engine/bin/data/shaders/display.subpass.frag.glsl
2020-09-20 00:00:00 -05:00

220 lines
5.8 KiB
GLSL

#version 450
#define BASE_LIGHTS_SIZE 16
layout (constant_id = 0) const uint LIGHTS = BASE_LIGHTS_SIZE;
layout (input_attachment_index = 0, binding = 1) uniform subpassInput samplerAlbedo;
layout (input_attachment_index = 0, binding = 2) uniform subpassInput samplerNormal;
layout (input_attachment_index = 0, binding = 3) uniform subpassInput samplerPosition;
// layout (input_attachment_index = 0, binding = 4) uniform subpassInput samplerDepth;
layout (binding = 5) uniform sampler2D samplerShadows[LIGHTS];
layout (location = 0) in vec2 inUv;
layout (location = 1) in flat uint inPushConstantPass;
layout (location = 0) out vec4 outFragColor;
struct Light {
vec3 position;
float radius;
vec3 color;
float power;
int type;
int shadowed;
mat4 view;
mat4 projection;
};
struct Matrices {
mat4 view[2];
mat4 projection[2];
};
struct Space {
vec3 eye;
vec3 world;
} position, normal, view;
layout (binding = 0) uniform UBO {
Matrices matrices;
vec3 ambient;
float kexp;
Light lights[LIGHTS];
} ubo;
void fog( inout vec3 i ) {
vec3 color = vec3( 0, 0, 0 );
float inner = 8, outer = 64;
float distance = length(-position.eye);
float factor = (distance - inner) / (outer - inner);
factor = clamp( factor, 0.0, 1.0 );
i = mix(i.rgb, color, factor);
}
void phong( Light light, vec4 albedoSpecular, inout vec3 i ) {
vec3 Ls = vec3(1.0, 1.0, 1.0); // light specular
vec3 Ld = light.color; // light color
vec3 La = vec3(1.0, 1.0, 1.0);
vec3 Ks = vec3(albedoSpecular.a); // material specular
vec3 Kd = albedoSpecular.rgb; // material diffuse
vec3 Ka = vec3(1.0, 1.0, 1.0);
float Kexp = ubo.kexp;
vec3 L = light.position.xyz - position.eye;
float dist = length(L);
if ( light.radius < dist ) return;
vec3 D = normalize(L);
float d_dot = max(dot( D, normal.eye ), 0.0);
vec3 R = reflect( -D, normal.eye );
vec3 S = normalize(-position.eye);
float s_factor = pow( max(dot( R, S ), 0.0), Kexp );
float attenuation = light.radius / (pow(dist, 2.0) + 1.0);
vec3 Ia = La * Ka;
vec3 Id = Ld * Kd * d_dot * attenuation;
vec3 Is = Ls * Ks * s_factor * attenuation;
i += Id * light.power;
}
bool debugShadow( Light light, uint i ) {
// return false;
{
outFragColor.rgb = texture(samplerShadows[i], inUv).rgb;
outFragColor.a = 1;
return true;
}
vec4 positionClip = light.projection * light.view * vec4(position.world, 1.0);
positionClip.xyz /= positionClip.w;
float lightDepth = texture(samplerShadows[i], positionClip.xy * 0.5 + 0.5).r;
float eyeDepth = positionClip.z;
// eyeDepth = lightDepth;
float bias = 0.0005;
if ( positionClip.x < -1 || positionClip.x >= 1 ) eyeDepth = 1;
else if ( positionClip.y < -1 || positionClip.y >= 1 ) eyeDepth = 1;
else if ( positionClip.z < 0 || positionClip.z >= 1 ) eyeDepth = 1;
else eyeDepth /= 0.00526;
outFragColor.rgb = vec3( 1 - eyeDepth );
outFragColor.a = 1;
return true;
}
float shadowFactor( Light light, uint i ) {
vec4 positionClip = light.projection * light.view * vec4(position.world, 1.0);
positionClip.xyz /= positionClip.w;
float lightDepth = texture(samplerShadows[(i*4)+3], positionClip.xy * 0.5 + 0.5).r;
float eyeDepth = positionClip.z;
float bias = 0.0005;
// bias = max(0.05 * (1.0 - dot(normal.eye, light.position.xyz - position.eye)), bias);
// eyeDepth /= 0.00526;
// lightDepth /= 0.00526;
eyeDepth = 1 - eyeDepth;
lightDepth = 1 - lightDepth;
if ( positionClip.x < -1 || positionClip.x >= 1 ) return 0.0;
if ( positionClip.y < -1 || positionClip.y >= 1 ) return 0.0;
if ( positionClip.z < 0 || positionClip.z >= 1 ) return 0.0;
return eyeDepth - bias < lightDepth ? 1.0 : 0.0;
}
void main() {
vec4 albedoSpecular = subpassLoad(samplerAlbedo);
normal.eye = subpassLoad(samplerNormal).rgb;
position.eye = subpassLoad(samplerPosition).rgb;
{
mat4 iView = inverse( ubo.matrices.view[inPushConstantPass] );
vec4 positionWorld = iView * vec4(position.eye, 1);
position.world = positionWorld.xyz;
}
/*
{
for ( int i = 0; i < LIGHTS; ++i ) {
outFragColor.rgb = texture(samplerShadows[i], inUv).rgb;
}
float depth = texture(samplerShadows[3], inUv).r;
depth /= 0.00526;
outFragColor.rgb = vec3(1 - depth);
// outFragColor.rgb = texture(samplerShadows[0], inUv).rgb;
outFragColor.a = 1;
return;
}
*/
/*
{
mat4 iProj = inverse( ubo.matrices.projection[inPushConstantPass] );
mat4 iView = inverse( ubo.matrices.view[inPushConstantPass] );
float depth = subpassLoad(samplerDepth).r;
if ( false ) {
depth /= 0.00526;
outFragColor.rgb = vec3( 1 - depth );
outFragColor.a = 1;
return;
}
vec4 positionClip = vec4(inUv * 2.0 - 1.0, depth, 1.0);
vec4 positionEye = iProj * positionClip;
positionEye /= positionEye.w;
position.eye = positionEye.xyz;
vec4 positionWorld = iView * positionEye;
position.world = positionWorld.xyz;
}
*/
vec3 fragColor = albedoSpecular.rgb * ubo.ambient.rgb;
bool lit = false;
for ( uint i = 0; i < LIGHTS; ++i ) {
Light light = ubo.lights[i];
if ( light.power <= 0.001 ) continue;
lit = true;
light.position.xyz = vec3(ubo.matrices.view[inPushConstantPass] * vec4(light.position.xyz, 1));
if ( light.shadowed > 0 ) {
float shadowFactor = shadowFactor( light, i );
if ( shadowFactor <= 0.0001 ) continue;
}
phong( light, albedoSpecular, fragColor );
}
if ( !lit ) fragColor = albedoSpecular.rgb;
fog(fragColor);
outFragColor = vec4(fragColor,1);
/*
if ( !false ) {
float depth = texture(samplerShadows[0], inUv).r;
depth /= 0.00526;
outFragColor = vec4( vec3(1 - depth), 1 );
return;
} else if ( !false ) {
outFragColor = vec4( texture(samplerShadows[0], inUv).rgb, 1 );
return;
} else {
outFragColor = vec4( inUv.x, 0, inUv.y, 1 );
return;
}
*/
}