202 lines
5.1 KiB
GLSL
202 lines
5.1 KiB
GLSL
#version 450
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#include "shaders://_builtins/constants.glsl"
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#include "shaders://_builtins/PBR.glsl"
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struct Light {
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mat4 transform;
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vec4 color;
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float intensity;
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};
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const int MAX_LIGHT_COUNT = 128;
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#define SHADOW_FACTOR 0.25
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layout(set = 1, binding = 1) uniform LightBuffer {
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layout(align = 16) Light lights[MAX_LIGHT_COUNT];
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} LightsBuffer;
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layout( push_constant ) uniform constants
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{
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uint lightCount;
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} PushConstants;
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layout(set = 0, binding = 0) uniform sampler2D positionTexture;
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layout(set = 0, binding = 1) uniform sampler2D normalTexture;
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layout(set = 0, binding = 2) uniform sampler2D albedoTexture;
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layout(set = 0, binding = 3) uniform sampler2D specularTexture;
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layout(set = 0, binding = 4) uniform sampler2D shadowmapTexture;
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layout (location = 0) in vec2 inUV;
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layout(location = 1) in vec3 cameraPos;
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layout(location = 0) out vec4 outColor;
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mat4 get_orthographicMatrix(float l, float r, float b, float t, float f, float n)
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{
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mat4 M = mat4(0);
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// set OpenGL perspective projection matrix
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M[0][0] = 2 / (r - l);
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M[0][1] = 0;
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M[0][2] = 0;
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M[0][3] = 0;
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M[1][0] = 0;
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M[1][1] = -2 / (t - b);
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M[1][2] = 0;
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M[1][3] = 0;
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M[2][0] = 0;
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M[2][1] = 0;
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M[2][2] = -2 / (f - n);
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M[2][3] = 0;
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M[0][3] = -(r + l) / (r - l);
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M[1][3] = -(t + b) / (t - b);
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M[2][3] = -(f + n) / (f - n);
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M[3][3] = 1;
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return M;
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}
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float textureProj(vec4 P, float bias, vec2 offset)
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{
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float shadow = 1.0;
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vec4 shadowCoord = P / P.w;
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shadowCoord.st = shadowCoord.st * 0.5 + 0.5;
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if (shadowCoord.z > -1.0 && shadowCoord.z < 1.0)
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{
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float dist = texture(shadowmapTexture, shadowCoord.st + offset).r;
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if (shadowCoord.w > 0.0 && dist < shadowCoord.z - bias)
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{
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shadow = SHADOW_FACTOR;
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}
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}
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return shadow;
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}
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float filterPCF(vec4 sc, float bias)
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{
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ivec2 texDim = textureSize(shadowmapTexture, 0).xy;
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float scale = 1.5;
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float dx = scale * 1.0 / float(texDim.x);
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float dy = scale * 1.0 / float(texDim.y);
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float shadowFactor = 0.0;
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int count = 0;
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int range = 1;
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for (int x = -range; x <= range; x++)
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{
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for (int y = -range; y <= range; y++)
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{
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shadowFactor += textureProj(sc, bias, vec2(dx*x, dy*y));
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count++;
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}
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}
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return shadowFactor / count;
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}
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vec4 shadow(vec3 fragcolor, float bias, vec3 fragpos)
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{
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mat4 projectionMatrix = get_orthographicMatrix(-1, 1, -1, 1, 100, 0.1);
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mat4 viewMatrix = inverse( LightsBuffer.lights[0].transform);
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vec4 shadowClip = projectionMatrix * viewMatrix * vec4(fragpos, 1.0);
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float shadowFactor;
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shadowFactor= filterPCF(shadowClip, bias);
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fragcolor *= shadowFactor;
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return vec4(fragcolor, 1.0);
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}
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void main()
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{
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vec4 gposition = texture(positionTexture, inUV);
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vec4 gnormal = texture(normalTexture, inUV);
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vec4 galbedo = texture(albedoTexture, inUV);
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vec4 gspec = texture(specularTexture, inUV);
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vec4 shadowmap = texture(shadowmapTexture, inUV);
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vec3 position = gposition.xyz;
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vec3 normal = gnormal.xyz;
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vec3 albedo = galbedo.xyz;
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vec3 spec = gspec.xyz;
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float specFactor = gspec.w;
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float metallicFactor = gposition.w;
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float roughnessFactor = galbedo.w;
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float ao = gnormal.w;
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vec3 V = normalize(cameraPos - position);
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vec3 F0 = mix(vec3(0.04), albedo, metallicFactor);
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vec3 F = fresnelSchlickRoughness(max(dot(normal, V), 0.0), F0, roughnessFactor);
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vec3 Lo = vec3(0);
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{
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Light directional_light = LightsBuffer.lights[0];
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vec3 L = vec3(directional_light.transform[2]);
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vec3 H = normalize(V + L);
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vec3 radiance = directional_light.color.xyz * directional_light.intensity;
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float NDF = DistributionGGX(normal, H, roughnessFactor);
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float G = GeometrySmith(normal, V, L, roughnessFactor);
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vec3 numerator = NDF * G * F;
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float denominator = 4.0 * max(dot(normal, V), 0.0) * max(dot(normal, L), 0.0);
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vec3 specular = numerator / max(denominator, 0.001);
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vec3 kS = F;
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vec3 kD = vec3(1.0) - kS;
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kD *= 1.0 - metallicFactor;
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float NdotL = max(dot(normal, L), 0.0);
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Lo += clamp((kD * albedo / PI + specular) * radiance * NdotL, vec3(0), vec3(1));
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}
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for(int i = 1; i < PushConstants.lightCount; ++i)
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{
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Light l = LightsBuffer.lights[i];
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vec3 L = normalize(l.transform[3].xyz - position);
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vec3 H = normalize(V + L);
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float distance = length(l.transform[3].xyz - position);
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float attenuation = 1.0 / (distance * distance);
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vec3 radiance = l.color.xyz * attenuation * l.intensity;
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float NDF = DistributionGGX(normal, H, roughnessFactor);
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float G = GeometrySmith(normal, V, L, roughnessFactor);
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vec3 numerator = NDF * G * F;
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float denominator = 4.0 * max(dot(normal, V), 0.0) * max(dot(normal, L), 0.0);
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vec3 specular = numerator / max(denominator, 0.001);
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vec3 kS = F;
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vec3 kD = vec3(1.0) - kS;
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kD *= 1.0 - metallicFactor;
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float NdotL = max(dot(normal, L), 0.0);
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Lo += clamp((kD * albedo / PI + specular) * radiance * NdotL, vec3(0), vec3(1));
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}
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vec3 ambient = vec3(0.2) * albedo;
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vec3 color = ambient + Lo;
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color += spec * specFactor;
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float bias = 0.0000005;
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outColor = shadow(color, bias, position);
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}
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