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