//#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 = 5) uniform sampler2D samplerTextures[TEXTURES]; layout (binding = 6) uniform samplerCube samplerCubemaps[CUBEMAPS]; #define SHADOW_SAMPLES 16 #define FRAGMENT 1 #define BAKING 1 #define PBR 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 = 7) uniform Camera { Viewport viewport[6]; } camera; layout (binding = 8) uniform UBO { uint lights; uint currentID; uint padding1; uint padding2; } ubo; layout (std140, binding = 9) readonly buffer DrawCommands { DrawCommand drawCommands[]; }; layout (std140, binding = 10) readonly buffer Instances { Instance instances[]; }; layout (std140, binding = 11) readonly buffer InstanceAddresseses { InstanceAddresses instanceAddresses[]; }; layout (std140, binding = 12) readonly buffer Materials { Material materials[]; }; layout (std140, binding = 13) readonly buffer Textures { Texture textures[]; }; layout (std140, binding = 14) readonly buffer Lights { Light lights[]; }; layout (binding = 15, rgba8) uniform volatile coherent image3D outAlbedos; #if RT layout (binding = 16) 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; layout (location = 2) in vec4 inPOS1; 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 = 0) out vec4 outAlbedo; void main() { const uint triangleID = uint(inId.x); // gl_PrimitiveID const uint drawID = uint(inId.y); const uint instanceID = uint(inId.z); /* surface.pass = 0; // PushConstant.pass; surface.fragment = vec4(0); surface.light = vec4(0); surface.motion = vec2(0); surface.material.indirect = vec4(0); surface.material.metallic = 1; surface.material.roughness = 0; surface.material.occlusion = 0; */ if ( instanceID != ubo.currentID ) discard; surface.uv.xy = wrap(inUv.xy); surface.uv.z = mipLevel(dFdx(inUv), dFdy(inUv)); surface.position.world = inPosition; surface.normal.world = inNormal; const DrawCommand drawCommand = drawCommands[drawID]; const Instance instance = instances[instanceID]; const Material material = materials[instance.materialID]; const uint mapID = instance.auxID; vec4 A = material.colorBase; surface.material.metallic = material.factorMetallic; surface.material.roughness = material.factorRoughness; surface.material.occlusion = 1.0f - material.factorOcclusion; #if 0 vec3 N = inNormal; vec3 T = inTangent; T = normalize(T - dot(T, N) * N); vec3 B = cross(T, N); mat3 TBN = mat3(T, B, N); // mat3 TBN = mat3(N, B, T); if ( T != vec3(0) && validTextureIndex( material.indexNormal ) ) { surface.normal.world = TBN * normalize( sampleTexture( material.indexNormal ).xyz * 2.0 - 1.0 ); } else { surface.normal.world = N; } #endif surface.light = material.colorEmissive; surface.material.albedo = vec4(1); { surface.normal.eye = surface.normal.eye; surface.position.eye = surface.position.eye; // pbr(); const vec3 F0 = mix(vec3(0.04), surface.material.albedo.rgb, surface.material.metallic); for ( uint i = 0; i < min(ubo.lights, lights.length()); ++i ) { const Light light = lights[i]; if ( light.type <= 0 ) continue; const mat4 mat = light.view; // inverse(light.view); const vec3 position = surface.position.world; // const vec3 position = vec3( mat * vec4(surface.position.world, 1.0) ); const vec3 normal = surface.normal.world; // const vec3 normal = vec3( mat * vec4(surface.normal.world, 0.0) ); if ( light.power <= LIGHT_POWER_CUTOFF ) continue; const vec3 Lp = light.position; const vec3 Liu = light.position - surface.position.world; const float La = 1.0 / (1 + PI * pow(length(Liu), 2.0)); const float Ls = shadowFactor( light, 0.0 ); if ( light.power * La * Ls <= LIGHT_POWER_CUTOFF ) continue; const vec3 Lo = normalize( -position ); const float cosLo = max(0.0, abs(dot(normal, Lo))); const vec3 Li = normalize(Liu); const vec3 Lr = light.color.rgb * light.power * La * Ls; // const float cosLi = max(0.0, dot(normal, Li)); const float cosLi = abs(dot(normal, Li)); #if LAMBERT const vec3 diffuse = surface.material.albedo.rgb; const vec3 specular = vec3(0); #elif PBR const vec3 Lh = normalize(Li + Lo); // const float cosLh = max(0.0, dot(normal, Lh)); const float cosLh = abs(dot(normal, Lh)); const vec3 F = fresnelSchlick( F0, max( 0.0, dot(Lh, Lo) ) ); const float D = 1; // ndfGGX( cosLh, surface.material.roughness ); const float G = gaSchlickGGX(cosLi, cosLo, surface.material.roughness); const vec3 diffuse = mix( vec3(1.0) - F, vec3(0.0), surface.material.metallic ) * surface.material.albedo.rgb; const vec3 specular = (F * D * G) / max(EPSILON, 4.0 * cosLi * cosLo); #endif surface.light.rgb += (diffuse + specular) * Lr * cosLi; surface.light.a += light.power * La * Ls; } } #define EXPOSURE 0 #define GAMMA 0 // surface.light.rgb = vec3(1.0) - exp(-surface.light.rgb * EXPOSURE); // surface.light.rgb = pow(surface.light.rgb, vec3(1.0 / GAMMA)); outAlbedo = vec4(surface.light.rgb, 1); { const vec2 st = inSt.xy * imageSize(outAlbedos).xy; const ivec3 uvw = ivec3(int(st.x), int(st.y), int(mapID)); imageStore(outAlbedos, uvw, vec4(surface.light.rgb, 1) ); } }