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- /* clang-format off */
- #[modes]
- mode_color =
- mode_color_instancing = \n#define USE_INSTANCING
- mode_depth = #define MODE_RENDER_DEPTH
- mode_depth_instancing = #define MODE_RENDER_DEPTH \n#define USE_INSTANCING
- #[specializations]
- DISABLE_LIGHTMAP = false
- DISABLE_LIGHT_DIRECTIONAL = false
- DISABLE_LIGHT_OMNI = false
- DISABLE_LIGHT_SPOT = false
- DISABLE_FOG = false
- USE_RADIANCE_MAP = true
- USE_MULTIVIEW = false
- RENDER_SHADOWS = false
- RENDER_SHADOWS_LINEAR = false
- SHADOW_MODE_PCF_5 = false
- SHADOW_MODE_PCF_13 = false
- LIGHT_USE_PSSM2 = false
- LIGHT_USE_PSSM4 = false
- LIGHT_USE_PSSM_BLEND = false
- BASE_PASS = true
- USE_ADDITIVE_LIGHTING = false
- // We can only use one type of light per additive pass. This means that if USE_ADDITIVE_LIGHTING is defined, and
- // these are false, we are doing a directional light pass.
- ADDITIVE_OMNI = false
- ADDITIVE_SPOT = false
- #[vertex]
- #define M_PI 3.14159265359
- #define SHADER_IS_SRGB true
- #include "stdlib_inc.glsl"
- #if !defined(MODE_RENDER_DEPTH) || defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED) ||defined(LIGHT_CLEARCOAT_USED)
- #ifndef NORMAL_USED
- #define NORMAL_USED
- #endif
- #endif
- #ifdef MODE_UNSHADED
- #ifdef USE_ADDITIVE_LIGHTING
- #undef USE_ADDITIVE_LIGHTING
- #endif
- #endif // MODE_UNSHADED
- /*
- from RenderingServer:
- ARRAY_VERTEX = 0, // RGB32F or RGBA16
- ARRAY_NORMAL = 1, // RG16 octahedral compression or RGBA16 normal + angle
- ARRAY_TANGENT = 2, // RG16 octahedral compression, sign stored in sign of G
- ARRAY_COLOR = 3, // RGBA8
- ARRAY_TEX_UV = 4, // RG32F
- ARRAY_TEX_UV2 = 5, // RG32F
- ARRAY_CUSTOM0 = 6, // Depends on ArrayCustomFormat.
- ARRAY_CUSTOM1 = 7,
- ARRAY_CUSTOM2 = 8,
- ARRAY_CUSTOM3 = 9,
- ARRAY_BONES = 10, // RGBA16UI (x2 if 8 weights)
- ARRAY_WEIGHTS = 11, // RGBA16UNORM (x2 if 8 weights)
- */
- /* INPUT ATTRIBS */
- // Always contains vertex position in XYZ, can contain tangent angle in W.
- layout(location = 0) in highp vec4 vertex_angle_attrib;
- /* clang-format on */
- #ifdef NORMAL_USED
- // Contains Normal/Axis in RG, can contain tangent in BA.
- layout(location = 1) in vec4 axis_tangent_attrib;
- #endif
- // location 2 is unused.
- #if defined(COLOR_USED)
- layout(location = 3) in vec4 color_attrib;
- #endif
- #ifdef UV_USED
- layout(location = 4) in vec2 uv_attrib;
- #endif
- #if defined(UV2_USED) || defined(USE_LIGHTMAP)
- layout(location = 5) in vec2 uv2_attrib;
- #endif
- #if defined(CUSTOM0_USED)
- layout(location = 6) in vec4 custom0_attrib;
- #endif
- #if defined(CUSTOM1_USED)
- layout(location = 7) in vec4 custom1_attrib;
- #endif
- #if defined(CUSTOM2_USED)
- layout(location = 8) in vec4 custom2_attrib;
- #endif
- #if defined(CUSTOM3_USED)
- layout(location = 9) in vec4 custom3_attrib;
- #endif
- #if defined(BONES_USED)
- layout(location = 10) in uvec4 bone_attrib;
- #endif
- #if defined(WEIGHTS_USED)
- layout(location = 11) in vec4 weight_attrib;
- #endif
- vec3 oct_to_vec3(vec2 e) {
- vec3 v = vec3(e.xy, 1.0 - abs(e.x) - abs(e.y));
- float t = max(-v.z, 0.0);
- v.xy += t * -sign(v.xy);
- return normalize(v);
- }
- void axis_angle_to_tbn(vec3 axis, float angle, out vec3 tangent, out vec3 binormal, out vec3 normal) {
- float c = cos(angle);
- float s = sin(angle);
- vec3 omc_axis = (1.0 - c) * axis;
- vec3 s_axis = s * axis;
- tangent = omc_axis.xxx * axis + vec3(c, -s_axis.z, s_axis.y);
- binormal = omc_axis.yyy * axis + vec3(s_axis.z, c, -s_axis.x);
- normal = omc_axis.zzz * axis + vec3(-s_axis.y, s_axis.x, c);
- }
- #ifdef USE_INSTANCING
- layout(location = 12) in highp vec4 instance_xform0;
- layout(location = 13) in highp vec4 instance_xform1;
- layout(location = 14) in highp vec4 instance_xform2;
- layout(location = 15) in highp uvec4 instance_color_custom_data; // Color packed into xy, Custom data into zw.
- #endif
- layout(std140) uniform GlobalShaderUniformData { //ubo:1
- vec4 global_shader_uniforms[MAX_GLOBAL_SHADER_UNIFORMS];
- };
- layout(std140) uniform SceneData { // ubo:2
- highp mat4 projection_matrix;
- highp mat4 inv_projection_matrix;
- highp mat4 inv_view_matrix;
- highp mat4 view_matrix;
- vec2 viewport_size;
- vec2 screen_pixel_size;
- mediump vec4 ambient_light_color_energy;
- mediump float ambient_color_sky_mix;
- bool material_uv2_mode;
- float emissive_exposure_normalization;
- bool use_ambient_light;
- bool use_ambient_cubemap;
- bool use_reflection_cubemap;
- float fog_aerial_perspective;
- float time;
- mat3 radiance_inverse_xform;
- uint directional_light_count;
- float z_far;
- float z_near;
- float IBL_exposure_normalization;
- bool fog_enabled;
- float fog_density;
- float fog_height;
- float fog_height_density;
- vec3 fog_light_color;
- float fog_sun_scatter;
- float shadow_bias;
- float pad;
- uint camera_visible_layers;
- bool pancake_shadows;
- }
- scene_data;
- #ifdef USE_ADDITIVE_LIGHTING
- #if defined(ADDITIVE_OMNI) || defined(ADDITIVE_SPOT)
- struct PositionalShadowData {
- highp mat4 shadow_matrix;
- highp vec3 light_position;
- highp float shadow_normal_bias;
- vec3 pad;
- highp float shadow_atlas_pixel_size;
- };
- layout(std140) uniform PositionalShadows { // ubo:9
- PositionalShadowData positional_shadows[MAX_LIGHT_DATA_STRUCTS];
- };
- uniform lowp uint positional_shadow_index;
- #else // ADDITIVE_DIRECTIONAL
- struct DirectionalShadowData {
- highp vec3 direction;
- highp float shadow_atlas_pixel_size;
- highp vec4 shadow_normal_bias;
- highp vec4 shadow_split_offsets;
- highp mat4 shadow_matrix1;
- highp mat4 shadow_matrix2;
- highp mat4 shadow_matrix3;
- highp mat4 shadow_matrix4;
- mediump float fade_from;
- mediump float fade_to;
- mediump vec2 pad;
- };
- layout(std140) uniform DirectionalShadows { // ubo:10
- DirectionalShadowData directional_shadows[MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS];
- };
- uniform lowp uint directional_shadow_index;
- #endif // !(defined(ADDITIVE_OMNI) || defined(ADDITIVE_SPOT))
- #endif // USE_ADDITIVE_LIGHTING
- #ifdef USE_MULTIVIEW
- layout(std140) uniform MultiviewData { // ubo:8
- highp mat4 projection_matrix_view[MAX_VIEWS];
- highp mat4 inv_projection_matrix_view[MAX_VIEWS];
- highp vec4 eye_offset[MAX_VIEWS];
- }
- multiview_data;
- #endif
- uniform highp mat4 world_transform;
- uniform highp vec3 compressed_aabb_position;
- uniform highp vec3 compressed_aabb_size;
- uniform highp vec4 uv_scale;
- /* Varyings */
- out highp vec3 vertex_interp;
- #ifdef NORMAL_USED
- out vec3 normal_interp;
- #endif
- #if defined(COLOR_USED)
- out vec4 color_interp;
- #endif
- #if defined(UV_USED)
- out vec2 uv_interp;
- #endif
- #if defined(UV2_USED) || defined(USE_LIGHTMAP)
- out vec2 uv2_interp;
- #endif
- #if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
- out vec3 tangent_interp;
- out vec3 binormal_interp;
- #endif
- #ifdef USE_ADDITIVE_LIGHTING
- out highp vec4 shadow_coord;
- #if defined(LIGHT_USE_PSSM2) || defined(LIGHT_USE_PSSM4)
- out highp vec4 shadow_coord2;
- #endif
- #ifdef LIGHT_USE_PSSM4
- out highp vec4 shadow_coord3;
- out highp vec4 shadow_coord4;
- #endif //LIGHT_USE_PSSM4
- #endif
- #ifdef MATERIAL_UNIFORMS_USED
- /* clang-format off */
- layout(std140) uniform MaterialUniforms { // ubo:3
- #MATERIAL_UNIFORMS
- };
- /* clang-format on */
- #endif
- /* clang-format off */
- #GLOBALS
- /* clang-format on */
- invariant gl_Position;
- void main() {
- highp vec3 vertex = vertex_angle_attrib.xyz * compressed_aabb_size + compressed_aabb_position;
- highp mat4 model_matrix = world_transform;
- #ifdef USE_INSTANCING
- highp mat4 m = mat4(instance_xform0, instance_xform1, instance_xform2, vec4(0.0, 0.0, 0.0, 1.0));
- model_matrix = model_matrix * transpose(m);
- #endif
- #ifdef NORMAL_USED
- vec3 normal = oct_to_vec3(axis_tangent_attrib.xy * 2.0 - 1.0);
- #endif
- highp mat3 model_normal_matrix = mat3(model_matrix);
- #if defined(NORMAL_USED) || defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
- vec3 binormal;
- float binormal_sign;
- vec3 tangent;
- if (axis_tangent_attrib.z > 0.0 || axis_tangent_attrib.w < 1.0) {
- // Uncompressed format.
- vec2 signed_tangent_attrib = axis_tangent_attrib.zw * 2.0 - 1.0;
- tangent = oct_to_vec3(vec2(signed_tangent_attrib.x, abs(signed_tangent_attrib.y) * 2.0 - 1.0));
- binormal_sign = sign(signed_tangent_attrib.y);
- binormal = normalize(cross(normal, tangent) * binormal_sign);
- } else {
- // Compressed format.
- float angle = vertex_angle_attrib.w;
- binormal_sign = angle > 0.5 ? 1.0 : -1.0; // 0.5 does not exist in UNORM16, so values are either greater or smaller.
- angle = abs(angle * 2.0 - 1.0) * M_PI; // 0.5 is basically zero, allowing to encode both signs reliably.
- vec3 axis = normal;
- axis_angle_to_tbn(axis, angle, tangent, binormal, normal);
- binormal *= binormal_sign;
- }
- #endif
- #if defined(COLOR_USED)
- color_interp = color_attrib;
- #ifdef USE_INSTANCING
- vec4 instance_color = vec4(unpackHalf2x16(instance_color_custom_data.x), unpackHalf2x16(instance_color_custom_data.y));
- color_interp *= instance_color;
- #endif
- #endif
- #if defined(UV_USED)
- uv_interp = uv_attrib;
- #endif
- #if defined(UV2_USED) || defined(USE_LIGHTMAP)
- uv2_interp = uv2_attrib;
- #endif
- if (uv_scale != vec4(0.0)) { // Compression enabled
- #ifdef UV_USED
- uv_interp = (uv_interp - 0.5) * uv_scale.xy;
- #endif
- #if defined(UV2_USED) || defined(USE_LIGHTMAP)
- uv2_interp = (uv2_interp - 0.5) * uv_scale.zw;
- #endif
- }
- #if defined(OVERRIDE_POSITION)
- highp vec4 position;
- #endif
- #ifdef USE_MULTIVIEW
- mat4 projection_matrix = multiview_data.projection_matrix_view[ViewIndex];
- mat4 inv_projection_matrix = multiview_data.inv_projection_matrix_view[ViewIndex];
- vec3 eye_offset = multiview_data.eye_offset[ViewIndex].xyz;
- #else
- mat4 projection_matrix = scene_data.projection_matrix;
- mat4 inv_projection_matrix = scene_data.inv_projection_matrix;
- vec3 eye_offset = vec3(0.0, 0.0, 0.0);
- #endif //USE_MULTIVIEW
- #ifdef USE_INSTANCING
- vec4 instance_custom = vec4(unpackHalf2x16(instance_color_custom_data.z), unpackHalf2x16(instance_color_custom_data.w));
- #else
- vec4 instance_custom = vec4(0.0);
- #endif
- // Using world coordinates
- #if !defined(SKIP_TRANSFORM_USED) && defined(VERTEX_WORLD_COORDS_USED)
- vertex = (model_matrix * vec4(vertex, 1.0)).xyz;
- #ifdef NORMAL_USED
- normal = model_normal_matrix * normal;
- #endif
- #if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
- tangent = model_normal_matrix * tangent;
- binormal = model_normal_matrix * binormal;
- #endif
- #endif
- float roughness = 1.0;
- highp mat4 modelview = scene_data.view_matrix * model_matrix;
- highp mat3 modelview_normal = mat3(scene_data.view_matrix) * model_normal_matrix;
- float point_size = 1.0;
- {
- #CODE : VERTEX
- }
- gl_PointSize = point_size;
- // Using local coordinates (default)
- #if !defined(SKIP_TRANSFORM_USED) && !defined(VERTEX_WORLD_COORDS_USED)
- vertex = (modelview * vec4(vertex, 1.0)).xyz;
- #ifdef NORMAL_USED
- normal = modelview_normal * normal;
- #endif
- #endif
- #if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
- binormal = modelview_normal * binormal;
- tangent = modelview_normal * tangent;
- #endif
- // Using world coordinates
- #if !defined(SKIP_TRANSFORM_USED) && defined(VERTEX_WORLD_COORDS_USED)
- vertex = (scene_data.view_matrix * vec4(vertex, 1.0)).xyz;
- #ifdef NORMAL_USED
- normal = (scene_data.view_matrix * vec4(normal, 0.0)).xyz;
- #endif
- #if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
- binormal = (scene_data.view_matrix * vec4(binormal, 0.0)).xyz;
- tangent = (scene_data.view_matrix * vec4(tangent, 0.0)).xyz;
- #endif
- #endif
- vertex_interp = vertex;
- #ifdef NORMAL_USED
- normal_interp = normal;
- #endif
- #if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
- tangent_interp = tangent;
- binormal_interp = binormal;
- #endif
- // Calculate shadows.
- #ifdef USE_ADDITIVE_LIGHTING
- #if defined(ADDITIVE_OMNI) || defined(ADDITIVE_SPOT)
- // Apply normal bias at draw time to avoid issues with scaling non-fused geometry.
- vec3 light_rel_vec = positional_shadows[positional_shadow_index].light_position - vertex_interp;
- float light_length = length(light_rel_vec);
- float aNdotL = abs(dot(normalize(normal_interp), normalize(light_rel_vec)));
- vec3 normal_offset = (1.0 - aNdotL) * positional_shadows[positional_shadow_index].shadow_normal_bias * light_length * normal_interp;
- #ifdef ADDITIVE_SPOT
- // Calculate coord here so we can take advantage of prefetch.
- shadow_coord = positional_shadows[positional_shadow_index].shadow_matrix * vec4(vertex_interp + normal_offset, 1.0);
- #endif
- #ifdef ADDITIVE_OMNI
- // Can't interpolate unit direction nicely, so forget about prefetch.
- shadow_coord = vec4(vertex_interp + normal_offset, 1.0);
- #endif
- #else // ADDITIVE_DIRECTIONAL
- vec3 base_normal_bias = normalize(normal_interp) * (1.0 - max(0.0, dot(directional_shadows[directional_shadow_index].direction, -normalize(normal_interp))));
- vec3 normal_offset = base_normal_bias * directional_shadows[directional_shadow_index].shadow_normal_bias.x;
- shadow_coord = directional_shadows[directional_shadow_index].shadow_matrix1 * vec4(vertex_interp + normal_offset, 1.0);
- #if defined(LIGHT_USE_PSSM2) || defined(LIGHT_USE_PSSM4)
- normal_offset = base_normal_bias * directional_shadows[directional_shadow_index].shadow_normal_bias.y;
- shadow_coord2 = directional_shadows[directional_shadow_index].shadow_matrix2 * vec4(vertex_interp + normal_offset, 1.0);
- #endif
- #ifdef LIGHT_USE_PSSM4
- normal_offset = base_normal_bias * directional_shadows[directional_shadow_index].shadow_normal_bias.z;
- shadow_coord3 = directional_shadows[directional_shadow_index].shadow_matrix3 * vec4(vertex_interp + normal_offset, 1.0);
- normal_offset = base_normal_bias * directional_shadows[directional_shadow_index].shadow_normal_bias.w;
- shadow_coord4 = directional_shadows[directional_shadow_index].shadow_matrix4 * vec4(vertex_interp + normal_offset, 1.0);
- #endif //LIGHT_USE_PSSM4
- #endif // !(defined(ADDITIVE_OMNI) || defined(ADDITIVE_SPOT))
- #endif // USE_ADDITIVE_LIGHTING
- #if defined(RENDER_SHADOWS) && !defined(RENDER_SHADOWS_LINEAR)
- // This is an optimized version of normalize(vertex_interp) * scene_data.shadow_bias / length(vertex_interp).
- float light_length_sq = dot(vertex_interp, vertex_interp);
- vertex_interp += vertex_interp * scene_data.shadow_bias / light_length_sq;
- #endif
- #if defined(OVERRIDE_POSITION)
- gl_Position = position;
- #else
- gl_Position = projection_matrix * vec4(vertex_interp, 1.0);
- #endif
- }
- /* clang-format off */
- #[fragment]
- // Default to SPECULAR_SCHLICK_GGX.
- #if !defined(SPECULAR_DISABLED) && !defined(SPECULAR_SCHLICK_GGX) && !defined(SPECULAR_TOON)
- #define SPECULAR_SCHLICK_GGX
- #endif
- #if !defined(MODE_RENDER_DEPTH) || defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED) ||defined(LIGHT_CLEARCOAT_USED)
- #ifndef NORMAL_USED
- #define NORMAL_USED
- #endif
- #endif
- #ifdef MODE_UNSHADED
- #ifdef USE_ADDITIVE_LIGHTING
- #undef USE_ADDITIVE_LIGHTING
- #endif
- #endif // MODE_UNSHADED
- #ifndef MODE_RENDER_DEPTH
- #include "tonemap_inc.glsl"
- #endif
- #include "stdlib_inc.glsl"
- /* texture unit usage, N is max_texture_unit-N
- 1-color correction // In tonemap_inc.glsl
- 2-radiance
- 3-shadow
- 5-screen
- 6-depth
- */
- #define M_PI 3.14159265359
- /* clang-format on */
- #define SHADER_IS_SRGB true
- /* Varyings */
- #if defined(COLOR_USED)
- in vec4 color_interp;
- #endif
- #if defined(UV_USED)
- in vec2 uv_interp;
- #endif
- #if defined(UV2_USED)
- in vec2 uv2_interp;
- #else
- #ifdef USE_LIGHTMAP
- in vec2 uv2_interp;
- #endif
- #endif
- #if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
- in vec3 tangent_interp;
- in vec3 binormal_interp;
- #endif
- #ifdef NORMAL_USED
- in vec3 normal_interp;
- #endif
- in highp vec3 vertex_interp;
- #ifdef USE_ADDITIVE_LIGHTING
- in highp vec4 shadow_coord;
- #if defined(LIGHT_USE_PSSM2) || defined(LIGHT_USE_PSSM4)
- in highp vec4 shadow_coord2;
- #endif
- #ifdef LIGHT_USE_PSSM4
- in highp vec4 shadow_coord3;
- in highp vec4 shadow_coord4;
- #endif //LIGHT_USE_PSSM4
- #endif
- #ifdef USE_RADIANCE_MAP
- #define RADIANCE_MAX_LOD 5.0
- uniform samplerCube radiance_map; // texunit:-2
- #endif
- layout(std140) uniform GlobalShaderUniformData { //ubo:1
- vec4 global_shader_uniforms[MAX_GLOBAL_SHADER_UNIFORMS];
- };
- /* Material Uniforms */
- #ifdef MATERIAL_UNIFORMS_USED
- /* clang-format off */
- layout(std140) uniform MaterialUniforms { // ubo:3
- #MATERIAL_UNIFORMS
- };
- /* clang-format on */
- #endif
- layout(std140) uniform SceneData { // ubo:2
- highp mat4 projection_matrix;
- highp mat4 inv_projection_matrix;
- highp mat4 inv_view_matrix;
- highp mat4 view_matrix;
- vec2 viewport_size;
- vec2 screen_pixel_size;
- mediump vec4 ambient_light_color_energy;
- mediump float ambient_color_sky_mix;
- bool material_uv2_mode;
- float emissive_exposure_normalization;
- bool use_ambient_light;
- bool use_ambient_cubemap;
- bool use_reflection_cubemap;
- float fog_aerial_perspective;
- float time;
- mat3 radiance_inverse_xform;
- uint directional_light_count;
- float z_far;
- float z_near;
- float IBL_exposure_normalization;
- bool fog_enabled;
- float fog_density;
- float fog_height;
- float fog_height_density;
- vec3 fog_light_color;
- float fog_sun_scatter;
- float shadow_bias;
- float pad;
- uint camera_visible_layers;
- bool pancake_shadows;
- }
- scene_data;
- #ifdef USE_MULTIVIEW
- layout(std140) uniform MultiviewData { // ubo:8
- highp mat4 projection_matrix_view[MAX_VIEWS];
- highp mat4 inv_projection_matrix_view[MAX_VIEWS];
- highp vec4 eye_offset[MAX_VIEWS];
- }
- multiview_data;
- #endif
- /* clang-format off */
- #GLOBALS
- /* clang-format on */
- #ifndef MODE_RENDER_DEPTH
- // Directional light data.
- #if !defined(DISABLE_LIGHT_DIRECTIONAL) || (!defined(ADDITIVE_OMNI) && !defined(ADDITIVE_SPOT))
- struct DirectionalLightData {
- mediump vec3 direction;
- mediump float energy;
- mediump vec3 color;
- mediump float size;
- mediump vec2 pad;
- mediump float shadow_opacity;
- mediump float specular;
- };
- layout(std140) uniform DirectionalLights { // ubo:7
- DirectionalLightData directional_lights[MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS];
- };
- #if defined(USE_ADDITIVE_LIGHTING) && (!defined(ADDITIVE_OMNI) && !defined(ADDITIVE_SPOT))
- // Directional shadows can be in the base pass or in the additive passes
- uniform highp sampler2DShadow directional_shadow_atlas; // texunit:-3
- #endif // defined(USE_ADDITIVE_LIGHTING) && (!defined(ADDITIVE_OMNI) && !defined(ADDITIVE_SPOT))
- #endif // !DISABLE_LIGHT_DIRECTIONAL
- // Omni and spot light data.
- #if !defined(DISABLE_LIGHT_OMNI) || !defined(DISABLE_LIGHT_SPOT) || defined(ADDITIVE_OMNI) || defined(ADDITIVE_SPOT)
- struct LightData { // This structure needs to be as packed as possible.
- highp vec3 position;
- highp float inv_radius;
- mediump vec3 direction;
- highp float size;
- mediump vec3 color;
- mediump float attenuation;
- mediump float cone_attenuation;
- mediump float cone_angle;
- mediump float specular_amount;
- mediump float shadow_opacity;
- };
- #if !defined(DISABLE_LIGHT_OMNI) || defined(ADDITIVE_OMNI)
- layout(std140) uniform OmniLightData { // ubo:5
- LightData omni_lights[MAX_LIGHT_DATA_STRUCTS];
- };
- #ifdef BASE_PASS
- uniform uint omni_light_indices[MAX_FORWARD_LIGHTS];
- uniform uint omni_light_count;
- #endif // BASE_PASS
- #endif // DISABLE_LIGHT_OMNI
- #if !defined(DISABLE_LIGHT_SPOT) || defined(ADDITIVE_SPOT)
- layout(std140) uniform SpotLightData { // ubo:6
- LightData spot_lights[MAX_LIGHT_DATA_STRUCTS];
- };
- #ifdef BASE_PASS
- uniform uint spot_light_indices[MAX_FORWARD_LIGHTS];
- uniform uint spot_light_count;
- #endif // BASE_PASS
- #endif // DISABLE_LIGHT_SPOT
- #endif // !defined(DISABLE_LIGHT_OMNI) || !defined(DISABLE_LIGHT_SPOT)
- #ifdef USE_ADDITIVE_LIGHTING
- #ifdef ADDITIVE_OMNI
- uniform highp samplerCubeShadow omni_shadow_texture; // texunit:-3
- uniform lowp uint omni_light_index;
- #endif
- #ifdef ADDITIVE_SPOT
- uniform highp sampler2DShadow spot_shadow_texture; // texunit:-3
- uniform lowp uint spot_light_index;
- #endif
- #if defined(ADDITIVE_OMNI) || defined(ADDITIVE_SPOT)
- struct PositionalShadowData {
- highp mat4 shadow_matrix;
- highp vec3 light_position;
- highp float shadow_normal_bias;
- vec3 pad;
- highp float shadow_atlas_pixel_size;
- };
- layout(std140) uniform PositionalShadows { // ubo:9
- PositionalShadowData positional_shadows[MAX_LIGHT_DATA_STRUCTS];
- };
- uniform lowp uint positional_shadow_index;
- #else // ADDITIVE_DIRECTIONAL
- struct DirectionalShadowData {
- highp vec3 direction;
- highp float shadow_atlas_pixel_size;
- highp vec4 shadow_normal_bias;
- highp vec4 shadow_split_offsets;
- highp mat4 shadow_matrix1;
- highp mat4 shadow_matrix2;
- highp mat4 shadow_matrix3;
- highp mat4 shadow_matrix4;
- mediump float fade_from;
- mediump float fade_to;
- mediump vec2 pad;
- };
- layout(std140) uniform DirectionalShadows { // ubo:10
- DirectionalShadowData directional_shadows[MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS];
- };
- uniform lowp uint directional_shadow_index;
- #endif // !(defined(ADDITIVE_OMNI) || defined(ADDITIVE_SPOT))
- #if !defined(ADDITIVE_OMNI)
- float sample_shadow(highp sampler2DShadow shadow, float shadow_pixel_size, vec4 pos) {
- float avg = textureProj(shadow, pos);
- #ifdef SHADOW_MODE_PCF_13
- pos /= pos.w;
- avg += textureProj(shadow, vec4(pos.xy + vec2(shadow_pixel_size * 2.0, 0.0), pos.zw));
- avg += textureProj(shadow, vec4(pos.xy + vec2(-shadow_pixel_size * 2.0, 0.0), pos.zw));
- avg += textureProj(shadow, vec4(pos.xy + vec2(0.0, shadow_pixel_size * 2.0), pos.zw));
- avg += textureProj(shadow, vec4(pos.xy + vec2(0.0, -shadow_pixel_size * 2.0), pos.zw));
- // Early bail if distant samples are fully shaded (or none are shaded) to improve performance.
- if (avg <= 0.000001) {
- // None shaded at all.
- return 0.0;
- } else if (avg >= 4.999999) {
- // All fully shaded.
- return 1.0;
- }
- avg += textureProj(shadow, vec4(pos.xy + vec2(shadow_pixel_size, 0.0), pos.zw));
- avg += textureProj(shadow, vec4(pos.xy + vec2(-shadow_pixel_size, 0.0), pos.zw));
- avg += textureProj(shadow, vec4(pos.xy + vec2(0.0, shadow_pixel_size), pos.zw));
- avg += textureProj(shadow, vec4(pos.xy + vec2(0.0, -shadow_pixel_size), pos.zw));
- avg += textureProj(shadow, vec4(pos.xy + vec2(shadow_pixel_size, shadow_pixel_size), pos.zw));
- avg += textureProj(shadow, vec4(pos.xy + vec2(-shadow_pixel_size, shadow_pixel_size), pos.zw));
- avg += textureProj(shadow, vec4(pos.xy + vec2(shadow_pixel_size, -shadow_pixel_size), pos.zw));
- avg += textureProj(shadow, vec4(pos.xy + vec2(-shadow_pixel_size, -shadow_pixel_size), pos.zw));
- return avg * (1.0 / 13.0);
- #endif
- #ifdef SHADOW_MODE_PCF_5
- pos /= pos.w;
- avg += textureProj(shadow, vec4(pos.xy + vec2(shadow_pixel_size, 0.0), pos.zw));
- avg += textureProj(shadow, vec4(pos.xy + vec2(-shadow_pixel_size, 0.0), pos.zw));
- avg += textureProj(shadow, vec4(pos.xy + vec2(0.0, shadow_pixel_size), pos.zw));
- avg += textureProj(shadow, vec4(pos.xy + vec2(0.0, -shadow_pixel_size), pos.zw));
- return avg * (1.0 / 5.0);
- #endif
- return avg;
- }
- #endif //!defined(ADDITIVE_OMNI)
- #endif // USE_ADDITIVE_LIGHTING
- #endif // !MODE_RENDER_DEPTH
- #ifdef USE_MULTIVIEW
- uniform highp sampler2DArray depth_buffer; // texunit:-6
- uniform highp sampler2DArray color_buffer; // texunit:-5
- vec3 multiview_uv(vec2 uv) {
- return vec3(uv, ViewIndex);
- }
- #else
- uniform highp sampler2D depth_buffer; // texunit:-6
- uniform highp sampler2D color_buffer; // texunit:-5
- vec2 multiview_uv(vec2 uv) {
- return uv;
- }
- #endif
- uniform highp mat4 world_transform;
- uniform mediump float opaque_prepass_threshold;
- layout(location = 0) out vec4 frag_color;
- vec3 F0(float metallic, float specular, vec3 albedo) {
- float dielectric = 0.16 * specular * specular;
- // use albedo * metallic as colored specular reflectance at 0 angle for metallic materials;
- // see https://google.github.io/filament/Filament.md.html
- return mix(vec3(dielectric), albedo, vec3(metallic));
- }
- #ifndef MODE_RENDER_DEPTH
- #if !defined(DISABLE_LIGHT_DIRECTIONAL) || !defined(DISABLE_LIGHT_OMNI) || !defined(DISABLE_LIGHT_SPOT) || defined(USE_ADDITIVE_LIGHTING)
- float D_GGX(float cos_theta_m, float alpha) {
- float a = cos_theta_m * alpha;
- float k = alpha / (1.0 - cos_theta_m * cos_theta_m + a * a);
- return k * k * (1.0 / M_PI);
- }
- // From Earl Hammon, Jr. "PBR Diffuse Lighting for GGX+Smith Microsurfaces" https://www.gdcvault.com/play/1024478/PBR-Diffuse-Lighting-for-GGX
- float V_GGX(float NdotL, float NdotV, float alpha) {
- return 0.5 / mix(2.0 * NdotL * NdotV, NdotL + NdotV, alpha);
- }
- float D_GGX_anisotropic(float cos_theta_m, float alpha_x, float alpha_y, float cos_phi, float sin_phi) {
- float alpha2 = alpha_x * alpha_y;
- highp vec3 v = vec3(alpha_y * cos_phi, alpha_x * sin_phi, alpha2 * cos_theta_m);
- highp float v2 = dot(v, v);
- float w2 = alpha2 / v2;
- float D = alpha2 * w2 * w2 * (1.0 / M_PI);
- return D;
- }
- float V_GGX_anisotropic(float alpha_x, float alpha_y, float TdotV, float TdotL, float BdotV, float BdotL, float NdotV, float NdotL) {
- float Lambda_V = NdotL * length(vec3(alpha_x * TdotV, alpha_y * BdotV, NdotV));
- float Lambda_L = NdotV * length(vec3(alpha_x * TdotL, alpha_y * BdotL, NdotL));
- return 0.5 / (Lambda_V + Lambda_L);
- }
- float SchlickFresnel(float u) {
- float m = 1.0 - u;
- float m2 = m * m;
- return m2 * m2 * m; // pow(m,5)
- }
- void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, bool is_directional, float attenuation, vec3 f0, float roughness, float metallic, float specular_amount, vec3 albedo, inout float alpha,
- #ifdef LIGHT_BACKLIGHT_USED
- vec3 backlight,
- #endif
- #ifdef LIGHT_RIM_USED
- float rim, float rim_tint,
- #endif
- #ifdef LIGHT_CLEARCOAT_USED
- float clearcoat, float clearcoat_roughness, vec3 vertex_normal,
- #endif
- #ifdef LIGHT_ANISOTROPY_USED
- vec3 B, vec3 T, float anisotropy,
- #endif
- inout vec3 diffuse_light, inout vec3 specular_light) {
- #if defined(USE_LIGHT_SHADER_CODE)
- // light is written by the light shader
- highp mat4 model_matrix = world_transform;
- mat4 projection_matrix = scene_data.projection_matrix;
- mat4 inv_projection_matrix = scene_data.inv_projection_matrix;
- vec3 normal = N;
- vec3 light = L;
- vec3 view = V;
- /* clang-format off */
- #CODE : LIGHT
- /* clang-format on */
- #else
- float NdotL = min(A + dot(N, L), 1.0);
- float cNdotL = max(NdotL, 0.0); // clamped NdotL
- float NdotV = dot(N, V);
- float cNdotV = max(NdotV, 1e-4);
- #if defined(DIFFUSE_BURLEY) || defined(SPECULAR_SCHLICK_GGX) || defined(LIGHT_CLEARCOAT_USED)
- vec3 H = normalize(V + L);
- #endif
- #if defined(SPECULAR_SCHLICK_GGX)
- float cNdotH = clamp(A + dot(N, H), 0.0, 1.0);
- #endif
- #if defined(DIFFUSE_BURLEY) || defined(SPECULAR_SCHLICK_GGX) || defined(LIGHT_CLEARCOAT_USED)
- float cLdotH = clamp(A + dot(L, H), 0.0, 1.0);
- #endif
- if (metallic < 1.0) {
- float diffuse_brdf_NL; // BRDF times N.L for calculating diffuse radiance
- #if defined(DIFFUSE_LAMBERT_WRAP)
- // Energy conserving lambert wrap shader.
- // https://web.archive.org/web/20210228210901/http://blog.stevemcauley.com/2011/12/03/energy-conserving-wrapped-diffuse/
- diffuse_brdf_NL = max(0.0, (NdotL + roughness) / ((1.0 + roughness) * (1.0 + roughness))) * (1.0 / M_PI);
- #elif defined(DIFFUSE_TOON)
- diffuse_brdf_NL = smoothstep(-roughness, max(roughness, 0.01), NdotL) * (1.0 / M_PI);
- #elif defined(DIFFUSE_BURLEY)
- {
- float FD90_minus_1 = 2.0 * cLdotH * cLdotH * roughness - 0.5;
- float FdV = 1.0 + FD90_minus_1 * SchlickFresnel(cNdotV);
- float FdL = 1.0 + FD90_minus_1 * SchlickFresnel(cNdotL);
- diffuse_brdf_NL = (1.0 / M_PI) * FdV * FdL * cNdotL;
- }
- #else
- // Lambert
- diffuse_brdf_NL = cNdotL * (1.0 / M_PI);
- #endif
- diffuse_light += light_color * diffuse_brdf_NL * attenuation;
- #if defined(LIGHT_BACKLIGHT_USED)
- diffuse_light += light_color * (vec3(1.0 / M_PI) - diffuse_brdf_NL) * backlight * attenuation;
- #endif
- #if defined(LIGHT_RIM_USED)
- // Epsilon min to prevent pow(0, 0) singularity which results in undefined behavior.
- float rim_light = pow(max(1e-4, 1.0 - cNdotV), max(0.0, (1.0 - roughness) * 16.0));
- diffuse_light += rim_light * rim * mix(vec3(1.0), albedo, rim_tint) * light_color;
- #endif
- }
- if (roughness > 0.0) { // FIXME: roughness == 0 should not disable specular light entirely
- // D
- #if defined(SPECULAR_TOON)
- vec3 R = normalize(-reflect(L, N));
- float RdotV = dot(R, V);
- float mid = 1.0 - roughness;
- mid *= mid;
- float intensity = smoothstep(mid - roughness * 0.5, mid + roughness * 0.5, RdotV) * mid;
- diffuse_light += light_color * intensity * attenuation * specular_amount; // write to diffuse_light, as in toon shading you generally want no reflection
- #elif defined(SPECULAR_DISABLED)
- // none..
- #elif defined(SPECULAR_SCHLICK_GGX)
- // shlick+ggx as default
- float alpha_ggx = roughness * roughness;
- #if defined(LIGHT_ANISOTROPY_USED)
- float aspect = sqrt(1.0 - anisotropy * 0.9);
- float ax = alpha_ggx / aspect;
- float ay = alpha_ggx * aspect;
- float XdotH = dot(T, H);
- float YdotH = dot(B, H);
- float D = D_GGX_anisotropic(cNdotH, ax, ay, XdotH, YdotH);
- float G = V_GGX_anisotropic(ax, ay, dot(T, V), dot(T, L), dot(B, V), dot(B, L), cNdotV, cNdotL);
- #else
- float D = D_GGX(cNdotH, alpha_ggx);
- float G = V_GGX(cNdotL, cNdotV, alpha_ggx);
- #endif // LIGHT_ANISOTROPY_USED
- // F
- float cLdotH5 = SchlickFresnel(cLdotH);
- // Calculate Fresnel using cheap approximate specular occlusion term from Filament:
- // https://google.github.io/filament/Filament.html#lighting/occlusion/specularocclusion
- float f90 = clamp(50.0 * f0.g, 0.0, 1.0);
- vec3 F = f0 + (f90 - f0) * cLdotH5;
- vec3 specular_brdf_NL = cNdotL * D * F * G;
- specular_light += specular_brdf_NL * light_color * attenuation * specular_amount;
- #endif
- #if defined(LIGHT_CLEARCOAT_USED)
- // Clearcoat ignores normal_map, use vertex normal instead
- float ccNdotL = max(min(A + dot(vertex_normal, L), 1.0), 0.0);
- float ccNdotH = clamp(A + dot(vertex_normal, H), 0.0, 1.0);
- float ccNdotV = max(dot(vertex_normal, V), 1e-4);
- #if !defined(SPECULAR_SCHLICK_GGX)
- float cLdotH5 = SchlickFresnel(cLdotH);
- #endif
- float Dr = D_GGX(ccNdotH, mix(0.001, 0.1, clearcoat_roughness));
- float Gr = 0.25 / (cLdotH * cLdotH);
- float Fr = mix(.04, 1.0, cLdotH5);
- float clearcoat_specular_brdf_NL = clearcoat * Gr * Fr * Dr * cNdotL;
- specular_light += clearcoat_specular_brdf_NL * light_color * attenuation * specular_amount;
- // TODO: Clearcoat adds light to the scene right now (it is non-energy conserving), both diffuse and specular need to be scaled by (1.0 - FR)
- // but to do so we need to rearrange this entire function
- #endif // LIGHT_CLEARCOAT_USED
- }
- #ifdef USE_SHADOW_TO_OPACITY
- alpha = min(alpha, clamp(1.0 - attenuation, 0.0, 1.0));
- #endif
- #endif // USE_LIGHT_SHADER_CODE
- }
- float get_omni_spot_attenuation(float distance, float inv_range, float decay) {
- float nd = distance * inv_range;
- nd *= nd;
- nd *= nd; // nd^4
- nd = max(1.0 - nd, 0.0);
- nd *= nd; // nd^2
- return nd * pow(max(distance, 0.0001), -decay);
- }
- #if !defined(DISABLE_LIGHT_OMNI) || defined(ADDITIVE_OMNI)
- void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 f0, float roughness, float metallic, float shadow, vec3 albedo, inout float alpha,
- #ifdef LIGHT_BACKLIGHT_USED
- vec3 backlight,
- #endif
- #ifdef LIGHT_RIM_USED
- float rim, float rim_tint,
- #endif
- #ifdef LIGHT_CLEARCOAT_USED
- float clearcoat, float clearcoat_roughness, vec3 vertex_normal,
- #endif
- #ifdef LIGHT_ANISOTROPY_USED
- vec3 binormal, vec3 tangent, float anisotropy,
- #endif
- inout vec3 diffuse_light, inout vec3 specular_light) {
- vec3 light_rel_vec = omni_lights[idx].position - vertex;
- float light_length = length(light_rel_vec);
- float omni_attenuation = get_omni_spot_attenuation(light_length, omni_lights[idx].inv_radius, omni_lights[idx].attenuation);
- vec3 color = omni_lights[idx].color;
- float size_A = 0.0;
- if (omni_lights[idx].size > 0.0) {
- float t = omni_lights[idx].size / max(0.001, light_length);
- size_A = max(0.0, 1.0 - 1.0 / sqrt(1.0 + t * t));
- }
- omni_attenuation *= shadow;
- light_compute(normal, normalize(light_rel_vec), eye_vec, size_A, color, false, omni_attenuation, f0, roughness, metallic, omni_lights[idx].specular_amount, albedo, alpha,
- #ifdef LIGHT_BACKLIGHT_USED
- backlight,
- #endif
- #ifdef LIGHT_RIM_USED
- rim * omni_attenuation, rim_tint,
- #endif
- #ifdef LIGHT_CLEARCOAT_USED
- clearcoat, clearcoat_roughness, vertex_normal,
- #endif
- #ifdef LIGHT_ANISOTROPY_USED
- binormal, tangent, anisotropy,
- #endif
- diffuse_light,
- specular_light);
- }
- #endif // !DISABLE_LIGHT_OMNI
- #if !defined(DISABLE_LIGHT_SPOT) || defined(ADDITIVE_SPOT)
- void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 f0, float roughness, float metallic, float shadow, vec3 albedo, inout float alpha,
- #ifdef LIGHT_BACKLIGHT_USED
- vec3 backlight,
- #endif
- #ifdef LIGHT_RIM_USED
- float rim, float rim_tint,
- #endif
- #ifdef LIGHT_CLEARCOAT_USED
- float clearcoat, float clearcoat_roughness, vec3 vertex_normal,
- #endif
- #ifdef LIGHT_ANISOTROPY_USED
- vec3 binormal, vec3 tangent, float anisotropy,
- #endif
- inout vec3 diffuse_light,
- inout vec3 specular_light) {
- vec3 light_rel_vec = spot_lights[idx].position - vertex;
- float light_length = length(light_rel_vec);
- float spot_attenuation = get_omni_spot_attenuation(light_length, spot_lights[idx].inv_radius, spot_lights[idx].attenuation);
- vec3 spot_dir = spot_lights[idx].direction;
- float scos = max(dot(-normalize(light_rel_vec), spot_dir), spot_lights[idx].cone_angle);
- float spot_rim = max(0.0001, (1.0 - scos) / (1.0 - spot_lights[idx].cone_angle));
- spot_attenuation *= 1.0 - pow(spot_rim, spot_lights[idx].cone_attenuation);
- vec3 color = spot_lights[idx].color;
- float size_A = 0.0;
- if (spot_lights[idx].size > 0.0) {
- float t = spot_lights[idx].size / max(0.001, light_length);
- size_A = max(0.0, 1.0 - 1.0 / sqrt(1.0 + t * t));
- }
- spot_attenuation *= shadow;
- light_compute(normal, normalize(light_rel_vec), eye_vec, size_A, color, false, spot_attenuation, f0, roughness, metallic, spot_lights[idx].specular_amount, albedo, alpha,
- #ifdef LIGHT_BACKLIGHT_USED
- backlight,
- #endif
- #ifdef LIGHT_RIM_USED
- rim * spot_attenuation, rim_tint,
- #endif
- #ifdef LIGHT_CLEARCOAT_USED
- clearcoat, clearcoat_roughness, vertex_normal,
- #endif
- #ifdef LIGHT_ANISOTROPY_USED
- binormal, tangent, anisotropy,
- #endif
- diffuse_light, specular_light);
- }
- #endif // !defined(DISABLE_LIGHT_SPOT) || defined(ADDITIVE_SPOT)
- #endif // !defined(DISABLE_LIGHT_DIRECTIONAL) || !defined(DISABLE_LIGHT_OMNI) || !defined(DISABLE_LIGHT_SPOT)
- vec4 fog_process(vec3 vertex) {
- vec3 fog_color = scene_data.fog_light_color;
- #ifdef USE_RADIANCE_MAP
- /*
- if (scene_data.fog_aerial_perspective > 0.0) {
- vec3 sky_fog_color = vec3(0.0);
- vec3 cube_view = scene_data.radiance_inverse_xform * vertex;
- // mip_level always reads from the second mipmap and higher so the fog is always slightly blurred
- float mip_level = mix(1.0 / MAX_ROUGHNESS_LOD, 1.0, 1.0 - (abs(vertex.z) - scene_data.z_near) / (scene_data.z_far - scene_data.z_near));
- sky_fog_color = textureLod(radiance_map, cube_view, mip_level * RADIANCE_MAX_LOD).rgb;
- fog_color = mix(fog_color, sky_fog_color, scene_data.fog_aerial_perspective);
- }
- */
- #endif
- #ifndef DISABLE_LIGHT_DIRECTIONAL
- if (scene_data.fog_sun_scatter > 0.001) {
- vec4 sun_scatter = vec4(0.0);
- float sun_total = 0.0;
- vec3 view = normalize(vertex);
- for (uint i = uint(0); i < scene_data.directional_light_count; i++) {
- vec3 light_color = directional_lights[i].color * directional_lights[i].energy;
- float light_amount = pow(max(dot(view, directional_lights[i].direction), 0.0), 8.0);
- fog_color += light_color * light_amount * scene_data.fog_sun_scatter;
- }
- }
- #endif // !DISABLE_LIGHT_DIRECTIONAL
- float fog_amount = 1.0 - exp(min(0.0, -length(vertex) * scene_data.fog_density));
- if (abs(scene_data.fog_height_density) >= 0.0001) {
- float y = (scene_data.inv_view_matrix * vec4(vertex, 1.0)).y;
- float y_dist = y - scene_data.fog_height;
- float vfog_amount = 1.0 - exp(min(0.0, y_dist * scene_data.fog_height_density));
- fog_amount = max(vfog_amount, fog_amount);
- }
- return vec4(fog_color, fog_amount);
- }
- #endif // !MODE_RENDER_DEPTH
- void main() {
- //lay out everything, whatever is unused is optimized away anyway
- vec3 vertex = vertex_interp;
- #ifdef USE_MULTIVIEW
- vec3 eye_offset = multiview_data.eye_offset[ViewIndex].xyz;
- vec3 view = -normalize(vertex_interp - eye_offset);
- mat4 projection_matrix = multiview_data.projection_matrix_view[ViewIndex];
- mat4 inv_projection_matrix = multiview_data.inv_projection_matrix_view[ViewIndex];
- #else
- vec3 eye_offset = vec3(0.0, 0.0, 0.0);
- vec3 view = -normalize(vertex_interp);
- mat4 projection_matrix = scene_data.projection_matrix;
- mat4 inv_projection_matrix = scene_data.inv_projection_matrix;
- #endif
- highp mat4 model_matrix = world_transform;
- vec3 albedo = vec3(1.0);
- vec3 backlight = vec3(0.0);
- vec4 transmittance_color = vec4(0.0, 0.0, 0.0, 1.0);
- float transmittance_depth = 0.0;
- float transmittance_boost = 0.0;
- float metallic = 0.0;
- float specular = 0.5;
- vec3 emission = vec3(0.0);
- float roughness = 1.0;
- float rim = 0.0;
- float rim_tint = 0.0;
- float clearcoat = 0.0;
- float clearcoat_roughness = 0.0;
- float anisotropy = 0.0;
- vec2 anisotropy_flow = vec2(1.0, 0.0);
- #ifndef FOG_DISABLED
- vec4 fog = vec4(0.0);
- #endif // !FOG_DISABLED
- #if defined(CUSTOM_RADIANCE_USED)
- vec4 custom_radiance = vec4(0.0);
- #endif
- #if defined(CUSTOM_IRRADIANCE_USED)
- vec4 custom_irradiance = vec4(0.0);
- #endif
- float ao = 1.0;
- float ao_light_affect = 0.0;
- float alpha = 1.0;
- #if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
- vec3 binormal = normalize(binormal_interp);
- vec3 tangent = normalize(tangent_interp);
- #else
- vec3 binormal = vec3(0.0);
- vec3 tangent = vec3(0.0);
- #endif
- #ifdef NORMAL_USED
- vec3 normal = normalize(normal_interp);
- #if defined(DO_SIDE_CHECK)
- if (!gl_FrontFacing) {
- normal = -normal;
- }
- #endif
- #endif //NORMAL_USED
- #ifdef UV_USED
- vec2 uv = uv_interp;
- #endif
- #if defined(UV2_USED) || defined(USE_LIGHTMAP)
- vec2 uv2 = uv2_interp;
- #endif
- #if defined(COLOR_USED)
- vec4 color = color_interp;
- #endif
- #if defined(NORMAL_MAP_USED)
- vec3 normal_map = vec3(0.5);
- #endif
- float normal_map_depth = 1.0;
- vec2 screen_uv = gl_FragCoord.xy * scene_data.screen_pixel_size;
- float sss_strength = 0.0;
- #ifdef ALPHA_SCISSOR_USED
- float alpha_scissor_threshold = 1.0;
- #endif // ALPHA_SCISSOR_USED
- #ifdef ALPHA_HASH_USED
- float alpha_hash_scale = 1.0;
- #endif // ALPHA_HASH_USED
- #ifdef ALPHA_ANTIALIASING_EDGE_USED
- float alpha_antialiasing_edge = 0.0;
- vec2 alpha_texture_coordinate = vec2(0.0, 0.0);
- #endif // ALPHA_ANTIALIASING_EDGE_USED
- {
- #CODE : FRAGMENT
- }
- #ifndef USE_SHADOW_TO_OPACITY
- #if defined(ALPHA_SCISSOR_USED)
- if (alpha < alpha_scissor_threshold) {
- discard;
- }
- #else
- #ifdef MODE_RENDER_DEPTH
- #ifdef USE_OPAQUE_PREPASS
- if (alpha < opaque_prepass_threshold) {
- discard;
- }
- #endif // USE_OPAQUE_PREPASS
- #endif // MODE_RENDER_DEPTH
- #endif // !ALPHA_SCISSOR_USED
- #endif // !USE_SHADOW_TO_OPACITY
- #ifdef NORMAL_MAP_USED
- normal_map.xy = normal_map.xy * 2.0 - 1.0;
- normal_map.z = sqrt(max(0.0, 1.0 - dot(normal_map.xy, normal_map.xy))); //always ignore Z, as it can be RG packed, Z may be pos/neg, etc.
- normal = normalize(mix(normal, tangent * normal_map.x + binormal * normal_map.y + normal * normal_map.z, normal_map_depth));
- #endif
- #ifdef LIGHT_ANISOTROPY_USED
- if (anisotropy > 0.01) {
- //rotation matrix
- mat3 rot = mat3(tangent, binormal, normal);
- //make local to space
- tangent = normalize(rot * vec3(anisotropy_flow.x, anisotropy_flow.y, 0.0));
- binormal = normalize(rot * vec3(-anisotropy_flow.y, anisotropy_flow.x, 0.0));
- }
- #endif
- #ifndef MODE_RENDER_DEPTH
- #ifndef FOG_DISABLED
- #ifndef CUSTOM_FOG_USED
- #ifndef DISABLE_FOG
- // fog must be processed as early as possible and then packed.
- // to maximize VGPR usage
- if (scene_data.fog_enabled) {
- fog = fog_process(vertex);
- }
- #endif // !DISABLE_FOG
- #endif // !CUSTOM_FOG_USED
- uint fog_rg = packHalf2x16(fog.rg);
- uint fog_ba = packHalf2x16(fog.ba);
- #endif // !FOG_DISABLED
- // Convert colors to linear
- albedo = srgb_to_linear(albedo);
- emission = srgb_to_linear(emission);
- // TODO Backlight and transmittance when used
- #ifndef MODE_UNSHADED
- vec3 f0 = F0(metallic, specular, albedo);
- vec3 specular_light = vec3(0.0, 0.0, 0.0);
- vec3 diffuse_light = vec3(0.0, 0.0, 0.0);
- vec3 ambient_light = vec3(0.0, 0.0, 0.0);
- #ifdef BASE_PASS
- /////////////////////// LIGHTING //////////////////////////////
- // IBL precalculations
- float ndotv = clamp(dot(normal, view), 0.0, 1.0);
- vec3 F = f0 + (max(vec3(1.0 - roughness), f0) - f0) * pow(1.0 - ndotv, 5.0);
- #ifdef USE_RADIANCE_MAP
- if (scene_data.use_reflection_cubemap) {
- #ifdef LIGHT_ANISOTROPY_USED
- // https://google.github.io/filament/Filament.html#lighting/imagebasedlights/anisotropy
- vec3 anisotropic_direction = anisotropy >= 0.0 ? binormal : tangent;
- vec3 anisotropic_tangent = cross(anisotropic_direction, view);
- vec3 anisotropic_normal = cross(anisotropic_tangent, anisotropic_direction);
- vec3 bent_normal = normalize(mix(normal, anisotropic_normal, abs(anisotropy) * clamp(5.0 * roughness, 0.0, 1.0)));
- vec3 ref_vec = reflect(-view, bent_normal);
- #else
- vec3 ref_vec = reflect(-view, normal);
- #endif
- ref_vec = mix(ref_vec, normal, roughness * roughness);
- float horizon = min(1.0 + dot(ref_vec, normal), 1.0);
- ref_vec = scene_data.radiance_inverse_xform * ref_vec;
- specular_light = textureLod(radiance_map, ref_vec, sqrt(roughness) * RADIANCE_MAX_LOD).rgb;
- specular_light = srgb_to_linear(specular_light);
- specular_light *= horizon * horizon;
- specular_light *= scene_data.ambient_light_color_energy.a;
- }
- #endif
- // Calculate Reflection probes
- // Calculate Lightmaps
- #if defined(CUSTOM_RADIANCE_USED)
- specular_light = mix(specular_light, custom_radiance.rgb, custom_radiance.a);
- #endif // CUSTOM_RADIANCE_USED
- #ifndef USE_LIGHTMAP
- //lightmap overrides everything
- if (scene_data.use_ambient_light) {
- ambient_light = scene_data.ambient_light_color_energy.rgb;
- #ifdef USE_RADIANCE_MAP
- if (scene_data.use_ambient_cubemap) {
- vec3 ambient_dir = scene_data.radiance_inverse_xform * normal;
- vec3 cubemap_ambient = textureLod(radiance_map, ambient_dir, RADIANCE_MAX_LOD).rgb;
- cubemap_ambient = srgb_to_linear(cubemap_ambient);
- ambient_light = mix(ambient_light, cubemap_ambient * scene_data.ambient_light_color_energy.a, scene_data.ambient_color_sky_mix);
- }
- #endif
- }
- #endif // USE_LIGHTMAP
- #if defined(CUSTOM_IRRADIANCE_USED)
- ambient_light = mix(ambient_light, custom_irradiance.rgb, custom_irradiance.a);
- #endif // CUSTOM_IRRADIANCE_USED
- {
- #if defined(AMBIENT_LIGHT_DISABLED)
- ambient_light = vec3(0.0, 0.0, 0.0);
- #else
- ambient_light *= albedo.rgb;
- ambient_light *= ao;
- #endif // AMBIENT_LIGHT_DISABLED
- }
- // convert ao to direct light ao
- ao = mix(1.0, ao, ao_light_affect);
- {
- #if defined(DIFFUSE_TOON)
- //simplify for toon, as
- specular_light *= specular * metallic * albedo * 2.0;
- #else
- // scales the specular reflections, needs to be be computed before lighting happens,
- // but after environment, GI, and reflection probes are added
- // Environment brdf approximation (Lazarov 2013)
- // see https://www.unrealengine.com/en-US/blog/physically-based-shading-on-mobile
- const vec4 c0 = vec4(-1.0, -0.0275, -0.572, 0.022);
- const vec4 c1 = vec4(1.0, 0.0425, 1.04, -0.04);
- vec4 r = roughness * c0 + c1;
- float ndotv = clamp(dot(normal, view), 0.0, 1.0);
- float a004 = min(r.x * r.x, exp2(-9.28 * ndotv)) * r.x + r.y;
- vec2 env = vec2(-1.04, 1.04) * a004 + r.zw;
- specular_light *= env.x * f0 + env.y * clamp(50.0 * f0.g, metallic, 1.0);
- #endif
- }
- #ifndef DISABLE_LIGHT_DIRECTIONAL
- for (uint i = uint(0); i < scene_data.directional_light_count; i++) {
- light_compute(normal, normalize(directional_lights[i].direction), normalize(view), directional_lights[i].size, directional_lights[i].color * directional_lights[i].energy, true, 1.0, f0, roughness, metallic, 1.0, albedo, alpha,
- #ifdef LIGHT_BACKLIGHT_USED
- backlight,
- #endif
- #ifdef LIGHT_RIM_USED
- rim, rim_tint,
- #endif
- #ifdef LIGHT_CLEARCOAT_USED
- clearcoat, clearcoat_roughness, normalize(normal_interp),
- #endif
- #ifdef LIGHT_ANISOTROPY_USED
- binormal,
- tangent, anisotropy,
- #endif
- diffuse_light,
- specular_light);
- }
- #endif // !DISABLE_LIGHT_DIRECTIONAL
- #ifndef DISABLE_LIGHT_OMNI
- for (uint i = 0u; i < MAX_FORWARD_LIGHTS; i++) {
- if (i >= omni_light_count) {
- break;
- }
- light_process_omni(omni_light_indices[i], vertex, view, normal, f0, roughness, metallic, 1.0, albedo, alpha,
- #ifdef LIGHT_BACKLIGHT_USED
- backlight,
- #endif
- #ifdef LIGHT_RIM_USED
- rim,
- rim_tint,
- #endif
- #ifdef LIGHT_CLEARCOAT_USED
- clearcoat, clearcoat_roughness, normalize(normal_interp),
- #endif
- #ifdef LIGHT_ANISOTROPY_USED
- binormal, tangent, anisotropy,
- #endif
- diffuse_light, specular_light);
- }
- #endif // !DISABLE_LIGHT_OMNI
- #ifndef DISABLE_LIGHT_SPOT
- for (uint i = 0u; i < MAX_FORWARD_LIGHTS; i++) {
- if (i >= spot_light_count) {
- break;
- }
- light_process_spot(spot_light_indices[i], vertex, view, normal, f0, roughness, metallic, 1.0, albedo, alpha,
- #ifdef LIGHT_BACKLIGHT_USED
- backlight,
- #endif
- #ifdef LIGHT_RIM_USED
- rim,
- rim_tint,
- #endif
- #ifdef LIGHT_CLEARCOAT_USED
- clearcoat, clearcoat_roughness, normalize(normal_interp),
- #endif
- #ifdef LIGHT_ANISOTROPY_USED
- tangent,
- binormal, anisotropy,
- #endif
- diffuse_light, specular_light);
- }
- #endif // !DISABLE_LIGHT_SPOT
- #endif // BASE_PASS
- #endif // !MODE_UNSHADED
- #endif // !MODE_RENDER_DEPTH
- #if defined(USE_SHADOW_TO_OPACITY)
- alpha = min(alpha, clamp(length(ambient_light), 0.0, 1.0));
- #if defined(ALPHA_SCISSOR_USED)
- if (alpha < alpha_scissor) {
- discard;
- }
- #else
- #ifdef MODE_RENDER_DEPTH
- #ifdef USE_OPAQUE_PREPASS
- if (alpha < opaque_prepass_threshold) {
- discard;
- }
- #endif // USE_OPAQUE_PREPASS
- #endif // MODE_RENDER_DEPTH
- #endif // !ALPHA_SCISSOR_USED
- #endif // USE_SHADOW_TO_OPACITY
- #ifdef MODE_RENDER_DEPTH
- #ifdef RENDER_SHADOWS_LINEAR
- // Linearize the depth buffer if rendering cubemap shadows.
- gl_FragDepth = (length(vertex) + scene_data.shadow_bias) / scene_data.z_far;
- #endif
- // Nothing happens, so a tree-ssa optimizer will result in no fragment shader :)
- #else // !MODE_RENDER_DEPTH
- #ifdef BASE_PASS
- #ifdef MODE_UNSHADED
- frag_color = vec4(albedo, alpha);
- #else
- diffuse_light *= albedo;
- diffuse_light *= 1.0 - metallic;
- ambient_light *= 1.0 - metallic;
- frag_color = vec4(diffuse_light + specular_light, alpha);
- frag_color.rgb += emission + ambient_light;
- #endif //!MODE_UNSHADED
- #ifndef FOG_DISABLED
- fog = vec4(unpackHalf2x16(fog_rg), unpackHalf2x16(fog_ba));
- #ifndef DISABLE_FOG
- if (scene_data.fog_enabled) {
- frag_color.rgb = mix(frag_color.rgb, fog.rgb, fog.a);
- }
- #endif // !DISABLE_FOG
- #endif // !FOG_DISABLED
- // Tonemap before writing as we are writing to an sRGB framebuffer
- frag_color.rgb *= exposure;
- frag_color.rgb = apply_tonemapping(frag_color.rgb, white);
- frag_color.rgb = linear_to_srgb(frag_color.rgb);
- #ifdef USE_BCS
- frag_color.rgb = apply_bcs(frag_color.rgb, bcs);
- #endif
- #ifdef USE_COLOR_CORRECTION
- frag_color.rgb = apply_color_correction(frag_color.rgb, color_correction);
- #endif
- #else // !BASE_PASS
- frag_color = vec4(0.0, 0.0, 0.0, alpha);
- #endif // !BASE_PASS
- /* ADDITIVE LIGHTING PASS */
- #ifdef USE_ADDITIVE_LIGHTING
- diffuse_light = vec3(0.0);
- specular_light = vec3(0.0);
- #if !defined(ADDITIVE_OMNI) && !defined(ADDITIVE_SPOT)
- // Orthogonal shadows
- #if !defined(LIGHT_USE_PSSM2) && !defined(LIGHT_USE_PSSM4)
- float directional_shadow = sample_shadow(directional_shadow_atlas, directional_shadows[directional_shadow_index].shadow_atlas_pixel_size, shadow_coord);
- #endif // !defined(LIGHT_USE_PSSM2) && !defined(LIGHT_USE_PSSM4)
- // PSSM2 shadows
- #ifdef LIGHT_USE_PSSM2
- float depth_z = -vertex.z;
- vec4 light_split_offsets = directional_shadows[directional_shadow_index].shadow_split_offsets;
- //take advantage of prefetch
- float shadow1 = sample_shadow(directional_shadow_atlas, directional_shadows[directional_shadow_index].shadow_atlas_pixel_size, shadow_coord);
- float shadow2 = sample_shadow(directional_shadow_atlas, directional_shadows[directional_shadow_index].shadow_atlas_pixel_size, shadow_coord2);
- float directional_shadow = 1.0;
- if (depth_z < light_split_offsets.y) {
- float pssm_fade = 0.0;
- #ifdef LIGHT_USE_PSSM_BLEND
- float directional_shadow2 = 1.0;
- float pssm_blend = 0.0;
- bool use_blend = true;
- #endif
- if (depth_z < light_split_offsets.x) {
- float pssm_fade = 0.0;
- directional_shadow = shadow1;
- #ifdef LIGHT_USE_PSSM_BLEND
- directional_shadow2 = shadow2;
- pssm_blend = smoothstep(0.0, light_split_offsets.x, depth_z);
- #endif
- } else {
- directional_shadow = shadow2;
- pssm_fade = smoothstep(light_split_offsets.x, light_split_offsets.y, depth_z);
- #ifdef LIGHT_USE_PSSM_BLEND
- use_blend = false;
- #endif
- }
- #ifdef LIGHT_USE_PSSM_BLEND
- if (use_blend) {
- directional_shadow = mix(directional_shadow, directional_shadow2, pssm_blend);
- }
- #endif
- directional_shadow = mix(directional_shadow, 1.0, pssm_fade);
- }
- #endif //LIGHT_USE_PSSM2
- // PSSM4 shadows
- #ifdef LIGHT_USE_PSSM4
- float depth_z = -vertex.z;
- vec4 light_split_offsets = directional_shadows[directional_shadow_index].shadow_split_offsets;
- float shadow1 = sample_shadow(directional_shadow_atlas, directional_shadows[directional_shadow_index].shadow_atlas_pixel_size, shadow_coord);
- float shadow2 = sample_shadow(directional_shadow_atlas, directional_shadows[directional_shadow_index].shadow_atlas_pixel_size, shadow_coord2);
- float shadow3 = sample_shadow(directional_shadow_atlas, directional_shadows[directional_shadow_index].shadow_atlas_pixel_size, shadow_coord3);
- float shadow4 = sample_shadow(directional_shadow_atlas, directional_shadows[directional_shadow_index].shadow_atlas_pixel_size, shadow_coord4);
- float directional_shadow = 1.0;
- if (depth_z < light_split_offsets.w) {
- float pssm_fade = 0.0;
- #ifdef LIGHT_USE_PSSM_BLEND
- float directional_shadow2 = 1.0;
- float pssm_blend = 0.0;
- bool use_blend = true;
- #endif
- if (depth_z < light_split_offsets.y) {
- if (depth_z < light_split_offsets.x) {
- directional_shadow = shadow1;
- #ifdef LIGHT_USE_PSSM_BLEND
- directional_shadow2 = shadow2;
- pssm_blend = smoothstep(0.0, light_split_offsets.x, depth_z);
- #endif
- } else {
- directional_shadow = shadow2;
- #ifdef LIGHT_USE_PSSM_BLEND
- directional_shadow2 = shadow3;
- pssm_blend = smoothstep(light_split_offsets.x, light_split_offsets.y, depth_z);
- #endif
- }
- } else {
- if (depth_z < light_split_offsets.z) {
- directional_shadow = shadow3;
- #if defined(LIGHT_USE_PSSM_BLEND)
- directional_shadow2 = shadow4;
- pssm_blend = smoothstep(light_split_offsets.y, light_split_offsets.z, depth_z);
- #endif
- } else {
- directional_shadow = shadow4;
- pssm_fade = smoothstep(light_split_offsets.z, light_split_offsets.w, depth_z);
- #if defined(LIGHT_USE_PSSM_BLEND)
- use_blend = false;
- #endif
- }
- }
- #if defined(LIGHT_USE_PSSM_BLEND)
- if (use_blend) {
- directional_shadow = mix(directional_shadow, directional_shadow2, pssm_blend);
- }
- #endif
- directional_shadow = mix(directional_shadow, 1.0, pssm_fade);
- }
- #endif //LIGHT_USE_PSSM4
- directional_shadow = mix(directional_shadow, 1.0, smoothstep(directional_shadows[directional_shadow_index].fade_from, directional_shadows[directional_shadow_index].fade_to, vertex.z));
- directional_shadow = mix(1.0, directional_shadow, directional_lights[directional_shadow_index].shadow_opacity);
- light_compute(normal, normalize(directional_lights[directional_shadow_index].direction), normalize(view), directional_lights[directional_shadow_index].size, directional_lights[directional_shadow_index].color * directional_lights[directional_shadow_index].energy, true, directional_shadow, f0, roughness, metallic, 1.0, albedo, alpha,
- #ifdef LIGHT_BACKLIGHT_USED
- backlight,
- #endif
- #ifdef LIGHT_RIM_USED
- rim, rim_tint,
- #endif
- #ifdef LIGHT_CLEARCOAT_USED
- clearcoat, clearcoat_roughness, normalize(normal_interp),
- #endif
- #ifdef LIGHT_ANISOTROPY_USED
- binormal,
- tangent, anisotropy,
- #endif
- diffuse_light,
- specular_light);
- #endif // !defined(ADDITIVE_OMNI) && !defined(ADDITIVE_SPOT)
- #ifdef ADDITIVE_OMNI
- vec3 light_ray = ((positional_shadows[positional_shadow_index].shadow_matrix * vec4(shadow_coord.xyz, 1.0))).xyz;
- float omni_shadow = texture(omni_shadow_texture, vec4(light_ray, length(light_ray) * omni_lights[omni_light_index].inv_radius));
- omni_shadow = mix(1.0, omni_shadow, omni_lights[omni_light_index].shadow_opacity);
- light_process_omni(omni_light_index, vertex, view, normal, f0, roughness, metallic, omni_shadow, albedo, alpha,
- #ifdef LIGHT_BACKLIGHT_USED
- backlight,
- #endif
- #ifdef LIGHT_RIM_USED
- rim,
- rim_tint,
- #endif
- #ifdef LIGHT_CLEARCOAT_USED
- clearcoat, clearcoat_roughness, normalize(normal_interp),
- #endif
- #ifdef LIGHT_ANISOTROPY_USED
- binormal, tangent, anisotropy,
- #endif
- diffuse_light, specular_light);
- #endif // ADDITIVE_OMNI
- #ifdef ADDITIVE_SPOT
- float spot_shadow = sample_shadow(spot_shadow_texture, positional_shadows[positional_shadow_index].shadow_atlas_pixel_size, shadow_coord);
- spot_shadow = mix(1.0, spot_shadow, spot_lights[spot_light_index].shadow_opacity);
- light_process_spot(spot_light_index, vertex, view, normal, f0, roughness, metallic, spot_shadow, albedo, alpha,
- #ifdef LIGHT_BACKLIGHT_USED
- backlight,
- #endif
- #ifdef LIGHT_RIM_USED
- rim,
- rim_tint,
- #endif
- #ifdef LIGHT_CLEARCOAT_USED
- clearcoat, clearcoat_roughness, normalize(normal_interp),
- #endif
- #ifdef LIGHT_ANISOTROPY_USED
- tangent,
- binormal, anisotropy,
- #endif
- diffuse_light, specular_light);
- #endif // ADDITIVE_SPOT
- diffuse_light *= albedo;
- diffuse_light *= 1.0 - metallic;
- vec3 additive_light_color = diffuse_light + specular_light;
- #ifndef FOG_DISABLED
- fog = vec4(unpackHalf2x16(fog_rg), unpackHalf2x16(fog_ba));
- #ifndef DISABLE_FOG
- if (scene_data.fog_enabled) {
- additive_light_color *= (1.0 - fog.a);
- }
- #endif // !DISABLE_FOG
- #endif // !FOG_DISABLED
- // Tonemap before writing as we are writing to an sRGB framebuffer
- additive_light_color *= exposure;
- additive_light_color = apply_tonemapping(additive_light_color, white);
- additive_light_color = linear_to_srgb(additive_light_color);
- #ifdef USE_BCS
- additive_light_color = apply_bcs(additive_light_color, bcs);
- #endif
- #ifdef USE_COLOR_CORRECTION
- additive_light_color = apply_color_correction(additive_light_color, color_correction);
- #endif
- frag_color.rgb += additive_light_color;
- #endif // USE_ADDITIVE_LIGHTING
- #endif //!MODE_RENDER_DEPTH
- }
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