mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-12-11 13:21:10 +00:00
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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#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 (constant_id = 0) const int MaxLights = 256;
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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 inverse3
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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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