mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2025-03-14 22:50:45 +00:00
571 lines
No EOL
14 KiB
HLSL
571 lines
No EOL
14 KiB
HLSL
/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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Copyright (C) 2013-2020 Robert Beckebans
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
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If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
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===========================================================================
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*/
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#include "vulkan.hlsli"
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// *INDENT-OFF*
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cbuffer globals : register( b0 VK_DESCRIPTOR_SET( 0 ) )
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{
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float4 rpScreenCorrectionFactor;
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float4 rpWindowCoord;
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float4 rpDiffuseModifier;
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float4 rpSpecularModifier;
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float4 rpLocalLightOrigin;
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float4 rpLocalViewOrigin;
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float4 rpLightProjectionS;
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float4 rpLightProjectionT;
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float4 rpLightProjectionQ;
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float4 rpLightFalloffS;
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float4 rpBumpMatrixS;
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float4 rpBumpMatrixT;
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float4 rpDiffuseMatrixS;
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float4 rpDiffuseMatrixT;
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float4 rpSpecularMatrixS;
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float4 rpSpecularMatrixT;
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float4 rpVertexColorModulate;
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float4 rpVertexColorAdd;
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float4 rpColor;
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float4 rpViewOrigin;
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float4 rpGlobalEyePos;
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float4 rpMVPmatrixX;
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float4 rpMVPmatrixY;
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float4 rpMVPmatrixZ;
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float4 rpMVPmatrixW;
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float4 rpModelMatrixX;
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float4 rpModelMatrixY;
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float4 rpModelMatrixZ;
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float4 rpModelMatrixW;
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float4 rpProjectionMatrixX;
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float4 rpProjectionMatrixY;
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float4 rpProjectionMatrixZ;
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float4 rpProjectionMatrixW;
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float4 rpModelViewMatrixX;
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float4 rpModelViewMatrixY;
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float4 rpModelViewMatrixZ;
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float4 rpModelViewMatrixW;
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float4 rpTextureMatrixS;
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float4 rpTextureMatrixT;
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float4 rpTexGen0S;
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float4 rpTexGen0T;
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float4 rpTexGen0Q;
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float4 rpTexGen0Enabled;
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float4 rpTexGen1S;
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float4 rpTexGen1T;
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float4 rpTexGen1Q;
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float4 rpTexGen1Enabled;
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float4 rpWobbleSkyX;
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float4 rpWobbleSkyY;
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float4 rpWobbleSkyZ;
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float4 rpOverbright;
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float4 rpEnableSkinning;
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float4 rpAlphaTest;
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// RB begin
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float4 rpAmbientColor;
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float4 rpGlobalLightOrigin;
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float4 rpJitterTexScale;
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float4 rpJitterTexOffset;
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float4 rpCascadeDistances;
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float4 rpShadowMatrices[6 * 4];
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float4 rpShadowAtlasOffsets[6];
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// RB end
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float4 rpUser0;
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float4 rpUser1;
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float4 rpUser2;
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float4 rpUser3;
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float4 rpUser4;
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float4 rpUser5;
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float4 rpUser6;
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float4 rpUser7;
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};
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// *INDENT-ON*
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static float dot2( float2 a, float2 b )
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{
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return dot( a, b );
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}
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static float dot3( float3 a, float3 b )
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{
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return dot( a, b );
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}
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static float dot3( float3 a, float4 b )
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{
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return dot( a, b.xyz );
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}
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static float dot3( float4 a, float3 b )
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{
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return dot( a.xyz, b );
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}
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static float dot3( float4 a, float4 b )
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{
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return dot( a.xyz, b.xyz );
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}
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static float dot4( float4 a, float4 b )
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{
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return dot( a, b );
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}
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static float dot4( float2 a, float4 b )
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{
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return dot( float4( a, 0, 1 ), b );
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}
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// RB begin
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#ifndef PI
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#define PI 3.14159265358979323846
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#endif
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#define DEG2RAD( a ) ( ( a ) * PI / 180.0f )
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#define RAD2DEG( a ) ( ( a ) * 180.0f / PI )
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// RB: the golden ratio is useful to animate Blue noise
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#define c_goldenRatioConjugate 0.61803398875
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// ----------------------
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// sRGB <-> Linear RGB Color Conversion
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// ----------------------
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float Linear1( float c )
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{
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return ( c <= 0.04045 ) ? c / 12.92 : pow( ( c + 0.055 ) / 1.055, 2.4 );
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}
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float3 Linear3( float3 c )
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{
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return float3( Linear1( c.r ), Linear1( c.g ), Linear1( c.b ) );
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}
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float Srgb1( float c )
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{
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return ( c < 0.0031308 ? c * 12.92 : 1.055 * pow( c, 0.41666 ) - 0.055 );
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}
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float3 Srgb3( float3 c )
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{
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return float3( Srgb1( c.r ), Srgb1( c.g ), Srgb1( c.b ) );
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}
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static const float3 photoLuma = float3( 0.2126, 0.7152, 0.0722 );
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float PhotoLuma( float3 c )
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{
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return dot( c, photoLuma );
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}
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// RB: Conditional sRGB -> linear conversion. It is the default for all 3D rendering
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// and only shaders for 2D rendering of GUIs define USE_SRGB to work directly on the ldr render target
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float3 sRGBToLinearRGB( float3 c )
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{
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#if !defined( USE_SRGB ) || !USE_SRGB
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c = clamp( c, 0.0, 1.0 );
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return Linear3( c );
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#else
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return c;
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#endif
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}
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float4 sRGBAToLinearRGBA( float4 c )
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{
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#if !defined( USE_SRGB ) || !USE_SRGB
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c = clamp( c, 0.0, 1.0 );
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return float4( Linear1( c.r ), Linear1( c.g ), Linear1( c.b ), Linear1( c.a ) );
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#else
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return c;
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#endif
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}
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float3 LinearRGBToSRGB( float3 c )
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{
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#if !defined( USE_SRGB ) || !USE_SRGB
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c = clamp( c, 0.0, 1.0 );
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return Srgb3( c );
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#else
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return c;
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#endif
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}
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float4 LinearRGBToSRGB( float4 c )
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{
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#if !defined( USE_SRGB ) || !USE_SRGB
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c = clamp( c, 0.0, 1.0 );
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return float4( Srgb1( c.r ), Srgb1( c.g ), Srgb1( c.b ), c.a );
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#else
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return c;
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#endif
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}
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/** Efficient GPU implementation of the octahedral unit vector encoding from
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Cigolle, Donow, Evangelakos, Mara, McGuire, Meyer,
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A Survey of Efficient Representations for Independent Unit Vectors, Journal of Computer Graphics Techniques (JCGT), vol. 3, no. 2, 1-30, 2014
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Available online http://jcgt.org/published/0003/02/01/
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*/
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float signNotZeroFloat( float k )
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{
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return ( k >= 0.0 ) ? 1.0 : -1.0;
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}
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float2 signNotZero( float2 v )
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{
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return float2( signNotZeroFloat( v.x ), signNotZeroFloat( v.y ) );
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}
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/** Assumes that v is a unit vector. The result is an octahedral vector on the [-1, +1] square. */
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float2 octEncode( float3 v )
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{
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float l1norm = abs( v.x ) + abs( v.y ) + abs( v.z );
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float2 oct = v.xy * ( 1.0 / l1norm );
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if( v.z < 0.0 )
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{
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oct = ( 1.0 - abs( oct.yx ) ) * signNotZero( oct.xy );
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}
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return oct;
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}
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/** Returns a unit vector. Argument o is an octahedral vector packed via octEncode,
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on the [-1, +1] square*/
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float3 octDecode( float2 o )
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{
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float3 v = float3( o.x, o.y, 1.0 - abs( o.x ) - abs( o.y ) );
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if( v.z < 0.0 )
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{
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v.xy = ( 1.0 - abs( v.yx ) ) * signNotZero( v.xy );
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}
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return normalize( v );
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}
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// RB end
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// ----------------------
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// YCoCg Color Conversion
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// ----------------------
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// Co
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#define matrixRGB1toCoCg1YX half4( 0.50, 0.0, -0.50, 0.50196078 )
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// Cg
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#define matrixRGB1toCoCg1YY half4( -0.25, 0.5, -0.25, 0.50196078 )
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// 1.0
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#define matrixRGB1toCoCg1YZ half4( 0.0, 0.0, 0.0, 1.0 )
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// Y
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#define matrixRGB1toCoCg1YW half4( 0.25, 0.5, 0.25, 0.0 )
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#define matrixCoCg1YtoRGB1X half4( 1.0, -1.0, 0.0, 1.0 )
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// -0.5 * 256.0 / 255.0
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#define matrixCoCg1YtoRGB1Y half4( 0.0, 1.0, -0.50196078, 1.0 )
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// +1.0 * 256.0 / 255.0
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#define matrixCoCg1YtoRGB1Z half4( -1.0, -1.0, 1.00392156, 1.0 )
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static half3 ConvertYCoCgToRGB( half4 YCoCg )
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{
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half3 rgbColor;
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YCoCg.z = ( YCoCg.z * 31.875 ) + 1.0; //z = z * 255.0/8.0 + 1.0
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YCoCg.z = 1.0 / YCoCg.z;
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YCoCg.xy *= YCoCg.z;
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rgbColor.x = dot4( YCoCg, matrixCoCg1YtoRGB1X );
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rgbColor.y = dot4( YCoCg, matrixCoCg1YtoRGB1Y );
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rgbColor.z = dot4( YCoCg, matrixCoCg1YtoRGB1Z );
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return rgbColor;
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}
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static float2 CenterScale( float2 inTC, float2 centerScale )
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{
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float scaleX = centerScale.x;
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float scaleY = centerScale.y;
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float4 tc0 = float4( scaleX, 0, 0, 0.5 - ( 0.5f * scaleX ) );
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float4 tc1 = float4( 0, scaleY, 0, 0.5 - ( 0.5f * scaleY ) );
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float2 finalTC;
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finalTC.x = dot4( inTC, tc0 );
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finalTC.y = dot4( inTC, tc1 );
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return finalTC;
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}
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static float2 Rotate2D( float2 inTC, float2 cs )
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{
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float sinValue = cs.y;
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float cosValue = cs.x;
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float4 tc0 = float4( cosValue, -sinValue, 0, ( -0.5f * cosValue ) + ( 0.5f * sinValue ) + 0.5f );
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float4 tc1 = float4( sinValue, cosValue, 0, ( -0.5f * sinValue ) + ( -0.5f * cosValue ) + 0.5f );
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float2 finalTC;
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finalTC.x = dot4( inTC, tc0 );
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finalTC.y = dot4( inTC, tc1 );
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return finalTC;
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}
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// better noise function available at https://github.com/ashima/webgl-noise
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float rand( float2 co )
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{
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return frac( sin( dot( co.xy, float2( 12.9898, 78.233 ) ) ) * 43758.5453 );
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}
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#define square( x ) ( x * x )
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#define LUMINANCE_SRGB half4( 0.2125, 0.7154, 0.0721, 0.0 )
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#define LUMINANCE_LINEAR half4( 0.299, 0.587, 0.144, 0.0 )
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#define _half2( x ) half2( x, x )
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#define _half3( x ) half3( x, x, x )
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#define _half4( x ) half4( x, x, x, x )
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#define _float2( x ) float2( x, x )
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#define _float3( x ) float3( x, x, x )
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#define _float4( x ) float4( x, x, x, x )
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#define _int2( x ) int2( x, x )
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#define vec2 float2
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#define vec3 float3
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#define vec4 float4
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#define VPOS SV_Position
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#define dFdx ddx
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#define dFdy ddy
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static float4 idtex2Dproj( SamplerState samp, Texture2D t, float4 texCoords )
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{
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return t.Sample( samp, texCoords.xy / texCoords.w );
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}
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static float idtex2Dproj( SamplerState samp, Texture2D<float> t, float4 texCoords )
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{
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return t.Sample( samp, texCoords.xy / texCoords.w );
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}
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static float3 idtex2Dproj( SamplerState samp, Texture2D<float3> t, float4 texCoords )
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{
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return t.Sample( samp, texCoords.xy / texCoords.w );
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}
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static float4 swizzleColor( float4 c )
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{
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return c;
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//return sRGBAToLinearRGBA( c );
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}
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static float4 texelFetch( Texture2D buffer, int2 ssc, int mipLevel )
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{
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float4 c = buffer.Load( int3( ssc.xy, mipLevel ) );
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return c;
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}
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static float3 texelFetch( Texture2D<float3> buffer, int2 ssc, int mipLevel )
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{
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float3 c = buffer.Load( int3( ssc.xy, mipLevel ) );
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return c;
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}
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static float1 texelFetch( Texture2D<float1> buffer, int2 ssc, int mipLevel )
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{
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float1 c = buffer.Load( int3( ssc.xy, mipLevel ) );
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return c;
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}
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static float texelFetch( Texture2D<float> buffer, int2 ssc, int mipLevel )
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{
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float1 c = buffer.Load( int3( ssc.xy, mipLevel ) );
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return c;
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}
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// returns width and height of the texture in texels
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static int2 textureSize( Texture2D buffer, int mipLevel )
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{
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int width = 1;
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int height = 1;
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int levels = 0;
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buffer.GetDimensions( mipLevel, width, height, levels );
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return int2( width, height );
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}
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static int2 textureSize( Texture2D<float1> buffer, int mipLevel )
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{
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int width = 1;
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int height = 1;
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int levels = 0;
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buffer.GetDimensions( mipLevel, width, height, levels );
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return int2( width, height );
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}
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static int2 textureSize( Texture2D<float> buffer, int mipLevel )
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{
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int width = 1;
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int height = 1;
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int levels = 0;
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buffer.GetDimensions( mipLevel, width, height, levels );
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return int2( width, height );
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}
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static float2 vposToScreenPosTexCoord( float2 vpos )
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{
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return vpos.xy * rpWindowCoord.xy;
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}
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#define BRANCH
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#define IFANY
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//note: works for structured patterns too
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// [0;1[
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float RemapNoiseTriErp( const float v )
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{
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float r2 = 0.5 * v;
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float f1 = sqrt( r2 );
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float f2 = 1.0 - sqrt( r2 - 0.25 );
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return ( v < 0.5 ) ? f1 : f2;
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}
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//note: returns [-intensity;intensity[, magnitude of 2x intensity
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//note: from "NEXT GENERATION POST PROCESSING IN CALL OF DUTY: ADVANCED WARFARE"
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// http://advances.realtimerendering.com/s2014/index.html
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float InterleavedGradientNoise( float2 uv )
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{
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const float3 magic = float3( 0.06711056, 0.00583715, 52.9829189 );
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float rnd = frac( magic.z * frac( dot( uv, magic.xy ) ) );
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return rnd;
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}
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// this noise, including the 5.58... scrolling constant are from Jorge Jimenez
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float InterleavedGradientNoiseAnim( float2 uv, float frameIndex )
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{
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uv += ( frameIndex * 5.588238f );
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const float3 magic = float3( 0.06711056, 0.00583715, 52.9829189 );
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float rnd = frac( magic.z * frac( dot( uv, magic.xy ) ) );
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return rnd;
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}
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// RB: very efficient white noise without sine https://www.shadertoy.com/view/4djSRW
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#define HASHSCALE3 float3(443.897, 441.423, 437.195)
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float3 Hash33( float3 p3 )
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{
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p3 = frac( p3 * HASHSCALE3 );
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p3 += dot( p3, p3.yxz + 19.19 );
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return frac( ( p3.xxy + p3.yxx ) * p3.zyx );
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}
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/*
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static float3 DitherRGB( float3 color, float2 uvSeed, float quantSteps )
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{
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// uniform noise
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//float3 noise = Hash33( float3( uvSeed, rpJitterTexOffset.w ) );
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//float3 noise = float3( InterleavedGradientNoise( uvSeed ) );
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float3 noise = _float3( InterleavedGradientNoiseAnim( uvSeed, rpJitterTexOffset.w ) );
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// triangular noise [-0.5;1.5[
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#if 1
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noise.x = RemapNoiseTriErp( noise.x );
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noise = noise * 2.0 - 0.5;
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#endif
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noise = _float3( noise.x );
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// quantize/truncate color and dither the result
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//float scale = exp2( float( TARGET_BITS ) ) - 1.0;
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// lets assume 2^3 bits = 8
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//float scale = 7.0;
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//const float quantSteps = 8.0;
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float scale = quantSteps - 1.0;
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// apply dither
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color += noise / ( quantSteps );
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color = floor( color * scale ) / scale;
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//float3 color = c + whiteNoise / 255.0;
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return color;
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}
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*/
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/*
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static float3 DitherChromaticBlueNoise( float3 color, float2 n, SamplerState blueTex )
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{
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// uniform noise
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//float3 noise = Hash33( float3( n, rpJitterTexOffset.w ) );
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//float3 noise = float3( InterleavedGradientNoise( n ) );
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//float3 noise = float3( InterleavedGradientNoiseAnim( n, rpJitterTexOffset.w ) );
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// uv is screen position / sizeof blue noise image
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float2 uv = n.xy * rpJitterTexOffset.xy;
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float3 noise = tex2D( blueTex, uv ).rgb;
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// rpJitterTexOffset.w is frameTime % 64
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noise = frac( noise + c_goldenRatioConjugate * rpJitterTexOffset.w );
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// triangular noise [-0.5;1.5[
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noise.x = RemapNoiseTriErp( noise.x );
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noise = noise * 2.0 - 0.5;
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//noise = float3( noise.x );
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// quantize/truncate color and dither the result
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//float scale = exp2( float( TARGET_BITS ) ) - 1.0;
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// lets assume 2^3 bits = 8
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float quantSteps = 255.0;
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//float3 color = floor( c * scale + noise ) / scale;
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color = floor( 0.5 + color * quantSteps - 0.5 + noise ) * ( 1.0 / ( quantSteps - 1.0 ) );
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return color;
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}
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*/
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#define SMAA_RT_METRICS float4(1.0 / 1280.0, 1.0 / 720.0, 1280.0, 720.0) |