// Copyright (C) 2009-2020, Panagiotis Christopoulos Charitos and contributors. // All rights reserved. // Code licensed under the BSD License. // http://www.anki3d.org/LICENSE #pragma once // Common code for all fragment shaders of FS #include #include // Global resources layout(set = 0, binding = 0) uniform sampler u_linearAnyClampSampler; layout(set = 0, binding = 1) uniform texture2D u_gbufferDepthRt; layout(set = 0, binding = 2) uniform texture3D u_lightVol; #define LIGHT_SET 0 #define LIGHT_COMMON_UNIS_BINDING 3 #define LIGHT_LIGHTS_BINDING 4 #define LIGHT_CLUSTERS_BINDING 7 #include #define anki_u_time u_time #define RENDERER_SIZE (u_rendererSize) layout(location = 0) out Vec4 out_color; void writeGBuffer(Vec4 color) { out_color = Vec4(color.rgb, color.a); } Vec4 readAnimatedTextureRgba(texture2DArray tex, sampler sampl, F32 period, Vec2 uv, F32 time) { const F32 layerCount = F32(textureSize(tex, 0).z); const F32 layer = mod(time * layerCount / period, layerCount); return texture(tex, sampl, Vec3(uv, layer)); } // Iterate the clusters to compute the light color Vec3 computeLightColorHigh(Vec3 diffCol, Vec3 worldPos) { diffCol = diffuseLambert(diffCol); Vec3 outColor = Vec3(0.0); // Find the cluster and then the light counts const U32 clusterIdx = computeClusterIndex(u_clustererMagic, gl_FragCoord.xy / RENDERER_SIZE, worldPos, u_clusterCountX, u_clusterCountY); U32 idxOffset = u_clusters[clusterIdx]; // Point lights U32 idx; ANKI_LOOP while((idx = u_lightIndices[idxOffset++]) != MAX_U32) { const PointLight light = u_pointLights[idx]; const Vec3 diffC = diffCol * light.m_diffuseColor; const Vec3 frag2Light = light.m_position - worldPos; const F32 att = computeAttenuationFactor(light.m_squareRadiusOverOne, frag2Light); #if LOD > 1 const F32 shadow = 1.0; #else F32 shadow = 1.0; if(light.m_shadowAtlasTileScale >= 0.0) { shadow = computeShadowFactorPointLight(light, frag2Light, u_shadowTex, u_linearAnyClampSampler); } #endif outColor += diffC * (att * shadow); } // Spot lights ANKI_LOOP while((idx = u_lightIndices[idxOffset++]) != MAX_U32) { const SpotLight light = u_spotLights[idx]; const Vec3 diffC = diffCol * light.m_diffuseColor; const Vec3 frag2Light = light.m_position - worldPos; const F32 att = computeAttenuationFactor(light.m_squareRadiusOverOne, frag2Light); const Vec3 l = normalize(frag2Light); const F32 spot = computeSpotFactor(l, light.m_outerCos, light.m_innerCos, light.m_dir); #if LOD > 1 const F32 shadow = 1.0; #else F32 shadow = 1.0; const F32 shadowmapLayerIdx = light.m_shadowmapId; if(shadowmapLayerIdx >= 0.0) { shadow = computeShadowFactorSpotLight(light, worldPos, u_shadowTex, u_linearAnyClampSampler); } #endif outColor += diffC * (att * spot * shadow); } return outColor; } // Just read the light color from the vol texture Vec3 computeLightColorLow(Vec3 diffCol, Vec3 worldPos) { const Vec2 uv = gl_FragCoord.xy / RENDERER_SIZE; const Vec3 uv3d = computeClustererVolumeTextureUvs(u_clustererMagic, uv, worldPos, u_lightVolumeLastCluster + 1u); const Vec3 light = textureLod(u_lightVol, u_linearAnyClampSampler, uv3d, 0.0).rgb; return diffuseLambert(diffCol) * light; } void particleAlpha(Vec4 color, Vec4 scaleColor, Vec4 biasColor) { writeGBuffer(color * scaleColor + biasColor); } void fog(Vec3 color, F32 fogAlphaScale, F32 fogDistanceOfMaxThikness, F32 zVSpace) { const Vec2 screenSize = 1.0 / RENDERER_SIZE; const Vec2 texCoords = gl_FragCoord.xy * screenSize; const F32 depth = textureLod(u_gbufferDepthRt, u_linearAnyClampSampler, texCoords, 0.0).r; F32 zFeatherFactor; const Vec4 fragPosVspace4 = u_invProjMat * Vec4(Vec3(UV_TO_NDC(texCoords), depth), 1.0); const F32 sceneZVspace = fragPosVspace4.z / fragPosVspace4.w; const F32 diff = max(0.0, zVSpace - sceneZVspace); zFeatherFactor = min(1.0, diff / fogDistanceOfMaxThikness); writeGBuffer(Vec4(color, zFeatherFactor * fogAlphaScale)); }