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