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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
- // Contains functions for light calculations
- #ifndef ANKI_SHADERS_LIGHT_FUNCTIONS_GLSL
- #define ANKI_SHADERS_LIGHT_FUNCTIONS_GLSL
- #include "shaders/Common.glsl"
- const float OMNI_LIGHT_FRUSTUM_NEAR_PLANE = 0.1 / 4.0;
- const uint SHADOW_SAMPLE_COUNT = 16;
- float computeAttenuationFactor(float lightRadius, vec3 frag2Light)
- {
- float fragLightDist = dot(frag2Light, frag2Light);
- float att = 1.0 - fragLightDist * lightRadius;
- att = max(0.0, att);
- return att * att;
- }
- // Performs BRDF specular lighting
- vec3 computeSpecularColorBrdf(vec3 v, // view dir
- vec3 l, // light dir
- vec3 n, // normal
- vec3 specCol,
- vec3 lightSpecCol,
- float a2, // rougness^2
- float nol) // N dot L
- {
- vec3 h = normalize(l + v);
- // Fresnel
- float voh = dot(v, h);
- #if 0
- // Schlick
- vec3 F = specCol + (1.0 - specCol) * pow((1.0 + EPSILON - loh), 5.0);
- #else
- // Unreal
- vec3 F = specCol + (1.0 - specCol) * pow(2.0, (-5.55473 * voh - 6.98316) * voh);
- #endif
- // D(n,h) aka NDF: GGX Trowbridge-Reitz
- float noh = dot(n, h);
- float D = noh * noh * (a2 - 1.0) + 1.0;
- D = a2 / (PI * D * D);
- // G(l,v,h)/(4*dot(n,h)*dot(n,v)) aka Visibility term: Geometric shadowing divided by BRDF denominator
- #if 0
- float nov = max(EPSILON, dot(n, v));
- float V_v = nov + sqrt((nov - nov * a2) * nov + a2);
- float V_l = nol + sqrt((nol - nol * a2) * nol + a2);
- float V = 1.0 / (V_l * V_v);
- #else
- float k = (a2 + 1.0);
- k = k * k / 8.0;
- float nov = max(EPSILON, dot(n, v));
- float V_v = nov * (1.0 - k) + k;
- float V_l = nol * (1.0 - k) + k;
- float V = 1.0 / (4.0 * V_l * V_v);
- #endif
- return F * (V * D) * lightSpecCol;
- }
- vec3 computeDiffuseColor(vec3 diffCol, vec3 lightDiffCol)
- {
- return diffCol * lightDiffCol;
- }
- float computeSpotFactor(vec3 l, float outerCos, float innerCos, vec3 spotDir)
- {
- float costheta = -dot(l, spotDir);
- float spotFactor = smoothstep(outerCos, innerCos, costheta);
- return spotFactor;
- }
- uint computeShadowSampleCount(const uint COUNT, float zVSpace)
- {
- const float MAX_DISTANCE = 5.0;
- float z = max(zVSpace, -MAX_DISTANCE);
- float sampleCountf = float(COUNT) + z * (float(COUNT) / MAX_DISTANCE);
- sampleCountf = max(sampleCountf, 1.0);
- uint sampleCount = uint(sampleCountf);
- return sampleCount;
- }
- float computeShadowFactorSpot(
- mat4 lightProjectionMat, vec3 fragPos, float layer, uint sampleCount, sampler2DArrayShadow spotMapArr)
- {
- vec4 texCoords4 = lightProjectionMat * vec4(fragPos, 1.0);
- vec3 texCoords3 = texCoords4.xyz / texCoords4.w;
- #if POISSON == 1
- const vec2 poissonDisk[SHADOW_SAMPLE_COUNT] = vec2[](vec2(0.751688, 0.619709) * 2.0 - 1.0,
- vec2(0.604741, 0.778485) * 2.0 - 1.0,
- vec2(0.936216, 0.463094) * 2.0 - 1.0,
- vec2(0.808758, 0.284966) * 2.0 - 1.0,
- vec2(0.812927, 0.786332) * 2.0 - 1.0,
- vec2(0.608651, 0.303919) * 2.0 - 1.0,
- vec2(0.482117, 0.573285) * 2.0 - 1.0,
- vec2(0.55819, 0.988451) * 2.0 - 1.0,
- vec2(0.340001, 0.728732) * 2.0 - 1.0,
- vec2(0.681775, 0.119789) * 2.0 - 1.0,
- vec2(0.217429, 0.522558) * 2.0 - 1.0,
- vec2(0.384257, 0.352163) * 2.0 - 1.0,
- vec2(0.143769, 0.738606) * 2.0 - 1.0,
- vec2(0.383474, 0.910019) * 2.0 - 1.0,
- vec2(0.409305, 0.177022) * 2.0 - 1.0,
- vec2(0.158647, 0.239097) * 2.0 - 1.0);
- float shadowFactor = 0.0;
- vec2 cordpart0 = vec2(layer, texCoords3.z);
- for(uint i = 0; i < sampleCount; i++)
- {
- vec2 cordpart1 = texCoords3.xy + poissonDisk[i] / 512.0;
- vec4 tcoord = vec4(cordpart1, cordpart0);
- shadowFactor += texture(spotMapArr, tcoord);
- }
- return shadowFactor / float(sampleCount);
- #else
- vec4 tcoord = vec4(texCoords3.x, texCoords3.y, layer, texCoords3.z);
- float shadowFactor = texture(spotMapArr, tcoord);
- return shadowFactor;
- #endif
- }
- float computeShadowFactorOmni(
- in vec3 frag2Light, in float layer, in float radius, in mat3 invViewMat, in samplerCubeArrayShadow omniMapArr)
- {
- vec3 dir = invViewMat * -frag2Light;
- vec3 dirabs = abs(dir);
- float dist = -max(dirabs.x, max(dirabs.y, dirabs.z));
- dir = normalize(dir);
- const float near = OMNI_LIGHT_FRUSTUM_NEAR_PLANE;
- const float far = radius;
- // Original code:
- // float g = near - far;
- // float z = (far + near) / g * dist + (2.0 * far * near) / g;
- // float w = -dist;
- // z /= w;
- // z = z * 0.5 + 0.5;
- // Optimized:
- float z = (far * (dist + near)) / (dist * (far - near));
- float shadowFactor = texture(omniMapArr, vec4(dir, layer), z).r;
- return shadowFactor;
- }
- // Compute the cubemap texture lookup vector given the reflection vector (r) the radius squared of the probe (R2) and
- // the frag pos in sphere space (f)
- vec3 computeCubemapVecAccurate(in vec3 r, in float R2, in vec3 f)
- {
- // Compute the collision of the r to the inner part of the sphere
- // From now on we work on the sphere's space
- // Project the center of the sphere (it's zero now since we are in sphere
- // space) in ray "f,r"
- vec3 p = f - r * dot(f, r);
- // The collision to the sphere is point x where x = p + T * r
- // Because of the pythagorean theorem: R^2 = dot(p, p) + dot(T * r, T * r)
- // solving for T, T = R / |p|
- // then x becomes x = sqrt(R^2 - dot(p, p)) * r + p;
- float pp = dot(p, p);
- pp = min(pp, R2);
- float sq = sqrt(R2 - pp);
- vec3 x = p + sq * r;
- return x;
- }
- // Cheap version of computeCubemapVecAccurate
- vec3 computeCubemapVecCheap(in vec3 r, in float R2, in vec3 f)
- {
- return r;
- }
- #endif
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