = fresnelSchlick(dotVH, f0);
float visibility = visibilityGGX(dotNL, dotNV, alpha);
float distribution = distributionGGX(dotNH, alpha);
vec3 scatteredFactor = (1.0 - fresnel) * (1.0 - metallic) * baseColor * INV_PI;
vec3 reflectedFactor = fresnel * visibility * distribution;
return (scatteredFactor + reflectedFactor) * incomingRadiance * dotNL;
}
vec4 texture2DAA(texture2D tex, vec2 texCoord) {
vec2 size = vec2(textureSize(sampler2D(tex, _Sampler), 0).xy);
vec2 texCoordPX = texCoord * size;
vec2 seam = floor(texCoordPX + vec2(0.5));
texCoordPX = (texCoordPX - seam) / fwidth(texCoordPX) + seam;
texCoordPX = clamp(texCoordPX, seam - 0.5, seam + 0.5);
texCoord = texCoordPX / size;
return texture(sampler2D(tex, _Sampler), texCoord);
}
#define OBJECT _Object[var.instance]
#define MATERIAL _Materials[uint(OBJECT.material)]
void main() {
vec4 baseColorTexel = texture2DAA(_Textures[uint(MATERIAL.baseColorTexture)], var.texCoord);
if (baseColorTexel.a < 0.5) {
discard;
}
vec4 occlusionRoughnessMetallicTexel = texture2DAA(_Textures[uint(MATERIAL.occlusionRoughnessMetallicTexture)], var.texCoord);
vec4 normalTexel = texture2DAA(_Textures[uint(MATERIAL.normalTexture)], var.texCoord);
vec4 emissiveTexel = texture2DAA(_Textures[uint(MATERIAL.emissiveTexture)], var.texCoord);
vec3 baseColor = MATERIAL.baseColor * baseColorTexel.rgb;
float occlusion = 1.0 + MATERIAL.occlusionTextureStrength * (occlusionRoughnessMetallicTexel.r - 1.0);
float roughness = MATERIAL.roughness * occlusionRoughnessMetallicTexel.g;
float metallic = MATERIAL.metallic * occlusionRoughnessMetallicTexel.b;
vec3 emissive = MATERIAL.emissive * emissiveTexel.rgb;
float ior = MATERIAL.ior;
vec3 tangentVS = normalize(var.tangentVS);
vec3 bitangentVS = normalize(var.bitangentVS);
mat3 matrixTStoVS = mat3(tangentVS, bitangentVS, var.normalVS);
vec3 normalTS = normalTexel.xyz;
vec3 normalVS = normalize(matrixTStoVS * normalTS);
vec3 positionVS = var.positionVS;
vec3 viewDirectionVS = normalize(-positionVS);
float dotNV = clamp(dot(normalVS, viewDirectionVS), 0.0, 1.0);
float alpha = roughness * roughness;
vec3 f0 = vec3(pow((ior - 1.0) / (ior + 1.0), 2.0));
f0 = mix(f0, baseColor, metallic);
vec3 outgoingRadiance = vec3(0.0);
for (uint i = 0; i < _PointLights.count; i++) {
PointLight light = _PointLights.lights[i];
vec3 lightPositionVS = (_Global.matrixWStoVS * vec4(light.positionWS, 1.0)).xyz;
vec3 lightDirectionVS = normalize(lightPositionVS - positionVS);
float lightDistance = distance(positionVS, lightPositionVS);
float lightAttenuation = 1.0 / (lightDistance * lightDistance);
vec3 incomingRadiance = light.color * lightAttenuation;
outgoingRadiance += lightOutgoingRadiance(
viewDirectionVS, normalVS, dotNV,
baseColor, alpha, metallic, f0,
incomingRadiance, lightDirectionVS
);
}
for (int i = 0; i < _DirectionalLights.count; i++) {
DirectionalLight light = _DirectionalLights.lights[i];
vec3 lightDirectionVS = normalize((_Global.matrixWStoVS * vec4(-light.directionWS, 0.0)).xyz);
vec3 incomingRadiance = light.color;
outgoingRadiance += lightOutgoingRadiance(
viewDirectionVS, normalVS, dotNV,
baseColor, alpha, metallic, f0,
incomingRadiance, lightDirectionVS
);
}
outgoingRadiance += _Global.ambientLight * baseColor * occlusion;
vec3 toneMappedLinearColor = toneMapAcesNarkowicz(outgoingRadiance);
vec3 toneMappedSrgbColor = pow(toneMappedLinearColor, vec3(1.0 / 2.2));
fragColor = vec4(toneMappedSrgbColor, 1.0);
}