engine/bin/data/shaders/graph/baking/frag.h

175 lines
5.4 KiB
C

//#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) );
}