mirror of
https://github.com/ZDoom/qzdoom.git
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195 lines
5.4 KiB
GLSL
195 lines
5.4 KiB
GLSL
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const float PI = 3.14159265359;
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float DistributionGGX(vec3 N, vec3 H, float roughness)
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{
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float a = roughness * roughness;
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float a2 = a * a;
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float NdotH = max(dot(N, H), 0.0);
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float NdotH2 = NdotH*NdotH;
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float nom = a2;
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float denom = (NdotH2 * (a2 - 1.0) + 1.0);
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denom = PI * denom * denom;
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return nom / denom;
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}
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float GeometrySchlickGGX(float NdotV, float roughness)
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{
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float r = (roughness + 1.0);
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float k = (r * r) / 8.0;
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float nom = NdotV;
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float denom = NdotV * (1.0 - k) + k;
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return nom / denom;
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}
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float GeometrySmith(vec3 N, vec3 V, vec3 L, float roughness)
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{
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float NdotV = max(dot(N, V), 0.0);
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float NdotL = max(dot(N, L), 0.0);
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float ggx2 = GeometrySchlickGGX(NdotV, roughness);
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float ggx1 = GeometrySchlickGGX(NdotL, roughness);
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return ggx1 * ggx2;
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}
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vec3 fresnelSchlick(float cosTheta, vec3 F0)
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{
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return F0 + (1.0 - F0) * pow(1.0 - cosTheta, 5.0);
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}
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vec3 fresnelSchlickRoughness(float cosTheta, vec3 F0, float roughness)
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{
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return F0 + (max(vec3(1.0 - roughness), F0) - F0) * pow(1.0 - cosTheta, 5.0);
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}
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float quadraticDistanceAttenuation(vec4 lightpos)
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{
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float strength = (1.0 + lightpos.w * lightpos.w * 0.25) * 0.5;
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vec3 distVec = lightpos.xyz - pixelpos.xyz;
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float attenuation = strength / (1.0 + dot(distVec, distVec));
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if (attenuation <= 1.0 / 256.0) return 0.0;
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return attenuation;
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}
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float linearDistanceAttenuation(vec4 lightpos)
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{
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float lightdistance = distance(lightpos.xyz, pixelpos.xyz);
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return clamp((lightpos.w - lightdistance) / lightpos.w, 0.0, 1.0);
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}
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vec3 ProcessMaterialLight(Material material, vec3 ambientLight)
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{
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vec3 worldpos = pixelpos.xyz;
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vec3 albedo = pow(material.Base.rgb, vec3(2.2)); // sRGB to linear
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ambientLight = pow(ambientLight, vec3(2.2));
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float metallic = material.Metallic;
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float roughness = material.Roughness;
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float ao = material.AO;
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vec3 N = material.Normal;
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vec3 V = normalize(uCameraPos.xyz - worldpos);
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vec3 F0 = mix(vec3(0.04), albedo, metallic);
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vec3 Lo = uDynLightColor.rgb;
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if (uLightIndex >= 0)
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{
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ivec4 lightRange = ivec4(lights[uLightIndex]) + ivec4(uLightIndex + 1);
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if (lightRange.z > lightRange.x)
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{
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//
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// modulated lights
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//
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for(int i=lightRange.x; i<lightRange.y; i+=4)
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{
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vec4 lightpos = lights[i];
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vec4 lightcolor = lights[i+1];
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vec4 lightspot1 = lights[i+2];
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vec4 lightspot2 = lights[i+3];
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vec3 L = normalize(lightpos.xyz - worldpos);
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vec3 H = normalize(V + L);
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float attenuation = linearDistanceAttenuation(lightpos);
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if (lightspot1.w == 1.0)
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attenuation *= spotLightAttenuation(lightpos, lightspot1.xyz, lightspot2.x, lightspot2.y);
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if (lightcolor.a < 0.0)
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attenuation *= clamp(dot(N, L), 0.0, 1.0); // Sign bit is the attenuated light flag
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if (attenuation > 0.0)
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{
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attenuation *= shadowAttenuation(lightpos, lightcolor.a);
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vec3 radiance = lightcolor.rgb * attenuation;
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// cook-torrance brdf
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float NDF = DistributionGGX(N, H, roughness);
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float G = GeometrySmith(N, V, L, roughness);
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vec3 F = fresnelSchlick(clamp(dot(H, V), 0.0, 1.0), F0);
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vec3 kS = F;
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vec3 kD = (vec3(1.0) - kS) * (1.0 - metallic);
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vec3 nominator = NDF * G * F;
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float denominator = 4.0 * clamp(dot(N, V), 0.0, 1.0) * clamp(dot(N, L), 0.0, 1.0);
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vec3 specular = nominator / max(denominator, 0.001);
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Lo += (kD * albedo / PI + specular) * radiance;
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}
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}
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//
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// subtractive lights
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//
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for(int i=lightRange.y; i<lightRange.z; i+=4)
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{
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vec4 lightpos = lights[i];
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vec4 lightcolor = lights[i+1];
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vec4 lightspot1 = lights[i+2];
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vec4 lightspot2 = lights[i+3];
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vec3 L = normalize(lightpos.xyz - worldpos);
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vec3 H = normalize(V + L);
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float attenuation = linearDistanceAttenuation(lightpos);
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if (lightspot1.w == 1.0)
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attenuation *= spotLightAttenuation(lightpos, lightspot1.xyz, lightspot2.x, lightspot2.y);
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if (lightcolor.a < 0.0)
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attenuation *= clamp(dot(N, L), 0.0, 1.0); // Sign bit is the attenuated light flag
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if (attenuation > 0.0)
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{
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attenuation *= shadowAttenuation(lightpos, lightcolor.a);
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vec3 radiance = lightcolor.rgb * attenuation;
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// cook-torrance brdf
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float NDF = DistributionGGX(N, H, roughness);
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float G = GeometrySmith(N, V, L, roughness);
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vec3 F = fresnelSchlick(clamp(dot(H, V), 0.0, 1.0), F0);
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vec3 kS = F;
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vec3 kD = (vec3(1.0) - kS) * (1.0 - metallic);
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vec3 nominator = NDF * G * F;
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float denominator = 4.0 * clamp(dot(N, V), 0.0, 1.0) * clamp(dot(N, L), 0.0, 1.0);
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vec3 specular = nominator / max(denominator, 0.001);
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Lo -= (kD * albedo / PI + specular) * radiance;
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}
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}
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}
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}
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// Pretend we sampled the sector light level from an irradiance map
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vec3 F = fresnelSchlickRoughness(clamp(dot(N, V), 0.0, 1.0), F0, roughness);
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vec3 kS = F;
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vec3 kD = 1.0 - kS;
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vec3 irradiance = ambientLight; // texture(irradianceMap, N).rgb
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vec3 diffuse = irradiance * albedo;
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//kD *= 1.0 - metallic;
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//const float MAX_REFLECTION_LOD = 4.0;
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//vec3 prefilteredColor = textureLod(prefilterMap, R, roughness * MAX_REFLECTION_LOD).rgb;
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//vec2 envBRDF = texture(brdfLUT, vec2(clamp(dot(N, V), 0.0, 1.0), roughness)).rg;
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//vec3 specular = prefilteredColor * (F * envBRDF.x + envBRDF.y);
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//vec3 ambient = (kD * diffuse + specular) * ao;
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vec3 ambient = (kD * diffuse) * ao;
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vec3 color = max(ambient + Lo, vec3(0.0));
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// Tonemap (reinhard) and apply sRGB gamma
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//color = color / (color + vec3(1.0));
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return pow(color, vec3(1.0 / 2.2));
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}
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