mirror of
https://github.com/UberGames/ioef.git
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519 lines
14 KiB
GLSL
519 lines
14 KiB
GLSL
uniform sampler2D u_DiffuseMap;
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#if defined(USE_LIGHTMAP)
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uniform sampler2D u_LightMap;
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#endif
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#if defined(USE_NORMALMAP)
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uniform sampler2D u_NormalMap;
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#endif
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#if defined(USE_DELUXEMAP)
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uniform sampler2D u_DeluxeMap;
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#endif
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#if defined(USE_SPECULARMAP)
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uniform sampler2D u_SpecularMap;
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#endif
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#if defined(USE_SHADOWMAP)
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uniform sampler2D u_ShadowMap;
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#endif
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#if defined(USE_CUBEMAP)
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uniform samplerCube u_CubeMap;
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#endif
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#if defined(USE_LIGHT_VECTOR)
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uniform vec3 u_DirectedLight;
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uniform vec3 u_AmbientLight;
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uniform float u_LightRadius;
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#endif
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#if defined(USE_PRIMARY_LIGHT) || defined(USE_SHADOWMAP)
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uniform vec3 u_PrimaryLightColor;
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uniform vec3 u_PrimaryLightAmbient;
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uniform float u_PrimaryLightRadius;
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#endif
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#if defined(USE_LIGHT)
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uniform vec2 u_MaterialInfo;
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#endif
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varying vec2 var_DiffuseTex;
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#if defined(USE_LIGHTMAP)
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varying vec2 var_LightTex;
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#endif
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varying vec4 var_Color;
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#if (defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)) || defined(USE_PARALLAXMAP)
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varying vec3 var_ViewDir;
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varying vec3 var_Normal;
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varying vec3 var_Tangent;
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varying vec3 var_Bitangent;
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#endif
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#if defined(USE_LIGHT_VERTEX) && !defined(USE_FAST_LIGHT)
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varying vec3 var_lightColor;
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#endif
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#if defined(USE_LIGHT) && !defined(USE_DELUXEMAP)
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varying vec4 var_LightDir;
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#endif
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#if defined(USE_PRIMARY_LIGHT) || defined(USE_SHADOWMAP)
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varying vec3 var_PrimaryLightDir;
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#endif
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#define EPSILON 0.00000001
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#if defined(USE_PARALLAXMAP)
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float SampleDepth(sampler2D normalMap, vec2 t)
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{
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#if defined(SWIZZLE_NORMALMAP)
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return 1.0 - texture2D(normalMap, t).r;
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#else
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return 1.0 - texture2D(normalMap, t).a;
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#endif
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}
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float RayIntersectDisplaceMap(vec2 dp, vec2 ds, sampler2D normalMap)
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{
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const int linearSearchSteps = 16;
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const int binarySearchSteps = 6;
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// current size of search window
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float size = 1.0 / float(linearSearchSteps);
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// current depth position
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float depth = 0.0;
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// best match found (starts with last position 1.0)
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float bestDepth = 1.0;
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// search front to back for first point inside object
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for(int i = 0; i < linearSearchSteps - 1; ++i)
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{
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depth += size;
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float t = SampleDepth(normalMap, dp + ds * depth);
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if(bestDepth > 0.996) // if no depth found yet
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if(depth >= t)
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bestDepth = depth; // store best depth
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}
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depth = bestDepth;
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// recurse around first point (depth) for closest match
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for(int i = 0; i < binarySearchSteps; ++i)
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{
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size *= 0.5;
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float t = SampleDepth(normalMap, dp + ds * depth);
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if(depth >= t)
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{
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bestDepth = depth;
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depth -= 2.0 * size;
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}
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depth += size;
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}
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return bestDepth;
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}
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#endif
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vec3 CalcDiffuse(vec3 diffuseAlbedo, vec3 N, vec3 L, vec3 E, float NE, float NL, float shininess)
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{
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#if defined(USE_OREN_NAYAR) || defined(USE_TRIACE_OREN_NAYAR)
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float gamma = dot(E, L) - NE * NL;
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float B = 2.22222 + 0.1 * shininess;
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#if defined(USE_OREN_NAYAR)
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float A = 1.0 - 1.0 / (2.0 + 0.33 * shininess);
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gamma = clamp(gamma, 0.0, 1.0);
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#endif
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#if defined(USE_TRIACE_OREN_NAYAR)
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float A = 1.0 - 1.0 / (2.0 + 0.65 * shininess);
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if (gamma >= 0.0)
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#endif
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{
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B = max(B * max(NL, NE), EPSILON);
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}
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return diffuseAlbedo * (A + gamma / B);
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#else
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return diffuseAlbedo;
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#endif
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}
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vec3 EnvironmentBRDF(float gloss, float NE, vec3 specular)
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{
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#if 1
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// from http://blog.selfshadow.com/publications/s2013-shading-course/lazarov/s2013_pbs_black_ops_2_notes.pdf
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vec4 t = vec4( 1/0.96, 0.475, (0.0275 - 0.25 * 0.04)/0.96,0.25 ) * gloss;
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t += vec4( 0.0, 0.0, (0.015 - 0.75 * 0.04)/0.96,0.75 );
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float a0 = t.x * min( t.y, exp2( -9.28 * NE ) ) + t.z;
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float a1 = t.w;
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return clamp( a0 + specular * ( a1 - a0 ), 0.0, 1.0 );
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#elif 0
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// from http://seblagarde.wordpress.com/2011/08/17/hello-world/
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return mix(specular.rgb, max(specular.rgb, vec3(gloss)), CalcFresnel(NE));
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#else
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// from http://advances.realtimerendering.com/s2011/Lazarov-Physically-Based-Lighting-in-Black-Ops%20%28Siggraph%202011%20Advances%20in%20Real-Time%20Rendering%20Course%29.pptx
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return mix(specular.rgb, vec3(1.0), CalcFresnel(NE) / (4.0 - 3.0 * gloss));
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#endif
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}
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float CalcBlinn(float NH, float shininess)
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{
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#if 0
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// from http://seblagarde.wordpress.com/2012/06/03/spherical-gaussien-approximation-for-blinn-phong-phong-and-fresnel/
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float a = shininess + 0.775;
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return exp(a * NH - a);
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#else
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return pow(NH, shininess);
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#endif
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}
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float CalcGGX(float NH, float shininess)
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{
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// from http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes.pdf
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float m_sq = 2.0 / shininess;
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float d = ((NH * NH) * (m_sq - 1.0) + 1.0);
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return m_sq / (d * d);
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}
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float CalcFresnel(float EH)
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{
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#if 1
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// From http://seblagarde.wordpress.com/2012/06/03/spherical-gaussien-approximation-for-blinn-phong-phong-and-fresnel/
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return exp2((-5.55473 * EH - 6.98316) * EH);
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#elif 0
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float blend = 1.0 - EH;
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float blend2 = blend * blend;
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blend *= blend2 * blend2;
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return blend;
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#else
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return pow(1.0 - NH, 5.0);
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#endif
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}
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float CalcVisibility(float NH, float NL, float NE, float EH, float shininess)
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{
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#if 0
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float geo = 2.0 * NH * min(NE, NL);
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geo /= max(EH, geo);
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return geo;
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#else
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// Modified from http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes.pdf
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// NL, NE in numerator factored out from cook-torrance
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#if defined(USE_GGX)
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float roughness = sqrt(2.0 / (shininess + 2.0));
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float k = (roughness + 1.0);
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k *= k * 0.125;
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#else
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float k = 2.0 / sqrt(3.1415926535 * (shininess + 2.0));
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#endif
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float k2 = 1.0 - k;
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float invGeo1 = NL * k2 + k;
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float invGeo2 = NE * k2 + k;
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return 1.0 / (invGeo1 * invGeo2);
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#endif
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}
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vec3 CalcSpecular(vec3 specular, float NH, float NL, float NE, float EH, float shininess)
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{
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float blinn = CalcBlinn(NH, shininess);
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vec3 fSpecular = mix(specular, vec3(1.0), CalcFresnel(EH));
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float vis = CalcVisibility(NH, NL, NE, EH, shininess);
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#if defined(USE_BLINN)
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// Normalized Blinn-Phong
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return specular * blinn * (shininess * 0.125 + 1.0);
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#elif defined(USE_BLINN_FRESNEL)
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// Normalized Blinn-Phong with Fresnel
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return fSpecular * blinn * (shininess * 0.125 + 1.0);
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#elif defined(USE_MCAULEY)
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// Cook-Torrance as done by Stephen McAuley
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// http://blog.selfshadow.com/publications/s2012-shading-course/mcauley/s2012_pbs_farcry3_notes_v2.pdf
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return fSpecular * blinn * (shininess * 0.25 + 0.125);
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#elif defined(USE_GOTANDA)
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// Neumann-Neumann as done by Yoshiharu Gotanda
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// http://research.tri-ace.com/Data/s2012_beyond_CourseNotes.pdf
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return fSpecular * blinn * (shininess * 0.124858 + 0.269182) / max(max(NL, NE), EPSILON);
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#elif defined(USE_LAZAROV)
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// Cook-Torrance as done by Dimitar Lazarov
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// http://blog.selfshadow.com/publications/s2013-shading-course/lazarov/s2013_pbs_black_ops_2_notes.pdf
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return fSpecular * blinn * (shininess * 0.125 + 0.25) * vis;
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#endif
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return vec3(0.0);
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}
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float CalcLightAttenuation(vec3 dir, float sqrRadius)
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{
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// point light at >0 radius, directional otherwise
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float point = float(sqrRadius > 0.0);
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// inverse square light
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float attenuation = sqrRadius / dot(dir, dir);
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// zero light at radius, approximating q3 style
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// also don't attenuate directional light
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attenuation = (0.5 * attenuation - 1.5) * point + 1.0;
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// clamp attenuation
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#if defined(NO_LIGHT_CLAMP)
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attenuation *= float(attenuation > 0.0);
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#else
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attenuation = clamp(attenuation, 0.0, 1.0);
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#endif
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return attenuation;
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}
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void main()
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{
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vec3 L, N, E, H;
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float NL, NH, NE, EH;
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#if (defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)) || defined(USE_PARALLAXMAP)
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mat3 tangentToWorld = mat3(var_Tangent, var_Bitangent, var_Normal);
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#endif
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#if defined(USE_DELUXEMAP)
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L = (2.0 * texture2D(u_DeluxeMap, var_LightTex).xyz - vec3(1.0));
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#if defined(USE_TANGENT_SPACE_LIGHT)
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L = L * tangentToWorld;
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#endif
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#elif defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)
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L = var_LightDir.xyz;
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#endif
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#if (defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)) || defined(USE_PARALLAXMAP)
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E = normalize(var_ViewDir);
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#endif
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#if defined(USE_LIGHTMAP)
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vec4 lightSample = texture2D(u_LightMap, var_LightTex).rgba;
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#if defined(RGBM_LIGHTMAP)
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lightSample.rgb *= 32.0 * lightSample.a;
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#endif
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vec3 lightColor = lightSample.rgb;
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#elif defined(USE_LIGHT_VECTOR) && !defined(USE_FAST_LIGHT)
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vec3 lightColor = u_DirectedLight * CalcLightAttenuation(L, u_LightRadius * u_LightRadius);
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vec3 ambientColor = u_AmbientLight;
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#elif defined(USE_LIGHT_VERTEX) && !defined(USE_FAST_LIGHT)
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vec3 lightColor = var_lightColor;
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#endif
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vec2 texCoords = var_DiffuseTex;
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#if defined(USE_PARALLAXMAP)
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#if defined(USE_TANGENT_SPACE_LIGHT)
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vec3 offsetDir = E;
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#else
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vec3 offsetDir = E * tangentToWorld;
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#endif
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offsetDir.xy *= -0.05 / offsetDir.z;
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texCoords += offsetDir.xy * RayIntersectDisplaceMap(texCoords, offsetDir.xy, u_NormalMap);
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#endif
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vec4 diffuse = texture2D(u_DiffuseMap, texCoords);
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#if defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)
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#if defined(USE_LINEAR_LIGHT)
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diffuse.rgb *= diffuse.rgb;
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#endif
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#if defined(USE_NORMALMAP)
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#if defined(SWIZZLE_NORMALMAP)
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N.xy = 2.0 * texture2D(u_NormalMap, texCoords).ag - vec2(1.0);
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#else
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N.xy = 2.0 * texture2D(u_NormalMap, texCoords).rg - vec2(1.0);
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#endif
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N.z = sqrt(1.0 - clamp(dot(N.xy, N.xy), 0.0, 1.0));
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#if !defined(USE_TANGENT_SPACE_LIGHT)
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N = normalize(tangentToWorld * N);
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#endif
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#elif defined(USE_TANGENT_SPACE_LIGHT)
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N = vec3(0.0, 0.0, 1.0);
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#else
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N = normalize(var_Normal);
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#endif
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L = normalize(L);
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#if defined(USE_SHADOWMAP)
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vec2 shadowTex = gl_FragCoord.xy * r_FBufScale;
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float shadowValue = texture2D(u_ShadowMap, shadowTex).r;
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// surfaces not facing the light are always shadowed
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#if defined(USE_TANGENT_SPACE_LIGHT)
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shadowValue *= float(var_PrimaryLightDir.z > 0.0);
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#else
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shadowValue *= float(dot(var_Normal, var_PrimaryLightDir) > 0.0);
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#endif
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#if defined(SHADOWMAP_MODULATE)
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//vec3 shadowColor = min(u_PrimaryLightAmbient, lightColor);
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vec3 shadowColor = u_PrimaryLightAmbient * lightColor;
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#if 0
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// Only shadow when the world light is parallel to the primary light
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shadowValue = 1.0 + (shadowValue - 1.0) * clamp(dot(L, var_PrimaryLightDir), 0.0, 1.0);
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#endif
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lightColor = mix(shadowColor, lightColor, shadowValue);
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#endif
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#endif
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#if defined(USE_LIGHTMAP) || defined(USE_LIGHT_VERTEX)
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vec3 ambientColor = lightColor;
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#if defined(USE_TANGENT_SPACE_LIGHT)
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float surfNL = L.z;
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#else
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float surfNL = clamp(dot(var_Normal, L), 0.0, 1.0);
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#endif
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// Scale the incoming light to compensate for the baked-in light angle
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// attenuation.
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lightColor /= max(surfNL, 0.25);
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// Recover any unused light as ambient, in case attenuation is over 4x or
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// light is below the surface
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ambientColor -= lightColor * surfNL;
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#endif
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vec3 reflectance;
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NL = clamp(dot(N, L), 0.0, 1.0);
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NE = clamp(dot(N, E), 0.0, 1.0);
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#if defined(USE_SPECULARMAP)
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vec4 specular = texture2D(u_SpecularMap, texCoords);
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#if defined(USE_LINEAR_LIGHT)
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specular.rgb *= specular.rgb;
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#endif
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#else
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vec4 specular = vec4(1.0);
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#endif
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specular *= u_MaterialInfo.xxxy;
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float gloss = specular.a;
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float shininess = exp2(gloss * 13.0);
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float localOcclusion = clamp((diffuse.r + diffuse.g + diffuse.b) * 16.0f, 0.0, 1.0);
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#if defined(SPECULAR_IS_METALLIC)
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// diffuse is actually base color, and red of specular is metallicness
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float metallic = specular.r;
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specular.rgb = vec3(0.04) + 0.96 * diffuse.rgb * metallic;
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diffuse.rgb *= 1.0 - metallic;
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#else
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// adjust diffuse by specular reflectance, to maintain energy conservation
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diffuse.rgb *= vec3(1.0) - specular.rgb;
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#endif
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reflectance = CalcDiffuse(diffuse.rgb, N, L, E, NE, NL, shininess);
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#if defined(r_deluxeSpecular) || defined(USE_LIGHT_VECTOR)
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float adjShininess = shininess;
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#if !defined(USE_LIGHT_VECTOR)
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adjShininess = exp2(gloss * r_deluxeSpecular * 13.0);
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#endif
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H = normalize(L + E);
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EH = clamp(dot(E, H), 0.0, 1.0);
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NH = clamp(dot(N, H), 0.0, 1.0);
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#if !defined(USE_LIGHT_VECTOR)
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reflectance += CalcSpecular(specular.rgb, NH, NL, NE, EH, adjShininess) * r_deluxeSpecular * localOcclusion;
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#else
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reflectance += CalcSpecular(specular.rgb, NH, NL, NE, EH, adjShininess) * localOcclusion;
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#endif
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#endif
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gl_FragColor.rgb = lightColor * reflectance * NL;
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gl_FragColor.rgb += ambientColor * (diffuse.rgb + specular.rgb);
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#if defined(USE_CUBEMAP)
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reflectance = EnvironmentBRDF(gloss, NE, specular.rgb);
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vec3 R = reflect(E, N);
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#if defined(USE_TANGENT_SPACE_LIGHT)
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R = tangentToWorld * R;
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#endif
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vec3 cubeLightColor = textureCubeLod(u_CubeMap, R, 7.0 - gloss * 7.0).rgb;
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#if defined(USE_LINEAR_LIGHT)
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cubeLightColor *= cubeLightColor;
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#endif
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#if defined(USE_LIGHTMAP)
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cubeLightColor *= lightSample.rgb;
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#elif defined (USE_LIGHT_VERTEX)
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cubeLightColor *= var_lightColor;
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#else
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cubeLightColor *= lightColor * NL + ambientColor;
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#endif
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//gl_FragColor.rgb += diffuse.rgb * textureCubeLod(u_CubeMap, N, 7.0).rgb;
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gl_FragColor.rgb += cubeLightColor * reflectance * localOcclusion;
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#endif
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#if defined(USE_PRIMARY_LIGHT)
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L = normalize(var_PrimaryLightDir);
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NL = clamp(dot(N, L), 0.0, 1.0);
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H = normalize(L + E);
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EH = clamp(dot(E, H), 0.0, 1.0);
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NH = clamp(dot(N, H), 0.0, 1.0);
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reflectance = CalcDiffuse(diffuse.rgb, N, L, E, NE, NL, shininess);
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reflectance += CalcSpecular(specular.rgb, NH, NL, NE, EH, shininess);
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lightColor = u_PrimaryLightColor; // * CalcLightAttenuation(L, u_PrimaryLightRadius * u_PrimaryLightRadius);
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#if defined(USE_SHADOWMAP)
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lightColor *= shadowValue;
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#endif
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gl_FragColor.rgb += lightColor * reflectance * NL;
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#endif
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#if defined(USE_LINEAR_LIGHT)
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gl_FragColor.rgb = sqrt(gl_FragColor.rgb);
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#endif
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gl_FragColor.a = diffuse.a;
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#else
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gl_FragColor = diffuse;
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#if defined(USE_LIGHTMAP)
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gl_FragColor.rgb *= lightColor;
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#endif
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#endif
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gl_FragColor *= var_Color;
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}
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