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- // Copyright (C) 2009-2017, Panagiotis Christopoulos Charitos and contributors.
- // All rights reserved.
- // Code licensed under the BSD License.
- // http://www.anki3d.org/LICENSE
- #ifndef ANKI_SHADERS_FS_COMMON_FRAG_GLSL
- #define ANKI_SHADERS_FS_COMMON_FRAG_GLSL
- // Common code for all fragment shaders of BS
- #include "shaders/Common.glsl"
- #include "shaders/MsFsCommon.glsl"
- #include "shaders/Functions.glsl"
- #include "shaders/Clusterer.glsl"
- // Global resources
- layout(ANKI_TEX_BINDING(1, 0)) uniform sampler2D anki_msDepthRt;
- #define LIGHT_SET 1
- #define LIGHT_UBO_BINDING 0
- #define LIGHT_SS_BINDING 0
- #define LIGHT_TEX_BINDING 1
- #include "shaders/ClusterLightCommon.glsl"
- #define anki_u_time u_time
- #define RENDERER_SIZE (u_lightingUniforms.rendererSizeTimePad1.xy * 0.5)
- layout(location = 0) flat in float in_alpha;
- layout(location = 1) in vec2 in_uv;
- layout(location = 2) in vec3 in_posViewSpace;
- layout(location = 0) out vec4 out_color;
- #if PASS == COLOR
- #define texture_DEFINED
- #endif
- #define getAlpha_DEFINED
- float getAlpha()
- {
- return in_alpha;
- }
- #define getPointCoord_DEFINED
- #define getPointCoord() gl_PointCoord
- #if PASS == COLOR
- #define writeGBuffer_DEFINED
- void writeGBuffer(in vec4 color)
- {
- out_color = vec4(color.rgb, 1.0 - color.a);
- }
- #endif
- #if PASS == COLOR
- #define particleAlpha_DEFINED
- void particleAlpha(in sampler2D tex, in float alpha)
- {
- vec4 color = texture(tex, gl_PointCoord);
- color.a *= alpha;
- writeGBuffer(color);
- }
- #endif
- #if PASS == COLOR
- #define particleSoftTextureAlpha_DEFINED
- void particleSoftTextureAlpha(in sampler2D depthMap, in sampler2D tex, in float alpha)
- {
- vec2 screenSize = 1.0 / RENDERER_SIZE;
- float depth = texture(depthMap, gl_FragCoord.xy * screenSize).r;
- float delta = depth - gl_FragCoord.z;
- float softalpha = clamp(delta * 50.0, 0.0, 1.0);
- vec4 color = texture(tex, gl_PointCoord);
- color.a *= alpha;
- // color.a *= softalpha;
- writeGBuffer(color);
- }
- #endif
- #if PASS == COLOR
- #define particleTextureAlpha_DEFINED
- void particleTextureAlpha(in sampler2D tex, vec4 mulColor, vec4 addColor, in float alpha)
- {
- vec4 color = texture(tex, in_uv) * mulColor + addColor;
- color.a *= alpha;
- writeGBuffer(color);
- }
- #endif
- #if PASS == COLOR
- #define particleSoftColorAlpha_DEFINED
- void particleSoftColorAlpha(in sampler2D depthMap, in vec3 icolor, in float alpha)
- {
- vec2 screenSize = 1.0 / RENDERER_SIZE;
- float depth = texture(depthMap, gl_FragCoord.xy * screenSize).r;
- float delta = depth - gl_FragCoord.z;
- float softalpha = clamp(delta * 50.0, 0.0, 1.0);
- vec2 pix = (1.0 - abs(gl_PointCoord * 2.0 - 1.0));
- float roundFactor = pix.x * pix.y;
- vec4 color;
- color.rgb = icolor;
- color.a = alpha * softalpha * roundFactor;
- writeGBuffer(color);
- }
- #endif
- #if PASS == COLOR
- #define computeLightColor_DEFINED
- vec3 computeLightColor(vec3 diffCol)
- {
- vec3 outColor = vec3(0.0);
- // Compute frag pos in view space
- vec3 fragPos = in_posViewSpace;
- // Find the cluster and then the light counts
- uint clusterIdx = computeClusterIndex(
- gl_FragCoord.xy / RENDERER_SIZE, u_near, u_clustererMagic, fragPos.z, u_clusterCountX, u_clusterCountY);
- uint idxOffset = u_clusters[clusterIdx];
- // Skip decals
- uint count = u_lightIndices[idxOffset];
- idxOffset += count + 1;
- // Point lights
- count = u_lightIndices[idxOffset++];
- while(count-- != 0)
- {
- PointLight light = u_pointLights[u_lightIndices[idxOffset++]];
- vec3 diffC = computeDiffuseColor(diffCol, light.diffuseColorShadowmapId.rgb);
- vec3 frag2Light = light.posRadius.xyz - fragPos;
- float att = computeAttenuationFactor(light.posRadius.w, frag2Light);
- #if LOD > 1
- const float shadow = 1.0;
- #else
- float shadow = 1.0;
- float shadowmapLayerIdx = light.diffuseColorShadowmapId.w;
- if(light.diffuseColorShadowmapId.w >= 0.0)
- {
- shadow = computeShadowFactorOmni(
- frag2Light, shadowmapLayerIdx, light.specularColorRadius.w, u_invViewRotation, u_omniMapArr);
- }
- #endif
- outColor += diffC * (att * shadow);
- }
- // Spot lights
- count = u_lightIndices[idxOffset++];
- while(count-- != 0)
- {
- SpotLight light = u_spotLights[u_lightIndices[idxOffset++]];
- vec3 diffC = computeDiffuseColor(diffCol, light.diffuseColorShadowmapId.rgb);
- vec3 frag2Light = light.posRadius.xyz - fragPos;
- float att = computeAttenuationFactor(light.posRadius.w, frag2Light);
- vec3 l = normalize(frag2Light);
- float spot = computeSpotFactor(l, light.outerCosInnerCos.x, light.outerCosInnerCos.y, light.lightDir.xyz);
- #if LOD > 1
- const float shadow = 1.0;
- #else
- float shadow = 1.0;
- float shadowmapLayerIdx = light.diffuseColorShadowmapId.w;
- if(shadowmapLayerIdx >= 0.0)
- {
- shadow = computeShadowFactorSpot(light.texProjectionMat, fragPos, shadowmapLayerIdx, 1, u_spotMapArr);
- }
- #endif
- outColor += diffC * (att * spot * shadow);
- }
- return outColor;
- }
- #endif
- #if PASS == COLOR
- #define particleTextureAlphaLight_DEFINED
- void particleTextureAlphaLight(in sampler2D tex, in float alpha)
- {
- vec4 color = texture(tex, in_uv);
- color.a *= alpha;
- color.rgb = computeLightColor(color.rgb);
- writeGBuffer(color);
- }
- #endif
- #if PASS == COLOR
- #define particleAnimatedTextureAlphaLight_DEFINED
- void particleAnimatedTextureAlphaLight(sampler2DArray tex, float alpha, float layerCount, float period)
- {
- vec4 color = readAnimatedTextureRgba(tex, layerCount, period, in_uv, anki_u_time);
- color.rgb = computeLightColor(color.rgb);
- color.a *= alpha;
- writeGBuffer(color);
- }
- #endif
- #if PASS == COLOR
- #define fog_DEFINED
- void fog(in sampler2D depthMap, in vec3 color, in float fogScale)
- {
- const vec2 screenSize = 1.0 / RENDERER_SIZE;
- vec2 texCoords = gl_FragCoord.xy * screenSize;
- float depth = texture(depthMap, texCoords).r;
- float diff;
- if(depth < 1.0)
- {
- float zNear = u_near;
- float zFar = u_far;
- vec2 linearDepths = (2.0 * zNear) / (zFar + zNear - vec2(depth, gl_FragCoord.z) * (zFar - zNear));
- diff = linearDepths.x - linearDepths.y;
- }
- else
- {
- // The depth buffer is cleared at this place. Set the diff to zero to avoid weird pop ups
- diff = 0.0;
- }
- writeGBuffer(vec4(color, diff * fogScale));
- }
- #endif
- #endif
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