in vec4 pixelpos; in vec3 glowdist; in vec4 vWorldNormal; in vec4 vEyeNormal; in vec4 vTexCoord; in vec4 vColor; out vec4 FragColor; #ifdef GBUFFER_PASS out vec4 FragFog; out vec4 FragNormal; #endif #ifdef SHADER_STORAGE_LIGHTS layout(std430, binding = 1) buffer LightBufferSSO { vec4 lights[]; }; #elif defined NUM_UBO_LIGHTS /*layout(std140)*/ uniform LightBufferUBO { vec4 lights[NUM_UBO_LIGHTS]; }; #endif uniform sampler2D tex; uniform sampler2D ShadowMap; #if defined(SPECULAR) uniform sampler2D texture2; uniform sampler2D texture3; #define normaltexture texture2 #define speculartexture texture3 #elif defined(PBR) uniform sampler2D texture2; uniform sampler2D texture3; uniform sampler2D texture4; uniform sampler2D texture5; #define normaltexture texture2 #define metallictexture texture3 #define roughnesstexture texture4 #define aotexture texture5 #endif vec4 Process(vec4 color); vec4 ProcessTexel(); vec4 ProcessLight(vec4 color); //=========================================================================== // // Desaturate a color // //=========================================================================== vec4 desaturate(vec4 texel) { if (uDesaturationFactor > 0.0) { float gray = (texel.r * 0.3 + texel.g * 0.56 + texel.b * 0.14); return mix (texel, vec4(gray,gray,gray,texel.a), uDesaturationFactor); } else { return texel; } } //=========================================================================== // // This function is common for all (non-special-effect) fragment shaders // //=========================================================================== vec4 getTexel(vec2 st) { vec4 texel = texture(tex, st); // // Apply texture modes // switch (uTextureMode) { case 1: // TM_MASK texel.rgb = vec3(1.0,1.0,1.0); break; case 2: // TM_OPAQUE texel.a = 1.0; break; case 3: // TM_INVERSE texel = vec4(1.0-texel.r, 1.0-texel.b, 1.0-texel.g, texel.a); break; case 4: // TM_REDTOALPHA texel = vec4(1.0, 1.0, 1.0, texel.r*texel.a); break; case 5: // TM_CLAMPY if (st.t < 0.0 || st.t > 1.0) { texel.a = 0.0; } break; } if (uObjectColor2.a == 0.0) texel *= uObjectColor; else texel *= mix(uObjectColor, uObjectColor2, glowdist.z); return desaturate(texel); } //=========================================================================== // // Doom lighting equation exactly as calculated by zdoom. // //=========================================================================== float R_DoomLightingEquation(float light) { // L is the integer light level used in the game float L = light * 255.0; // z is the depth in view/eye space, positive going into the screen float z; if ((uPalLightLevels >> 8) == 2) { z = distance(pixelpos.xyz, uCameraPos.xyz); } else { z = pixelpos.w; } // The zdoom light equation float vis = min(uGlobVis / z, 24.0 / 32.0); float shade = 2.0 - (L + 12.0) / 128.0; float lightscale; if ((uPalLightLevels & 0xff) != 0) lightscale = float(-floor(-(shade - vis) * 31.0) - 0.5) / 31.0; else lightscale = shade - vis; // Result is the normalized colormap index (0 bright .. 1 dark) return clamp(lightscale, 0.0, 31.0 / 32.0); } //=========================================================================== // // Check if light is in shadow according to its 1D shadow map // //=========================================================================== #ifdef SUPPORTS_SHADOWMAPS float shadowDirToU(vec2 dir) { if (abs(dir.x) > abs(dir.y)) { if (dir.x >= 0.0) return dir.y / dir.x * 0.125 + (0.25 + 0.125); else return dir.y / dir.x * 0.125 + (0.75 + 0.125); } else { if (dir.y >= 0.0) return dir.x / dir.y * 0.125 + 0.125; else return dir.x / dir.y * 0.125 + (0.50 + 0.125); } } float sampleShadowmap(vec2 dir, float v) { float u = shadowDirToU(dir); float dist2 = dot(dir, dir); return texture(ShadowMap, vec2(u, v)).x > dist2 ? 1.0 : 0.0; } float sampleShadowmapLinear(vec2 dir, float v) { float u = shadowDirToU(dir); float dist2 = dot(dir, dir); vec2 isize = textureSize(ShadowMap, 0); vec2 size = vec2(isize); vec2 fetchPos = vec2(u, v) * size - vec2(0.5, 0.0); if (fetchPos.x < 0.0) fetchPos.x += size.x; ivec2 ifetchPos = ivec2(fetchPos); int y = ifetchPos.y; float t = fract(fetchPos.x); int x0 = ifetchPos.x; int x1 = ifetchPos.x + 1; if (x1 == isize.x) x1 = 0; float depth0 = texelFetch(ShadowMap, ivec2(x0, y), 0).x; float depth1 = texelFetch(ShadowMap, ivec2(x1, y), 0).x; return mix(step(dist2, depth0), step(dist2, depth1), t); } //=========================================================================== // // Check if light is in shadow using Percentage Closer Filtering (PCF) // //=========================================================================== #define PCF_FILTER_STEP_COUNT 3 #define PCF_COUNT (PCF_FILTER_STEP_COUNT * 2 + 1) // #define USE_LINEAR_SHADOW_FILTER #define USE_PCF_SHADOW_FILTER 1 float shadowmapAttenuation(vec4 lightpos, float shadowIndex) { if (shadowIndex >= 1024.0) return 1.0; // No shadowmap available for this light float v = (shadowIndex + 0.5) / 1024.0; vec2 ray = pixelpos.xz - lightpos.xz; float length = length(ray); if (length < 3.0) return 1.0; vec2 dir = ray / length; #if defined(USE_LINEAR_SHADOW_FILTER) ray -= dir * 6.0; // Shadow acne margin return sampleShadowmapLinear(ray, v); #elif defined(USE_PCF_SHADOW_FILTER) ray -= dir * 2.0; // Shadow acne margin dir = dir * min(length / 50.0, 1.0); // avoid sampling behind light vec2 normal = vec2(-dir.y, dir.x); vec2 bias = dir * 10.0; float sum = 0.0; for (float x = -PCF_FILTER_STEP_COUNT; x <= PCF_FILTER_STEP_COUNT; x++) { sum += sampleShadowmap(ray + normal * x - bias * abs(x), v); } return sum / PCF_COUNT; #else // nearest shadow filter ray -= dir * 6.0; // Shadow acne margin return sampleShadowmap(ray, v); #endif } #endif //=========================================================================== // // Standard lambertian diffuse light calculation // //=========================================================================== float diffuseContribution(vec3 lightDirection, vec3 normal) { return max(dot(normal, lightDirection), 0.0f); } //=========================================================================== // // Blinn specular light calculation // //=========================================================================== float blinnSpecularContribution(float diffuseContribution, vec3 lightDirection, vec3 faceNormal, float glossiness, float specularLevel) { if (diffuseContribution > 0.0f) { vec3 viewDir = normalize(uCameraPos.xyz - pixelpos.xyz); vec3 halfDir = normalize(lightDirection + viewDir); float specAngle = max(dot(halfDir, faceNormal), 0.0f); float phExp = glossiness * 4.0f; return specularLevel * pow(specAngle, phExp); } else { return 0.0f; } } //=========================================================================== // // Adjust normal vector according to the normal map // //=========================================================================== #if defined(SPECULAR) || defined(PBR) mat3 cotangent_frame(vec3 n, vec3 p, vec2 uv) { // get edge vectors of the pixel triangle vec3 dp1 = dFdx(p); vec3 dp2 = dFdy(p); vec2 duv1 = dFdx(uv); vec2 duv2 = dFdy(uv); // solve the linear system vec3 dp2perp = cross(n, dp2); // cross(dp2, n); vec3 dp1perp = cross(dp1, n); // cross(n, dp1); vec3 t = dp2perp * duv1.x + dp1perp * duv2.x; vec3 b = dp2perp * duv1.y + dp1perp * duv2.y; // construct a scale-invariant frame float invmax = inversesqrt(max(dot(t,t), dot(b,b))); return mat3(t * invmax, b * invmax, n); } vec3 ApplyNormalMap() { #define WITH_NORMALMAP_UNSIGNED #define WITH_NORMALMAP_GREEN_UP //#define WITH_NORMALMAP_2CHANNEL vec3 interpolatedNormal = normalize(gl_FrontFacing ? -vWorldNormal.xyz : vWorldNormal.xyz); vec3 map = texture(normaltexture, vTexCoord.st).xyz; #if defined(WITH_NORMALMAP_UNSIGNED) map = map * 255./127. - 128./127.; // Math so "odd" because 0.5 cannot be precisely described in an unsigned format #endif #if defined(WITH_NORMALMAP_2CHANNEL) map.z = sqrt(1 - dot(map.xy, map.xy)); #endif #if defined(WITH_NORMALMAP_GREEN_UP) map.y = -map.y; #endif mat3 tbn = cotangent_frame(interpolatedNormal, pixelpos.xyz, vTexCoord.st); vec3 bumpedNormal = normalize(tbn * map); return bumpedNormal; } #else vec3 ApplyNormalMap() { return normalize(vWorldNormal.xyz); } #endif //=========================================================================== // // Calculates the brightness of a dynamic point light // //=========================================================================== vec2 pointLightAttenuation(vec4 lightpos, float lightcolorA) { float attenuation = max(lightpos.w - distance(pixelpos.xyz, lightpos.xyz),0.0) / lightpos.w; if (attenuation == 0.0) return vec2(0.0); #ifdef SUPPORTS_SHADOWMAPS float shadowIndex = abs(lightcolorA) - 1.0; attenuation *= shadowmapAttenuation(lightpos, shadowIndex); #endif if (lightcolorA >= 0.0) // Sign bit is the attenuated light flag { return vec2(attenuation, 0.0); } else { vec3 lightDirection = normalize(lightpos.xyz - pixelpos.xyz); vec3 pixelnormal = ApplyNormalMap(); float diffuseAmount = diffuseContribution(lightDirection, pixelnormal); #if defined(SPECULAR) float specularAmount = blinnSpecularContribution(diffuseAmount, lightDirection, pixelnormal, 10.0, 0.12); return vec2(diffuseAmount, specularAmount) * attenuation; #else return vec2(attenuation * diffuseAmount, 0.0); #endif } } float spotLightAttenuation(vec4 lightpos, vec3 spotdir, float lightCosInnerAngle, float lightCosOuterAngle) { vec3 lightDirection = normalize(lightpos.xyz - pixelpos.xyz); float cosDir = dot(lightDirection, spotdir); return smoothstep(lightCosOuterAngle, lightCosInnerAngle, cosDir); } //=========================================================================== // // Calculate light // // It is important to note that the light color is not desaturated // due to ZDoom's implementation weirdness. Everything that's added // on top of it, e.g. dynamic lights and glows are, though, because // the objects emitting these lights are also. // // This is making this a bit more complicated than it needs to // because we can't just desaturate the final fragment color. // //=========================================================================== vec4 getLightColor(vec4 material, vec4 materialSpec, float fogdist, float fogfactor) { vec4 color = vColor; if (uLightLevel >= 0.0) { float newlightlevel = 1.0 - R_DoomLightingEquation(uLightLevel); color.rgb *= newlightlevel; } else if (uFogEnabled > 0) { // brightening around the player for light mode 2 if (fogdist < uLightDist) { color.rgb *= uLightFactor - (fogdist / uLightDist) * (uLightFactor - 1.0); } // // apply light diminishing through fog equation // color.rgb = mix(vec3(0.0, 0.0, 0.0), color.rgb, fogfactor); } // // handle glowing walls // if (uGlowTopColor.a > 0.0 && glowdist.x < uGlowTopColor.a) { color.rgb += desaturate(uGlowTopColor * (1.0 - glowdist.x / uGlowTopColor.a)).rgb; } if (uGlowBottomColor.a > 0.0 && glowdist.y < uGlowBottomColor.a) { color.rgb += desaturate(uGlowBottomColor * (1.0 - glowdist.y / uGlowBottomColor.a)).rgb; } color = min(color, 1.0); // // apply brightmaps (or other light manipulation by custom shaders. // color = ProcessLight(color); // // apply dynamic lights (except additive) // vec4 dynlight = uDynLightColor; vec4 specular = vec4(0.0, 0.0, 0.0, 1.0); #if defined NUM_UBO_LIGHTS || defined SHADER_STORAGE_LIGHTS if (uLightIndex >= 0) { ivec4 lightRange = ivec4(lights[uLightIndex]) + ivec4(uLightIndex + 1); if (lightRange.z > lightRange.x) { // // modulated lights // for(int i=lightRange.x; i= 0) { ivec4 lightRange = ivec4(lights[uLightIndex]) + ivec4(uLightIndex + 1); if (lightRange.w > lightRange.z) { vec4 addlight = vec4(0.0,0.0,0.0,0.0); // // additive lights - these can be done after the alpha test. // for(int i=lightRange.z; i