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doom3-bfg/neo/shaders/global_inc.hlsl
2022-06-04 11:14:48 +02:00

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HLSL

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