mirror of
https://git.code.sf.net/p/quake/quakeforge
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1cf40be484
I will definitely need to look into sparse images later (2.3GB for marcher) but the shadow map images, views and matrices are created.
194 lines
4.9 KiB
GLSL
194 lines
4.9 KiB
GLSL
#version 450
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layout (input_attachment_index = 0, set = 0, binding = 0) uniform subpassInput depth;
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layout (input_attachment_index = 1, set = 0, binding = 1) uniform subpassInput color;
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layout (input_attachment_index = 2, set = 0, binding = 2) uniform subpassInput emission;
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layout (input_attachment_index = 3, set = 0, binding = 3) uniform subpassInput normal;
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layout (input_attachment_index = 4, set = 0, binding = 4) uniform subpassInput position;
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struct LightData {
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vec3 color;
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int data;// bits 0-6: intensity key (however, values 0-66)
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vec3 position;
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float light; // doubles as radius for linear
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vec3 direction;
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float cone;
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};
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//XXX can't include :( be sure to keep up to date with qf_lighting.h
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#define MaxLights 256
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#define StyleMask 0x07f
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#define ModelMask 0x380
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#define ShadowMask 0xc00
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#define LM_LINEAR (0 << 7) // light - dist (or radius + dist if -ve)
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#define LM_INVERSE (1 << 7) // distFactor1 * light / dist
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#define LM_INVERSE2 (2 << 7) // distFactor2 * light / (dist * dist)
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#define LM_INFINITE (3 << 7) // light
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#define LM_AMBIENT (4 << 7) // light
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#define LM_INVERSE3 (5 << 7) // distFactor2 * light / (dist + distFactor2)**2
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#define ST_NONE (0 << 10) // no shadows
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#define ST_PLANE (1 << 10) // single plane shadow map (small spotlight)
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#define ST_CASCADE (2 << 10) // cascaded shadow maps
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#define ST_CUBE (3 << 10) // cubemap (omni, large spotlight)
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layout (set = 2, binding = 0) uniform sampler2DArrayShadow shadowCascade[MaxLights];
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layout (set = 2, binding = 0) uniform sampler2DShadow shadowPlane[MaxLights];
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layout (set = 2, binding = 0) uniform samplerCubeShadow shadowCube[MaxLights];
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layout (set = 1, binding = 0) uniform Lights {
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vec4 intensity[17]; // 68 floats
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float distFactor1; // for inverse
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float distFactor2; // for inverse2 and inverse2
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int lightCount;
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LightData lights[MaxLights];
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mat4 shadowMat[MaxLights];
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vec4 shadowCascale[MaxLights];
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};
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layout (location = 0) out vec4 frag_color;
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float
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spot_cone (LightData light, vec3 incoming)
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{
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float spotdot = dot (incoming, light.direction);
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return smoothstep (spotdot, 1 - (1 - spotdot) * 0.995, light.cone);
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}
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float
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diffuse (vec3 incoming, vec3 normal)
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{
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float lightdot = dot (incoming, normal);
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return clamp (lightdot, 0, 1);
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}
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float
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light_linear (LightData light, float d)
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{
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float l = light.light;
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if (l < 0) {
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return min (l + d, 0);
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} else {
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return max (l - d, 0);
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}
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}
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float
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light_inverse (LightData light, float d)
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{
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float l = light.light;
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return l / (distFactor1 * d);
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}
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float
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light_inverse2 (LightData light, float d)
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{
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float l = light.light;
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return l / (distFactor2 * d);
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}
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float
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light_infinite (LightData light)
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{
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return light.light;
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}
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float
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light_ambient (LightData light)
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{
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return light.light;
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}
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float
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light_inverse3 (LightData light, float d)
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{
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float l = light.light;
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return l / (distFactor2 * d + 1);
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}
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float
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shadow_cascade (sampler2DArrayShadow map)
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{
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return 1;
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}
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float
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shadow_plane (sampler2DShadow map)
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{
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return 1;
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}
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float
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shadow_cube (samplerCubeShadow map)
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{
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return 1;
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}
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void
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main (void)
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{
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//float d = subpassLoad (depth).r;
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vec3 c = subpassLoad (color).rgb;
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vec3 e = subpassLoad (emission).rgb;
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vec3 n = subpassLoad (normal).rgb;
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vec3 p = subpassLoad (position).rgb;
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vec3 light = vec3 (0);
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if (MaxLights > 0) {
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vec3 minLight = vec3 (0);
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for (int i = 0; i < lightCount; i++) {
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vec3 dist = lights[i].position - p;
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float d = dot (dist, dist);
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int model = lights[i].data & ModelMask;
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if (model != LM_INFINITE
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&& d > lights[i].light * lights[i].light) {
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continue;
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}
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float l = 0;
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if (model == LM_LINEAR) {
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d = sqrt (d);
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l = light_linear (lights[i], d);
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} else if (model == LM_INVERSE) {
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d = sqrt (d);
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l = light_inverse (lights[i], d);
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} else if (model == LM_INVERSE2) {
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l = light_inverse2 (lights[i], d);
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d = sqrt (d);
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} else if (model == LM_INFINITE) {
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l = light_infinite (lights[i]);
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dist = lights[i].direction;
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d = -1;
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} else if (model == LM_AMBIENT) {
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l = light_ambient (lights[i]);
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} else if (model == LM_INVERSE3) {
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l = light_inverse3 (lights[i], d);
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d = sqrt (d);
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}
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int style = lights[i].data & StyleMask;
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l *= intensity[style / 4][style % 4];
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int shadow = lights[i].data & ShadowMask;
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if (shadow == ST_CASCADE) {
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l *= shadow_cascade (shadowCascade[i]);
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} else if (shadow == ST_PLANE) {
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l *= shadow_plane (shadowPlane[i]);
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} else if (shadow == ST_CUBE) {
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l *= shadow_cube (shadowCube[i]);
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}
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if (model == LM_AMBIENT) {
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minLight = max (l * lights[i].color, minLight);
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} else {
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vec3 incoming = dist / d;
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l *= spot_cone (lights[i], incoming) * diffuse (incoming, n);
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light += l * lights[i].color;
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}
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}
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light = max (light, minLight);
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}
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frag_color = vec4 (c * light + e, 1);
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}
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