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- #ifndef _DEFERRED_LIGHT_GLSL_
- #define _DEFERRED_LIGHT_GLSL_
- #include "std/gbuffer.glsl"
- #include "std/light.glsl"
- #include "std/shirr.glsl"
- #ifdef _Voxel
- #include "std/conetrace.glsl"
- #endif
- uniform sampler2D gbufferD;
- uniform sampler2D gbuffer0;
- uniform sampler2D gbuffer1;
- #ifdef _Voxel
- uniform sampler3D voxels;
- #endif
- uniform vec4 envmapData; // angle, sin(angle), cos(angle), strength
- uniform vec4 shirr[7];
- uniform sampler2D senvmapBrdf;
- uniform sampler2D senvmapRadiance;
- #ifdef SPIRV
- uniform float envmapNumMipmaps;
- #else
- uniform int envmapNumMipmaps;
- #endif
- uniform sampler2D ssaotex;
- uniform vec2 cameraProj;
- uniform vec3 eye;
- uniform vec3 eyeLook;
- uniform vec3 pointPos;
- uniform vec3 pointCol;
- in vec2 texCoord;
- in vec3 viewRay;
- out vec4 fragColor;
- void main() {
- vec4 g0 = textureLod(gbuffer0, texCoord, 0.0); // Normal.xy, roughness, metallic/matid
- vec3 n;
- n.z = 1.0 - abs(g0.x) - abs(g0.y);
- n.xy = n.z >= 0.0 ? g0.xy : octahedronWrap(g0.xy);
- n = normalize(n);
- float roughness = g0.b;
- float metallic;
- uint matid;
- unpackFloatInt16(g0.a, metallic, matid);
- vec4 g1 = textureLod(gbuffer1, texCoord, 0.0); // Basecolor.rgb, occ
- float occ = g1.a;
- vec3 albedo = surfaceAlbedo(g1.rgb, metallic); // g1.rgb - basecolor
- vec3 f0 = surfaceF0(g1.rgb, metallic);
- float depth = textureLod(gbufferD, texCoord, 0.0).r * 2.0 - 1.0;
- vec3 p = getPos(eye, eyeLook, normalize(viewRay), depth, cameraProj);
- vec3 v = normalize(eye - p);
- float dotNV = max(0.0, dot(n, v));
- occ = mix(1.0, occ, dotNV); // AO Fresnel
- vec2 envBRDF = texelFetch(senvmapBrdf, ivec2(vec2(roughness, 1.0 - dotNV) * 256.0), 0).xy;
- // Envmap
- vec4 envmapDataLocal = envmapData; // TODO: SPIRV workaround
- vec3 envl = shIrradiance(vec3(n.x * envmapDataLocal.z - n.y * envmapDataLocal.y, n.x * envmapDataLocal.y + n.y * envmapDataLocal.z, n.z), shirr);
- envl /= PI;
- vec3 reflectionWorld = reflect(-v, n);
- float lod = getMipFromRoughness(roughness, envmapNumMipmaps);
- vec3 prefilteredColor = textureLod(senvmapRadiance, envMapEquirect(reflectionWorld, envmapDataLocal.x), lod).rgb;
- envl.rgb *= albedo;
- // Indirect specular
- envl.rgb += prefilteredColor * (f0 * envBRDF.x + envBRDF.y) * 1.5;
- envl.rgb *= envmapDataLocal.w * occ;
- #ifdef _Voxel
- vec3 voxpos = p / voxelgiHalfExtents;
- envl.rgb *= 1.0 - traceAO(voxpos, n, voxels);
- #endif
- fragColor.rgb = envl;
- fragColor.rgb *= textureLod(ssaotex, texCoord, 0.0).r;
- if (matid == 1) { // Emission
- fragColor.rgb += g1.rgb; // materialid
- albedo = vec3(0.0);
- }
- fragColor.rgb += sampleLight(p, n, v, dotNV, pointPos, pointCol, albedo, roughness, f0, occ
- #ifdef _Voxel
- , voxels, voxpos
- #endif
- );
- fragColor.a = 1.0; // Mark as opaque
- }
- #endif
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