//#extension GL_EXT_nonuniform_qualifier : enable #if RT #extension GL_EXT_ray_tracing : enable #extension GL_EXT_ray_query : enable #endif layout (constant_id = 0) const uint TEXTURES = 512; layout (constant_id = 1) const uint CUBEMAPS = 128; layout (constant_id = 2) const uint LAYERS = 32; layout (binding = 6) uniform sampler2D samplerTextures[TEXTURES]; layout (binding = 7) uniform samplerCube samplerCubemaps[CUBEMAPS]; #define SHADOW_SAMPLES 16 #define FRAGMENT 1 #define BAKING 1 #define PBR 0 #define LAMBERT 1 #define LIGHTING_IN_WORLD_SPACE 1 #define MAX_LIGHTS min(ubo.lights, lights.length()) #define MAX_SHADOWS MAX_LIGHTS #define VIEW_MATRIX camera.viewport[0].view #include "../../common/macros.h" #include "../../common/structs.h" /*layout (binding = 8) uniform*/ struct Camera { Viewport viewport[6]; } camera; layout (binding = 9) uniform UBO { uint lights; uint currentID; float exposure; float gamma; } ubo; layout (std140, binding = 10) readonly buffer DrawCommands { DrawCommand drawCommands[]; }; layout (std140, binding = 11) readonly buffer Instances { Instance instances[]; }; layout (std140, binding = 12) readonly buffer InstanceAddresseses { InstanceAddresses instanceAddresses[]; }; layout (std140, binding = 13) readonly buffer Materials { Material materials[]; }; layout (std140, binding = 14) readonly buffer Textures { Texture textures[]; }; layout (std140, binding = 15) readonly buffer Lights { Light lights[]; }; layout (binding = 16, rgba8) uniform writeonly image3D outAlbedos; #if RT layout (binding = 17) uniform accelerationStructureEXT tlas; #endif #include "../../common/functions.h" #if RT float shadowFactor( const Light light, float def ) { Ray ray; ray.origin = surface.position.world; ray.direction = light.position - ray.origin; float tMin = 0.001; float tMax = length(ray.direction) + tMin; ray.direction = normalize(ray.direction); uint rayFlags = gl_RayFlagsOpaqueEXT | gl_RayFlagsTerminateOnFirstHitEXT | gl_RayFlagsSkipClosestHitShaderEXT; uint cullMask = 0xFF; rayQueryEXT rayQuery; rayQueryInitializeEXT(rayQuery, tlas, rayFlags, cullMask, ray.origin, tMin, ray.direction, tMax); while(rayQueryProceedEXT(rayQuery)) {} return rayQueryGetIntersectionTypeEXT(rayQuery, true) == gl_RayQueryCommittedIntersectionNoneEXT ? 1.0 : 0.0; } #else #include "../../common/shadows.h" #endif #include "../../common/light.h" layout (location = 0) flat in uvec4 inId; layout (location = 1) flat in vec4 inPOS0; #if BARYCENTRIC_STABILIZE layout (location = 2) __explicitInterpAMD in vec4 inPOS1; #else layout (location = 2) in vec4 inPOS1; #endif layout (location = 3) in vec3 inPosition; layout (location = 4) in vec2 inUv; layout (location = 5) in vec4 inColor; layout (location = 6) in vec2 inSt; layout (location = 7) in vec3 inNormal; layout (location = 8) in vec3 inTangent; layout (location = 9) in vec3 inBitangent; void main() { const uint triangleID = gl_PrimitiveID; // uint(inId.x); const uint drawID = uint(inId.y); const uint instanceID = uint(inId.z); // if ( instanceID != ubo.currentID ) discard; surface.fragment = vec4(0); surface.light = vec4(0); surface.uv.xy = wrap(inUv.xy); surface.uv.z = 0; // mipLevel(dFdx(inUv), dFdy(inUv)); surface.position.world = inPosition; surface.normal.world = inNormal; surface.tangent.world = inTangent; surface.tbn = mat3(inTangent, inBitangent, inNormal); const DrawCommand drawCommand = drawCommands[drawID]; surface.instance = instances[instanceID >= instances.length() ? 0 : instanceID]; const Material material = materials[surface.instance.materialID >= materials.length() ? 0 : surface.instance.materialID]; const vec2 st = inSt.xy * imageSize(outAlbedos).xy; const ivec3 uvw = ivec3(int(st.x), int(st.y), int(surface.instance.auxID)); surface.material.albedo = vec4(1); // set to 1 for additive lightmapping // material.colorBase; surface.material.metallic = material.factorMetallic; surface.material.roughness = material.factorRoughness; surface.material.occlusion = material.factorOcclusion; surface.light = material.colorEmissive; // Emissive mapping if ( validTextureIndex( material.indexEmissive ) ) { surface.light *= sampleTexture( material.indexEmissive ); } // (Occlusion/)Metallic/Roughness map if ( validTextureIndex( material.indexMetallicRoughness ) ) { vec4 samp = sampleTexture( material.indexMetallicRoughness ); surface.material.metallic *= samp.b; surface.material.roughness *= samp.g; if ( material.indexOcclusion == material.indexMetallicRoughness ) { surface.material.occlusion = mix(1.0, samp.r, material.factorOcclusion); } } // Occlusion mapping if ( validTextureIndex( material.indexOcclusion ) && material.indexOcclusion != material.indexMetallicRoughness ) { float occ = sampleTexture( material.indexOcclusion ).r; surface.material.occlusion = mix(1.0, occ, material.factorOcclusion); } // Normal mapping if ( validTextureIndex( material.indexNormal ) && surface.tangent.world != vec3(0) ) { surface.normal.world = surface.tbn * normalize( sampleTexture( material.indexNormal ).xyz * 2.0 - vec3(1.0)); } #if PBR pbr(); #elif LAMBERT lambert(); #endif surface.fragment.rgb = surface.light.rgb; if ( length( surface.fragment.rgb ) < 0.001 ) discard; imageStore(outAlbedos, uvw, encodeRGBE(surface.fragment.rgb) ); }