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- #[set(everything)]
- const constants: {
- invVP: float4x4;
- eye: float3;
- envmap_data: float4; // angle, sin(angle), cos(angle), strength
- envmap_num_mipmaps: int;
- camera_proj: float2;
- eye_look: float3;
- shirr0: float4;
- shirr1: float4;
- shirr2: float4;
- shirr3: float4;
- shirr4: float4;
- shirr5: float4;
- shirr6: float4;
- };
- #[set(everything)]
- const sampler_linear: sampler;
- #[set(everything)]
- const gbufferD: tex2d;
- #[set(everything)]
- const gbuffer0: tex2d;
- #[set(everything)]
- const gbuffer1: tex2d;
- #[set(everything)]
- const senvmap_brdf: tex2d;
- #[set(everything)]
- const senvmap_radiance: tex2d;
- #[set(everything)]
- const senvmap_radiance0: tex2d;
- #[set(everything)]
- const senvmap_radiance1: tex2d;
- #[set(everything)]
- const senvmap_radiance2: tex2d;
- #[set(everything)]
- const senvmap_radiance3: tex2d;
- #[set(everything)]
- const senvmap_radiance4: tex2d;
- #[set(everything)]
- const ssaotex: tex2d;
- const PI: float = 3.14159265358979;
- const PI2: float = 6.28318530718;
- struct vert_in {
- pos: float2;
- }
- struct vert_out {
- pos: float4;
- tex: float2;
- view_ray: float3;
- }
- fun deferred_light_vert(input: vert_in): vert_out {
- var output: vert_out;
- output.tex = input.pos.xy * 0.5 + 0.5;
- output.tex.y = 1.0 - output.tex.y;
- output.pos = float4(input.pos.xy, 0.0, 1.0);
- // NDC (at the back of cube)
- var v: float4 = float4(input.pos.xy, 1.0, 1.0);
- v = constants.invVP * v;
- v.xyz = v.xyz / v.w;
- output.view_ray = v.xyz - constants.eye;
- return output;
- }
- fun octahedron_wrap(v: float2): float2 {
- var a: float2;
- if (v.x >= 0.0) {
- a.x = 1.0;
- }
- else {
- a.x = -1.0;
- }
- if (v.y >= 0.0) {
- a.y = 1.0;
- }
- else {
- a.y = -1.0;
- }
- var r: float2;
- r.x = abs(v.y);
- r.y = abs(v.x);
- r.x = 1.0 - r.x;
- r.y = 1.0 - r.y;
- return r * a;
- // return (1.0 - abs(v.yx)) * (float2(v.x >= 0.0 ? 1.0 : -1.0, v.y >= 0.0 ? 1.0 : -1.0));
- }
- // fun unpack_f32_i16(val: float, out f: float, out i: uint) {
- // // Constant optimize by compiler
- // const num_bit_target: int = 16;
- // const num_bit_i: int = 4;
- // const prec: float = float(1 << num_bit_target);
- // const maxi: float = float(1 << num_bit_i);
- // const prec_minus_one: float = prec - 1.0;
- // const t1: float = ((prec / maxi) - 1.0) / prec_minus_one;
- // const t2: float = (prec / maxi) / prec_minus_one;
- // // Code
- // // extract integer part
- // // + rcp(prec_minus_one) to deal with precision issue
- // i = uint((val / t2) + (1.0 / prec_minus_one));
- // // Now that we have i, solve formula in pack_f32_i16 for f
- // //f = (val - t2 * float(i)) / t1 => convert in mads form
- // f = clamp((-t2 * float(i) + val) / t1, 0.0, 1.0); // Saturate in case of precision issue
- // }
- fun surface_albedo(base_color: float3, metalness: float): float3 {
- return lerp3(base_color, float3(0.0, 0.0, 0.0), metalness);
- }
- fun surface_f0(base_color: float3, metalness: float): float3 {
- return lerp3(float3(0.04, 0.04, 0.04), base_color, metalness);
- }
- fun get_pos(eye: float3, eye_look: float3, view_ray: float3, depth: float, camera_proj: float2): float3 {
- // eye_look, view_ray should be normalized
- var linear_depth: float = camera_proj.y / ((depth * 0.5 + 0.5) - camera_proj.x);
- var view_z_dist: float = dot(eye_look, view_ray);
- var wposition: float3 = eye + view_ray * (linear_depth / view_z_dist);
- return wposition;
- }
- const c1: float = 0.429043;
- const c2: float = 0.511664;
- const c3: float = 0.743125;
- const c4: float = 0.886227;
- const c5: float = 0.247708;
- fun sh_irradiance(nor: float3): float3 {
- // TODO: Use padding for 4th component and pass shirr[].xyz directly
- var cl00: float3 = float3(constants.shirr0.x, constants.shirr0.y, constants.shirr0.z);
- var cl1m1: float3 = float3(constants.shirr0.w, constants.shirr1.x, constants.shirr1.y);
- var cl10: float3 = float3(constants.shirr1.z, constants.shirr1.w, constants.shirr2.x);
- var cl11: float3 = float3(constants.shirr2.y, constants.shirr2.z, constants.shirr2.w);
- var cl2m2: float3 = float3(constants.shirr3.x, constants.shirr3.y, constants.shirr3.z);
- var cl2m1: float3 = float3(constants.shirr3.w, constants.shirr4.x, constants.shirr4.y);
- var cl20: float3 = float3(constants.shirr4.z, constants.shirr4.w, constants.shirr5.x);
- var cl21: float3 = float3(constants.shirr5.y, constants.shirr5.z, constants.shirr5.w);
- var cl22: float3 = float3(constants.shirr6.x, constants.shirr6.y, constants.shirr6.z);
- return (
- cl22 * c1 * (nor.y * nor.y - (-nor.z) * (-nor.z)) +
- cl20 * c3 * nor.x * nor.x +
- cl00 * c4 -
- cl20 * c5 +
- cl2m2 * 2.0 * c1 * nor.y * (-nor.z) +
- cl21 * 2.0 * c1 * nor.y * nor.x +
- cl2m1 * 2.0 * c1 * (-nor.z) * nor.x +
- cl11 * 2.0 * c2 * nor.y +
- cl1m1 * 2.0 * c2 * (-nor.z) +
- cl10 * 2.0 * c2 * nor.x
- );
- }
- fun mip_from_roughness(roughness: float, num_mipmaps: float): float {
- // First mipmap level = roughness 0, last = roughness = 1
- return roughness * num_mipmaps;
- }
- fun envmap_equirect(normal: float3, angle: float): float2 {
- var phi: float = acos(normal.z);
- var theta: float = atan2(normal.x, -normal.y) + PI + angle;
- return float2(theta / PI2, phi / PI);
- }
- fun envmap_sample(lod: float, coord: float2): float3 {
- if (lod == 0.0) {
- return sample_lod(senvmap_radiance, sampler_linear, coord, 0.0).rgb;
- }
- if (lod == 1.0) {
- return sample_lod(senvmap_radiance0, sampler_linear, coord, 0.0).rgb;
- }
- if (lod == 2.0) {
- return sample_lod(senvmap_radiance1, sampler_linear, coord, 0.0).rgb;
- }
- if (lod == 3.0) {
- return sample_lod(senvmap_radiance2, sampler_linear, coord, 0.0).rgb;
- }
- if (lod == 4.0) {
- return sample_lod(senvmap_radiance3, sampler_linear, coord, 0.0).rgb;
- }
- return sample_lod(senvmap_radiance4, sampler_linear, coord, 0.0).rgb;
- }
- fun deferred_light_frag(input: vert_out): float4 {
- // normal.xy, roughness, metallic/matid
- var g0: float4 = sample_lod(gbuffer0, sampler_linear, input.tex, 0.0);
- var n: float3;
- n.z = 1.0 - abs(g0.x) - abs(g0.y);
- if (n.z >= 0.0) {
- //n.xy = g0.xy;
- n.x = g0.x;
- n.y = g0.y;
- }
- else {
- //n.xy = octahedron_wrap(g0.xy);
- var f2: float2 = octahedron_wrap(g0.xy);
- n.x = f2.x;
- n.y = f2.y;
- }
- n = normalize(n);
- var roughness: float = g0.b;
- var metallic: float;
- var matid: uint;
- // unpack_f32_i16(g0.a, metallic, matid);
- matid = uint((g0.a / 0.06250047610269868710814625956118106842041015625) + (1.0 / 65535.0));
- metallic = clamp((-0.06250047610269868710814625956118106842041015625 * float(matid) + g0.a) / 0.062485207147583624058737396240234375, 0.0, 1.0);
- var g1: float4 = sample_lod(gbuffer1, sampler_linear, input.tex, 0.0); // basecolor.rgb, occ
- var occ: float = g1.a;
- var albedo: float3 = surface_albedo(g1.rgb, metallic);
- var f0: float3 = surface_f0(g1.rgb, metallic);
- var depth: float = sample_lod(gbufferD, sampler_linear, input.tex, 0.0).r * 2.0 - 1.0;
- var p: float3 = get_pos(constants.eye, constants.eye_look, normalize(input.view_ray), depth, constants.camera_proj);
- var v: float3 = normalize(constants.eye - p);
- var dotnv: float = max(0.0, dot(n, v));
- occ = lerp(1.0, occ, dotnv); // ao fresnel
- // Envmap
- var envl: float3 = sh_irradiance(
- float3(
- n.x * constants.envmap_data.z - n.y * constants.envmap_data.y,
- n.x * constants.envmap_data.y + n.y * constants.envmap_data.z,
- n.z
- )
- );
- // envl /= PI;
- envl = envl / PI;
- var reflection_world: float3 = reflect(-v, n);
- // var lod: float = mip_from_roughness(roughness, float(constants.envmap_num_mipmaps));
- // var prefiltered_color: float3 = sample_lod(senvmap_radiance, sampler_linear, envmap_equirect(reflection_world, constants.envmap_data.x), lod).rgb;
- var lod: float = mip_from_roughness(roughness, 5.0);
- var lod0: float = floor(lod);
- var lod1: float = ceil(lod);
- var lodf: float = lod - lod0;
- var envmap_coord: float2 = envmap_equirect(reflection_world, constants.envmap_data.x);
- var lodc0: float3 = envmap_sample(lod0, envmap_coord);
- var lodc1: float3 = envmap_sample(lod1, envmap_coord);
- var prefiltered_color: float3 = lerp3(lodc0, lodc1, lodf);
- envl.rgb = envl.rgb * albedo;
- // Indirect specular
- // var env_brdf: float2 = senvmap_brdf[uint2(roughness * 256.0, (1.0 - dotnv) * 256.0)].xy;
- var env_brdf: float4 = senvmap_brdf[uint2(uint(roughness * 256.0), uint((1.0 - dotnv) * 256.0))];
- //envl.rgb += prefiltered_color * (f0 * env_brdf.x + env_brdf.y) * 1.5;
- envl.rgb = envl.rgb + (prefiltered_color * (f0 * env_brdf.x + env_brdf.y) * 1.5);
- envl.rgb = envl.rgb * constants.envmap_data.w * occ;
- var color: float4;
- color.rgb = envl.rgb;
- color.rgb = color.rgb * sample_lod(ssaotex, sampler_linear, input.tex, 0.0).r;
- // if (matid == uint(1)) { // Emission
- if (matid == uint(1.0)) { // Emission
- color.rgb = color.rgb + g1.rgb; // materialid
- albedo = float3(0.0, 0.0, 0.0);
- }
- color.a = 1.0; // Mark as opaque
- return color;
- }
- #[pipe]
- struct pipe {
- vertex = deferred_light_vert;
- fragment = deferred_light_frag;
- }
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