deferred_light.glsl 2.6 KB

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  1. #ifndef _DEFERRED_LIGHT_GLSL_
  2. #define _DEFERRED_LIGHT_GLSL_
  3. #include "std/gbuffer.glsl"
  4. #include "std/light.glsl"
  5. #include "std/shirr.glsl"
  6. #ifdef _Voxel
  7. #include "std/conetrace.glsl"
  8. #endif
  9. uniform sampler2D gbufferD;
  10. uniform sampler2D gbuffer0;
  11. uniform sampler2D gbuffer1;
  12. #ifdef _Voxel
  13. uniform sampler3D voxels;
  14. #endif
  15. uniform vec4 envmapData; // angle, sin(angle), cos(angle), strength
  16. uniform vec4 shirr[7];
  17. uniform sampler2D senvmapBrdf;
  18. uniform sampler2D senvmapRadiance;
  19. #ifdef SPIRV
  20. uniform float envmapNumMipmaps;
  21. #else
  22. uniform int envmapNumMipmaps;
  23. #endif
  24. uniform sampler2D ssaotex;
  25. uniform vec2 cameraProj;
  26. uniform vec3 eye;
  27. uniform vec3 eyeLook;
  28. uniform vec3 pointPos;
  29. uniform vec3 pointCol;
  30. in vec2 texCoord;
  31. in vec3 viewRay;
  32. out vec4 fragColor;
  33. void main() {
  34. vec4 g0 = textureLod(gbuffer0, texCoord, 0.0); // Normal.xy, roughness, metallic/matid
  35. vec3 n;
  36. n.z = 1.0 - abs(g0.x) - abs(g0.y);
  37. n.xy = n.z >= 0.0 ? g0.xy : octahedronWrap(g0.xy);
  38. n = normalize(n);
  39. float roughness = g0.b;
  40. float metallic;
  41. uint matid;
  42. unpackFloatInt16(g0.a, metallic, matid);
  43. vec4 g1 = textureLod(gbuffer1, texCoord, 0.0); // Basecolor.rgb, occ
  44. float occ = g1.a;
  45. vec3 albedo = surfaceAlbedo(g1.rgb, metallic); // g1.rgb - basecolor
  46. vec3 f0 = surfaceF0(g1.rgb, metallic);
  47. float depth = textureLod(gbufferD, texCoord, 0.0).r * 2.0 - 1.0;
  48. vec3 p = getPos(eye, eyeLook, normalize(viewRay), depth, cameraProj);
  49. vec3 v = normalize(eye - p);
  50. float dotNV = max(0.0, dot(n, v));
  51. occ = mix(1.0, occ, dotNV); // AO Fresnel
  52. vec2 envBRDF = texelFetch(senvmapBrdf, ivec2(vec2(roughness, 1.0 - dotNV) * 256.0), 0).xy;
  53. // Envmap
  54. vec4 envmapDataLocal = envmapData; // TODO: SPIRV workaround
  55. vec3 envl = shIrradiance(vec3(n.x * envmapDataLocal.z - n.y * envmapDataLocal.y, n.x * envmapDataLocal.y + n.y * envmapDataLocal.z, n.z), shirr);
  56. envl /= PI;
  57. vec3 reflectionWorld = reflect(-v, n);
  58. float lod = getMipFromRoughness(roughness, envmapNumMipmaps);
  59. vec3 prefilteredColor = textureLod(senvmapRadiance, envMapEquirect(reflectionWorld, envmapDataLocal.x), lod).rgb;
  60. envl.rgb *= albedo;
  61. // Indirect specular
  62. envl.rgb += prefilteredColor * (f0 * envBRDF.x + envBRDF.y) * 1.5;
  63. envl.rgb *= envmapDataLocal.w * occ;
  64. #ifdef _Voxel
  65. vec3 voxpos = p / voxelgiHalfExtents;
  66. envl.rgb *= 1.0 - traceAO(voxpos, n, voxels);
  67. #endif
  68. fragColor.rgb = envl;
  69. fragColor.rgb *= textureLod(ssaotex, texCoord, 0.0).r;
  70. if (matid == 1) { // Emission
  71. fragColor.rgb += g1.rgb; // materialid
  72. albedo = vec3(0.0);
  73. }
  74. fragColor.rgb += sampleLight(p, n, v, dotNV, pointPos, pointCol, albedo, roughness, f0, occ
  75. #ifdef _Voxel
  76. , voxels, voxpos
  77. #endif
  78. );
  79. fragColor.a = 1.0; // Mark as opaque
  80. }
  81. #endif