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@@ -21,7 +21,7 @@
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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#include "./torque.glsl"
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#include "./torque.glsl"
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-
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+#include "./brdf.glsl"
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#ifndef TORQUE_SHADERGEN
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#ifndef TORQUE_SHADERGEN
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// These are the uniforms used by most lighting shaders.
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// These are the uniforms used by most lighting shaders.
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@@ -44,132 +44,21 @@ uniform vec4 albedo;
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#endif // !TORQUE_SHADERGEN
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#endif // !TORQUE_SHADERGEN
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-
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-vec3 F_schlick( in vec3 f0, in vec3 f90, in float u )
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-{
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- //
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- // F( v, h ) = F0 + ( 1.0 - F0 ) * pow( 1.0f - HdotV, 5.0f )
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- //
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- //
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- // where
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- //
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- // F0 = BaseColor * nDotL
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- //
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- // Dielectric materials always have a range of 0.02 < F0 < 0.05 , use a stock value of 0.04 ( roughly plastics )
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- //
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-
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- return f0 + ( f90 - f0 ) * pow( 1.0f - u , 5.0f );
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-}
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-
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-float Fr_DisneyDiffuse ( float NdotV , float NdotL , float LdotH , float linearRoughness )
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-{
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- float energyBias = mix (0 , 0.5 , linearRoughness );
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- float energyFactor = mix (1.0 , 1.0 / 1.51 , linearRoughness );
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- float fd90 = energyBias + 2.0 * LdotH * LdotH * linearRoughness ;
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- vec3 f0 = vec3 ( 1.0f , 1.0f , 1.0f );
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- float lightScatter = F_schlick( f0 , vec3(fd90), NdotL ).r;
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- float viewScatter = F_schlick(f0 , vec3(fd90), NdotV ).r;
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-
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- return lightScatter * viewScatter * energyFactor ;
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-}
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-
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-float SmithGGX( float NdotL, float NdotV, float alpha )
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+vec3 getDistanceVectorToPlane( vec3 origin, vec3 direction, vec4 plane )
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{
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{
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- //
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- // G( L, V, h ) = G( L ) G( V )
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- //
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- // nDotL
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- // G( L ) = _________________________
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- // nDotL ( 1 - k ) + k
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- //
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- //
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- // NdotV
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- // G( V ) = _________________________
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- // NdotV ( 1 - k ) + k
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- //
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- //
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- // pow( ( Roughness + 1 ), 2)
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- // , Where k = __________________________ ( unreal 4 )
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- // 8
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- //
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-
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- float alphaSqr = alpha * alpha;
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+ float denum = dot( plane.xyz, direction.xyz );
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+ float num = dot( plane, vec4( origin, 1.0 ) );
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+ float t = -num / denum;
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- //float GGX_V = NdotL * sqrt ( ( - NdotV * alphaSqr + NdotV ) * NdotV + alphaSqr );
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- //float GGX_L = NdotV * sqrt ( ( - NdotL * alphaSqr + NdotL ) * NdotL + alphaSqr );
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-
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- float GGX_V = NdotL + sqrt ( ( - NdotV * alphaSqr + NdotV ) * NdotV + alphaSqr );
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- float GGX_L = NdotV + sqrt ( ( - NdotL * alphaSqr + NdotL ) * NdotL + alphaSqr );
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-
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- return 1.0/( GGX_V + GGX_L );
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- //return 0.5f / ( GGX_V + GGX_L );
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+ return direction.xyz * t;
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}
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}
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-float D_GGX( float NdotH , float alpha )
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+vec3 getDistanceVectorToPlane( float negFarPlaneDotEye, vec3 direction, vec4 plane )
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{
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{
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- //
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- // or GGX ( disney / unreal 4 )
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- //
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- // alpha = pow( roughness, 2 );
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- //
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- // pow( alpha, 2 )
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- // D( h ) = ________________________________________________________________
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- // PI pow( pow( NdotH , 2 ) ( pow( alpha, 2 ) - 1 ) + 1 ), 2 )
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- //
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+ float denum = dot( plane.xyz, direction.xyz );
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+ float t = negFarPlaneDotEye / denum;
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- float alphaSqr = alpha*alpha;
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- float f = ( NdotH * alphaSqr - NdotH ) * NdotH + 1;
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- return alphaSqr / ( M_PI_F * (f * f) );
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-}
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-
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-vec4 EvalBDRF( vec3 baseColor, vec3 lightColor, vec3 toLight, vec3 position, vec3 normal, float roughness, float metallic )
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-{
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- //
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- // Microfacet Specular Cook-Torrance
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- //
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- // D( h ) F( v, h ) G( l, v, h )
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- // f( l, v ) = ____________________________
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- // 4 ( dot( n, l ) dot( n, v )
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- //
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- //
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-
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- vec3 L = normalize( toLight );
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- vec3 V = normalize( -position );
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- vec3 H = normalize( L + V );
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- vec3 N = normal;
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-
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- float NdotV = abs( dot( N, V ) ) + 1e-5f;
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- float NdotH = saturate( dot( N, H ) );
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- float NdotL = saturate( dot( N, L ) );
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- float LdotH = saturate( dot( L, H ) );
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-
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- float VdotH = saturate( dot( V, H ) );
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-
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- if ( NdotL == 0 )
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- return vec4( 0.0f, 0.0f, 0.0f, 0.0f );
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-
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- float alpha = roughness;
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- float visLinAlpha = alpha * alpha;
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-
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- vec3 f0 = baseColor;
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- float metal = metallic;
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-
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- vec3 F_conductor= F_schlick( f0, vec3( 1.0, 1.0, 1.0 ), VdotH );
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- vec3 F_dielec = F_schlick( vec3( 0.04, 0.04, 0.04 ), vec3( 1.0, 1.0, 1.0 ), VdotH );
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- float Vis = SmithGGX( NdotL, NdotV, visLinAlpha );
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- float D = D_GGX( NdotH, visLinAlpha );
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-
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- vec3 Fr_dielec = D * F_dielec * Vis;
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- vec3 Fr_conductor = D * F_conductor * Vis;
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-
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- vec3 Fd = vec3(Fr_DisneyDiffuse( NdotV , NdotL , LdotH , visLinAlpha ) / M_PI_F);
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- vec3 specular = ( 1.0f - metal ) * Fr_dielec + metal * Fr_conductor;
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- vec3 diffuse = ( 1.0f - metal ) * Fd * f0;
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-
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- vec3 ret = ( diffuse + specular + lightColor) * vec3(NdotL);
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-
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- float FR = saturate(length(specular));
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- return vec4(ret,FR);
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+ return direction.xyz * t;
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}
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}
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void compute4Lights( vec3 wsView,
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void compute4Lights( vec3 wsView,
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@@ -194,81 +83,152 @@ void compute4Lights( vec3 wsView,
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out vec4 outDiffuse,
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out vec4 outDiffuse,
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out vec4 outSpecular )
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out vec4 outSpecular )
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{
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{
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- // NOTE: The light positions and spotlight directions
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- // are stored in SoA order, so inLightPos[0] is the
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- // x coord for all 4 lights... inLightPos[1] is y... etc.
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- //
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- // This is the key to fully utilizing the vector units and
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- // saving a huge amount of instructions.
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- //
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- // For example this change saved more than 10 instructions
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- // over a simple for loop for each light.
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-
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- int i;
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-
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- vec4 lightVectors[3];
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- for ( i = 0; i < 3; i++ )
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- lightVectors[i] = wsPosition[i] - inLightPos[i];
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-
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-
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- // Accumulate the dot product between the light
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- // vector and the normal.
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- //
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- // The normal is negated because it faces away from
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- // the surface and the light faces towards the
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- // surface... this keeps us from needing to flip
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- // the light vector direction which complicates
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- // the spot light calculations.
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- //
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- // We normalize the result a little later.
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- //
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- vec4 nDotL = vec4(0);
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- for ( i = 0; i < 3; i++ )
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- nDotL += lightVectors[i] * -wsNormal[i];
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-
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- vec4 squareDists = vec4(0);
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- for ( i = 0; i < 3; i++ )
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- squareDists += lightVectors[i] * lightVectors[i];
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- half4 correction = half4(inversesqrt( squareDists ));
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- nDotL = saturate( nDotL * correction );
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-
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- // First calculate a simple point light linear
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- // attenuation factor.
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- //
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- // If this is a directional light the inverse
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- // radius should be greater than the distance
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- // causing the attenuation to have no affect.
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- //
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- vec4 atten = saturate( 1.0 - ( squareDists * inLightInvRadiusSq ) );
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-
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- #ifndef TORQUE_BL_NOSPOTLIGHT
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-
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- // The spotlight attenuation factor. This is really
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- // fast for what it does... 6 instructions for 4 spots.
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-
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- vec4 spotAtten = vec4(0);
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- for ( i = 0; i < 3; i++ )
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- spotAtten += lightVectors[i] * inLightSpotDir[i];
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-
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- vec4 cosAngle = ( spotAtten * correction ) - inLightSpotAngle;
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- atten *= saturate( cosAngle * inLightSpotFalloff );
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-
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- #endif
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-
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- // Get the final light intensity.
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- vec4 intensity = nDotL * atten;
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-
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- // Combine the light colors for output.
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- vec4 lightColor = vec4(0);
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- for ( i = 0; i < 4; i++ )
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- lightColor += intensity[i] * inLightColor[i];
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-
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- vec3 toLight = vec3(0);
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- for ( i = 0; i < 3; i++ )
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- toLight += lightVectors[i].rgb;
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-
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- outDiffuse = vec4(albedo.rgb*(1.0-metalness),albedo.a);
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- outSpecular = EvalBDRF( vec3( 1.0, 1.0, 1.0 ), lightColor.rgb, toLight, wsPosition, wsNormal, smoothness, metalness );
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+ outDiffuse = vec4(0,0,0,0);
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+ outSpecular = vec4(0,0,0,0);
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+}
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+
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+struct Surface
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+{
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+ vec3 P; // world space position
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+ vec3 N; // world space normal
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+ vec3 V; // world space view vector
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+ vec4 baseColor; // base color [0 -> 1] (rgba)
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+ float metalness; // metalness [0:dielectric -> 1:metal]
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+ float roughness; // roughness: [0:smooth -> 1:rough] (linear)
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+ float roughness_brdf; // roughness remapped from linear to BRDF
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+ float depth; // depth: [0:near -> 1:far] (linear)
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+ float ao; // ambient occlusion [0 -> 1]
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+ float matFlag; // material flag - use getFlag to retreive
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+
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+ float NdotV; // cos(angle between normal and view vector)
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+ vec3 f0; // fresnel value (rgb)
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+ vec3 albedo; // diffuse light absorbtion value (rgb)
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+ vec3 R; // reflection vector
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+ vec3 F; // fresnel term computed from f0, N and V
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+ void Update();
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+};
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+
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+void Surface::Update()
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+{
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+ NdotV = abs(dot(N, V)) + 1e-5f; // avoid artifact
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+
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+ albedo = baseColor.rgb * (1.0 - metalness);
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+ f0 = lerp(vec3(0.04), baseColor.rgb, metalness);
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+ R = -reflect(V, N);
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+ float f90 = saturate(50.0 * dot(f0, vec3(0.33,0.33,0.33)));
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+ F = F_Schlick(f0, f90, NdotV);
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+}
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+
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+Surface createSurface(vec4 gbuffer0, sampler2D gbufferTex1, sampler2D gbufferTex2, in vec2 uv, in vec3 wsEyePos, in vec3 wsEyeRay, in mat4 invView)
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+{
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+ Surface surface;// = Surface();
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+
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+ vec4 gbuffer1 = texture(gbufferTex1, uv);
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+ vec4 gbuffer2 = texture(gbufferTex2, uv);
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+ surface.depth = gbuffer0.a;
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+ surface.P = wsEyePos + wsEyeRay * surface.depth;
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+ surface.N = tMul(invView, vec4(gbuffer0.xyz,0)).xyz; //TODO move t3d to use WS normals
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+ surface.V = normalize(wsEyePos - surface.P);
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+ surface.baseColor = gbuffer1;
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+ const float minRoughness=1e-4;
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+ surface.roughness = clamp(1.0 - gbuffer2.b, minRoughness, 1.0); //t3d uses smoothness, so we convert to roughness.
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+ surface.roughness_brdf = surface.roughness * surface.roughness;
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+ surface.metalness = gbuffer2.a;
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+ surface.ao = gbuffer2.g;
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+ surface.matFlag = gbuffer2.r;
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+ surface.Update();
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+ return surface;
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+}
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+
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+struct SurfaceToLight
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+{
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+ vec3 L; // surface to light vector
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+ vec3 Lu; // un-normalized surface to light vector
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+ vec3 H; // half-vector between view vector and light vector
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+ float NdotL; // cos(angle between N and L)
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+ float HdotV; // cos(angle between H and V) = HdotL = cos(angle between H and L)
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+ float NdotH; // cos(angle between N and H)
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+
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+};
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+
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+SurfaceToLight createSurfaceToLight(in Surface surface, in vec3 L)
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+{
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+ SurfaceToLight surfaceToLight;// = SurfaceToLight();
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+ surfaceToLight.Lu = L;
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+ surfaceToLight.L = normalize(L);
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+ surfaceToLight.H = normalize(surface.V + surfaceToLight.L);
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+ surfaceToLight.NdotL = saturate(dot(surfaceToLight.L, surface.N));
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+ surfaceToLight.HdotV = saturate(dot(surfaceToLight.H, surface.V));
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+ surfaceToLight.NdotH = saturate(dot(surfaceToLight.H, surface.N));
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+ return surfaceToLight;
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+}
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+
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+vec3 BRDF_GetSpecular(in Surface surface, in SurfaceToLight surfaceToLight)
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+{
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+ float f90 = saturate(50.0 * dot(surface.f0, vec3(0.33,0.33,0.33)));
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+ vec3 F = F_Schlick(surface.f0, f90, surfaceToLight.HdotV);
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+ float Vis = V_SmithGGXCorrelated(surface.NdotV, surfaceToLight.NdotL, surface.roughness_brdf);
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+ float D = D_GGX(surfaceToLight.NdotH, surface.roughness_brdf);
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+ vec3 Fr = D * F * Vis / M_PI_F;
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+ return Fr;
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+}
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+
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+vec3 BRDF_GetDiffuse(in Surface surface, in SurfaceToLight surfaceToLight)
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+{
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+ //getting some banding with disney method, using lambert instead - todo futher testing
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+ float Fd = 1.0 / M_PI_F;
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|
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+ //energy conservation - remove this if reverting back to disney method
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+ vec3 kD = vec3(1.0) - surface.F;
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|
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+ kD *= 1.0 - surface.metalness;
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|
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+ vec3 diffuse = kD * surface.baseColor.rgb * Fd;
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+ return diffuse;
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|
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+}
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|
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+
|
|
|
|
+//attenuations functions from "moving frostbite to pbr paper"
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|
|
+//https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
|
|
|
|
+float smoothDistanceAtt ( float squaredDistance , float invSqrAttRadius )
|
|
|
|
+{
|
|
|
|
+ float factor = squaredDistance * invSqrAttRadius ;
|
|
|
|
+ float smoothFactor = saturate (1.0f - factor * factor );
|
|
|
|
+ return sqr(smoothFactor);
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+float getDistanceAtt( vec3 unormalizedLightVector , float invSqrAttRadius )
|
|
|
|
+{
|
|
|
|
+ float sqrDist = dot ( unormalizedLightVector , unormalizedLightVector );
|
|
|
|
+ float attenuation = 1.0 / (max ( sqrDist , 0.01*0.01) );
|
|
|
|
+ attenuation *= smoothDistanceAtt ( sqrDist , invSqrAttRadius );
|
|
|
|
+ return attenuation;
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+ float getSpotAngleAtt( vec3 normalizedLightVector , vec3 lightDir , vec2 lightSpotParams )
|
|
|
|
+ {
|
|
|
|
+ float cd = dot ( lightDir , normalizedLightVector );
|
|
|
|
+ float attenuation = saturate ( ( cd - lightSpotParams.x ) / lightSpotParams.y );
|
|
|
|
+ // smooth the transition
|
|
|
|
+ return sqr(attenuation);
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+vec3 getDirectionalLight(in Surface surface, in SurfaceToLight surfaceToLight, vec3 lightColor, float lightIntensity, float shadow)
|
|
|
|
+{
|
|
|
|
+ vec3 factor = lightColor * max(surfaceToLight.NdotL, 0) * shadow * lightIntensity;
|
|
|
|
+ vec3 diffuse = BRDF_GetDiffuse(surface,surfaceToLight) * factor;
|
|
|
|
+ vec3 spec = BRDF_GetSpecular(surface,surfaceToLight) * factor;
|
|
|
|
+
|
|
|
|
+ vec3 final = max(vec3(0.0f), diffuse + spec * surface.ao);
|
|
|
|
+ return final;
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+vec3 getPunctualLight(in Surface surface, in SurfaceToLight surfaceToLight, vec3 lightColor, float lightIntensity, float radius, float shadow)
|
|
|
|
+{
|
|
|
|
+ float attenuation = getDistanceAtt(surfaceToLight.Lu, radius);
|
|
|
|
+ vec3 factor = lightColor * max(surfaceToLight.NdotL, 0) * shadow * lightIntensity * attenuation;
|
|
|
|
+
|
|
|
|
+ vec3 diffuse = BRDF_GetDiffuse(surface,surfaceToLight) * factor;
|
|
|
|
+ vec3 spec = BRDF_GetSpecular(surface,surfaceToLight) * factor;
|
|
|
|
+
|
|
|
|
+ vec3 final = max(vec3(0.0f), diffuse + spec * surface.ao * surface.F);
|
|
|
|
+ return final;
|
|
}
|
|
}
|
|
|
|
|
|
float G1V(float dotNV, float k)
|
|
float G1V(float dotNV, float k)
|