175 lines
6.8 KiB
GLSL
Executable File
175 lines
6.8 KiB
GLSL
Executable File
#line 2
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/*
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* Copyright (c) 2023 lax1dude. All Rights Reserved.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
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* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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* IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT,
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* INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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* NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
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* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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* POSSIBILITY OF SUCH DAMAGE.
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*
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*/
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precision lowp int;
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precision highp float;
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precision highp sampler2D;
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in vec2 v_position2f;
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layout(location = 0) out vec4 output4f;
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uniform sampler2D u_gbufferColorTexture;
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uniform sampler2D u_gbufferNormalTexture;
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uniform sampler2D u_gbufferMaterialTexture;
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uniform sampler2D u_gbufferDepthTexture;
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uniform vec2 u_halfResolutionPixelAlignment2f;
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#ifdef COMPILE_GLOBAL_AMBIENT_OCCLUSION
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uniform sampler2D u_ssaoTexture;
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#endif
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#ifdef COMPILE_SCREEN_SPACE_REFLECTIONS
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uniform sampler2D u_ssrReflectionTexture;
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#endif
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#ifdef COMPILE_ENV_MAP_REFLECTIONS
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uniform sampler2D u_environmentMap;
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#endif
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uniform sampler2D u_irradianceMap;
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uniform sampler2D u_brdfLUT;
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uniform sampler2D u_metalsLUT;
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uniform mat4 u_inverseProjMatrix4f;
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uniform mat4 u_inverseViewMatrix4f;
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uniform vec3 u_sunDirection3f;
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uniform float u_skyLightFactor1f;
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#if defined(COMPILE_SCREEN_SPACE_REFLECTIONS) || defined(COMPILE_ENV_MAP_REFLECTIONS)
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#define LIB_INCLUDE_PBR_IMAGE_BASED_LIGHTING_SPECULAR
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#endif
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#EAGLER INCLUDE (3) "eagler:glsl/deferred/lib/pbr_env_map.glsl"
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void main() {
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vec3 diffuseColor3f;
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vec3 normalVector3f;
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vec2 lightmapCoords2f;
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vec4 materialData4f;
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float depth = textureLod(u_gbufferDepthTexture, v_position2f, 0.0).r;
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if(depth < 0.00001) {
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discard;
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}
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vec4 sampleVar4f = textureLod(u_gbufferColorTexture, v_position2f, 0.0);
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diffuseColor3f.rgb = sampleVar4f.rgb * sampleVar4f.rgb;
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lightmapCoords2f.x = sampleVar4f.a;
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sampleVar4f = textureLod(u_gbufferNormalTexture, v_position2f, 0.0);
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normalVector3f.xyz = sampleVar4f.rgb * 2.0 - 1.0;
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normalVector3f.xyz = mat3(u_inverseViewMatrix4f) * normalVector3f.xyz;
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normalVector3f.xyz = normalize(normalVector3f.xyz);
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lightmapCoords2f.y = sampleVar4f.a;
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materialData4f = textureLod(u_gbufferMaterialTexture, v_position2f, 0.0);
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float shadow = 0.075;
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#ifdef COMPILE_GLOBAL_AMBIENT_OCCLUSION
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vec4 ao = textureLod(u_ssaoTexture, min(v_position2f * u_halfResolutionPixelAlignment2f, 1.0), 0.0);
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ao.g = ao.b > 0.0 ? ao.g : 1.0;
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shadow = mix(shadow, shadow * ao.g, 0.9);
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#endif
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lightmapCoords2f *= lightmapCoords2f;
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vec3 irradianceMapSamplePos2f = normalVector3f;
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irradianceMapSamplePos2f.xz /= abs(irradianceMapSamplePos2f.y) + 1.0;
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float dst = 1.0 - dot(irradianceMapSamplePos2f.xz, irradianceMapSamplePos2f.xz);
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dst *= dst;
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irradianceMapSamplePos2f.xz *= 0.975;
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vec3 skyLight = vec3(sqrt(0.01 + max(-u_sunDirection3f.y, 0.0)));
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if(dst < 0.005) {
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vec4 sample1 = textureLod(u_irradianceMap, irradianceMapSamplePos2f.xz * vec2(0.5, 0.25) + vec2(0.5, 0.25), 0.0);
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vec4 sample2 = textureLod(u_irradianceMap, irradianceMapSamplePos2f.xz * vec2(0.5, -0.25) + vec2(0.5, 0.75), 0.0);
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skyLight += mix(sample1.rgb, sample2.rgb, smoothstep(0.0, 1.0, irradianceMapSamplePos2f.y * -12.5 + 0.5)).rgb;
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}else {
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irradianceMapSamplePos2f.xz *= vec2(0.5, irradianceMapSamplePos2f.y > 0.0 ? 0.25 : -0.25);
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irradianceMapSamplePos2f.xz += vec2(0.5, irradianceMapSamplePos2f.y > 0.0 ? 0.25 : 0.75);
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skyLight += textureLod(u_irradianceMap, irradianceMapSamplePos2f.xz, 0.0).rgb;
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}
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skyLight *= lightmapCoords2f.g * u_skyLightFactor1f;
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vec3 blockLight = lightmapCoords2f.r * vec3(1.0, 0.5809, 0.2433) * 2.0;
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float emissive = materialData4f.b == 1.0 ? 0.0 : materialData4f.b;
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vec3 specular = vec3(0.0);
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#ifdef COMPILE_ENV_MAP_REFLECTIONS
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float f = materialData4f.g < 0.06 ? 1.0 : 0.0;
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f += materialData4f.r < 0.5 ? 1.0 : 0.0;
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while((materialData4f.a >= 0.5 ? f : -1.0) == 0.0) {
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vec4 worldPosition4f = vec4(v_position2f, depth, 1.0) * 2.0 - 1.0;
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worldPosition4f = u_inverseProjMatrix4f * worldPosition4f;
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worldPosition4f.xyz /= worldPosition4f.w;
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float posDst = dot(worldPosition4f.xyz, worldPosition4f.xyz);
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if(posDst > 25.0) {
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break;
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}
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worldPosition4f = u_inverseViewMatrix4f * vec4(worldPosition4f.xyz, 0.0);
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vec3 viewDir3f = normalize(worldPosition4f.xyz); // need confirmation this should be negative
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vec3 reflectDir = reflect(viewDir3f, normalVector3f);
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reflectDir.xz /= abs(reflectDir.y) + 1.0;
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float dst = 1.0 - dot(reflectDir.xz, reflectDir.xz);
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dst *= dst;
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reflectDir.xz = reflectDir.xz * 0.975;
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vec4 envMapSample4f;
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if(dst < 0.005) {
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vec4 sample1 = textureLod(u_environmentMap, reflectDir.xz * vec2(0.5, 0.25) + vec2(0.5, 0.25), 0.0);
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vec4 sample2 = textureLod(u_environmentMap, reflectDir.xz * vec2(0.5, -0.25) + vec2(0.5, 0.75), 0.0);
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envMapSample4f = vec4(mix(sample1.rgb, sample2.rgb, smoothstep(0.0, 1.0, reflectDir.y * -12.5 + 0.5)).rgb, min(sample1.a, sample2.a));
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}else {
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reflectDir.xz = reflectDir.xz * vec2(0.5, reflectDir.y > 0.0 ? 0.25 : -0.25);
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reflectDir.xz += vec2(0.5, reflectDir.y > 0.0 ? 0.25 : 0.75);
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envMapSample4f = textureLod(u_environmentMap, reflectDir.xz, 0.0);
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}
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if(envMapSample4f.a > 0.0) {
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specular = eaglercraftIBL_Specular(diffuseColor3f.rgb, envMapSample4f.rgb, viewDir3f, normalVector3f, materialData4f.rgb);
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specular *= 1.0 - sqrt(posDst) * 0.2;
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}
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break;
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}
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#endif
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#ifdef COMPILE_SCREEN_SPACE_REFLECTIONS
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#ifndef COMPILE_ENV_MAP_REFLECTIONS
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float f = materialData4f.g < 0.06 ? 1.0 : 0.0;
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f += materialData4f.r < 0.5 ? 1.0 : 0.0;
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if(f == 0.0) {
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#else
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if((materialData4f.a < 0.5 ? f : -1.0) == 0.0) {
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#endif
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vec4 ssrSample = textureLod(u_ssrReflectionTexture, min(v_position2f * u_halfResolutionPixelAlignment2f, 1.0), 0.0);
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if(ssrSample.g > 0.0) {
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ssrSample.g -= 0.005;
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vec4 worldPosition4f = vec4(v_position2f, depth, 1.0) * 2.0 - 1.0;
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worldPosition4f = u_inverseProjMatrix4f * worldPosition4f;
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worldPosition4f = u_inverseViewMatrix4f * vec4(worldPosition4f.xyz / worldPosition4f.w, 0.0);
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vec3 viewDir3f = normalize(worldPosition4f.xyz); // need confirmation this should be negative
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specular = eaglercraftIBL_Specular(diffuseColor3f.rgb, ssrSample.rgb, viewDir3f, normalVector3f.xyz, materialData4f.rgb);
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}
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}
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#endif
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output4f = vec4((diffuseColor3f.rgb * max(skyLight + blockLight, vec3(emissive * emissive * 20.0 + 0.075)) + specular * 8.0) * shadow, 1.0);
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}
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