engine/bin/data/shaders/display/subpass.h

333 lines
11 KiB
C

#extension GL_EXT_samplerless_texture_functions : require
#extension GL_EXT_nonuniform_qualifier : enable
#if RAYTRACE
#extension GL_EXT_ray_query : require
#endif
#define DEFERRED 1
#define MAX_TEXTURES TEXTURES
//#define TEXTURE_WORKAROUND 0
#include "../common/macros.h"
layout (constant_id = 0) const uint TEXTURES = 512;
layout (constant_id = 1) const uint CUBEMAPS = 128;
#if VXGI
layout (constant_id = 2) const uint CASCADES = 16;
#endif
#if !MULTISAMPLING
layout (input_attachment_index = 0, binding = 0) uniform usubpassInput samplerId;
layout (input_attachment_index = 1, binding = 1) uniform subpassInput samplerNormal;
#if DEFERRED_SAMPLING
layout (input_attachment_index = 2, binding = 2) uniform subpassInput samplerUv;
#else
layout (input_attachment_index = 2, binding = 2) uniform subpassInput samplerAlbedo;
#endif
layout (input_attachment_index = 3, binding = 3) uniform subpassInput samplerDepth;
#if DEFERRED_SAMPLING
layout (input_attachment_index = 4, binding = 4) uniform subpassInput samplerMips;
#endif
#else
layout (input_attachment_index = 0, binding = 0) uniform usubpassInputMS samplerId;
layout (input_attachment_index = 1, binding = 1) uniform subpassInputMS samplerNormal;
#if DEFERRED_SAMPLING
layout (input_attachment_index = 2, binding = 2) uniform subpassInputMS samplerUv;
#else
layout (input_attachment_index = 2, binding = 2) uniform subpassInputMS samplerAlbedo;
#endif
layout (input_attachment_index = 3, binding = 3) uniform subpassInputMS samplerDepth;
#if DEFERRED_SAMPLING
layout (input_attachment_index = 4, binding = 4) uniform subpassInputMS samplerMips;
#endif
#endif
#include "../common/structs.h"
layout (binding = 5) uniform UBO {
EyeMatrices eyes[2];
Mode mode;
Fog fog;
Vxgi vxgi;
uint lights;
uint materials;
uint textures;
uint drawCommands;
vec3 ambient;
float gamma;
float exposure;
float brightnessThreshold;
uint msaa;
uint shadowSamples;
int indexSkybox;
uint useLightmaps;
uint frameNumber;
uint padding3;
} ubo;
/*
*/
layout (std140, binding = 6) readonly buffer DrawCommands {
DrawCommand drawCommands[];
};
layout (std140, binding = 7) readonly buffer Instances {
Instance instances[];
};
layout (std140, binding = 8) readonly buffer InstanceAddresseses {
InstanceAddresses instanceAddresses[];
};
layout (std140, binding = 9) readonly buffer Materials {
Material materials[];
};
layout (std140, binding = 10) readonly buffer Textures {
Texture textures[];
};
layout (std140, binding = 11) readonly buffer Lights {
Light lights[];
};
layout (binding = 12) uniform sampler2D samplerTextures[TEXTURES];
layout (binding = 13) uniform samplerCube samplerCubemaps[CUBEMAPS];
layout (binding = 14) uniform sampler3D samplerNoise;
#if VXGI
layout (binding = 15) uniform usampler3D voxelId[CASCADES];
layout (binding = 16) uniform sampler3D voxelNormal[CASCADES];
layout (binding = 17) uniform sampler3D voxelRadiance[CASCADES];
#endif
#if RAYTRACE
layout (binding = 18) uniform accelerationStructureEXT tlas;
#endif
layout (location = 0) in vec2 inUv;
layout (location = 1) in flat uvec2 inPushConstantPass;
layout (location = 0) out vec4 outFragColor;
layout (location = 1) out vec4 outFragBright;
layout(buffer_reference, scalar) buffer Vertices { Vertex v[]; };
layout(buffer_reference, scalar) buffer Indices { uvec3 i[]; };
layout(buffer_reference, scalar) buffer Indirects { DrawCommand dc[]; };
layout(buffer_reference, scalar) buffer VPos { vec3 v[]; };
layout(buffer_reference, scalar) buffer VUv { vec2 v[]; };
layout(buffer_reference, scalar) buffer VColor { uint v[]; };
layout(buffer_reference, scalar) buffer VSt { vec2 v[]; };
layout(buffer_reference, scalar) buffer VNormal { vec3 v[]; };
layout(buffer_reference, scalar) buffer VTangent { vec3 v[]; };
layout(buffer_reference, scalar) buffer VID { uint v[]; };
#include "../common/functions.h"
#include "../common/fog.h"
#include "../common/light.h"
#include "../common/shadows.h"
#if VXGI
#include "../common/vxgi.h"
#endif
void postProcess() {
float brightness = dot(surface.fragment.rgb, vec3(0.2126, 0.7152, 0.0722));
outFragBright = brightness > ubo.brightnessThreshold ? vec4(surface.fragment.rgb, 1.0) : vec4(0, 0, 0, 1);
#if FOG
fog( surface.ray, surface.fragment.rgb, surface.fragment.a );
#endif
#if TONE_MAP
surface.fragment.rgb = vec3(1.0) - exp(-surface.fragment.rgb * ubo.exposure);
#endif
#if GAMMA_CORRECT
surface.fragment.rgb = pow(surface.fragment.rgb, vec3(1.0 / ubo.gamma));
#endif
#if WHITENOISE
if ( enabled(ubo.mode.type, 1) ) whitenoise(surface.fragment.rgb, ubo.mode.parameters);
#endif
outFragColor = vec4(surface.fragment.rgb, 1.0);
}
void populateSurface() {
surface.fragment = vec4(0);
surface.pass = inPushConstantPass.x;
{
#if !MULTISAMPLING
const float depth = subpassLoad(samplerDepth).r;
#else
const float depth = subpassLoad(samplerDepth, msaa.currentID).r; // resolve(samplerDepth, ubo.msaa).r;
#endif
vec4 positionEye = ubo.eyes[surface.pass].iProjection * vec4(inUv * 2.0 - 1.0, depth, 1.0);
positionEye /= positionEye.w;
surface.position.eye = positionEye.xyz;
surface.position.world = vec3( ubo.eyes[surface.pass].iView * positionEye );
}
#if 0
{
const vec4 near4 = ubo.eyes[surface.pass].iProjectionView * (vec4(2.0 * inUv - 1.0, -1.0, 1.0));
const vec4 far4 = ubo.eyes[surface.pass].iProjectionView * (vec4(2.0 * inUv - 1.0, 1.0, 1.0));
const vec3 near3 = near4.xyz / near4.w;
const vec3 far3 = far4.xyz / far4.w;
surface.ray.origin = near3;
surface.ray.direction = normalize( far3 - near3 );
}
// separate our ray direction due to floating point precision problems
{
const mat4 iProjectionView = inverse( ubo.eyes[surface.pass].projection * mat4(mat3(ubo.eyes[surface.pass].view)) );
const vec4 near4 = iProjectionView * (vec4(2.0 * inUv - 1.0, -1.0, 1.0));
const vec4 far4 = iProjectionView * (vec4(2.0 * inUv - 1.0, 1.0, 1.0));
const vec3 near3 = near4.xyz / near4.w;
const vec3 far3 = far4.xyz / far4.w;
surface.ray.direction = normalize( far3 - near3 );
}
#else
{
const mat4 iProjectionView = inverse( ubo.eyes[surface.pass].projection * mat4(mat3(ubo.eyes[surface.pass].view)) );
const vec4 near4 = iProjectionView * (vec4(2.0 * inUv - 1.0, -1.0, 1.0));
const vec4 far4 = iProjectionView * (vec4(2.0 * inUv - 1.0, 1.0, 1.0));
const vec3 near3 = near4.xyz / near4.w;
const vec3 far3 = far4.xyz / far4.w;
surface.ray.direction = normalize( far3 - near3 );
surface.ray.origin = ubo.eyes[surface.pass].eyePos.xyz;
}
#endif
#if !MULTISAMPLING
surface.normal.world = decodeNormals( subpassLoad(samplerNormal).xy );
const uvec2 ID = subpassLoad(samplerId).xy;
#else
surface.normal.world = decodeNormals( subpassLoad(samplerNormal, msaa.currentID).xy ); // decodeNormals( resolve(samplerNormal, ubo.msaa).xy );
const uvec2 ID = msaa.IDs[msaa.currentID]; // subpassLoad(samplerId, msaa.currentID).xy; //resolve(samplerId, ubo.msaa).xy;
#endif
surface.normal.eye = vec3( ubo.eyes[surface.pass].view * vec4(surface.normal.world, 0.0) );
const uint drawID = ID.x - 1;
const uint instanceID = ID.y - 1;
if ( ID.x == 0 || ID.y == 0 ) {
if ( 0 <= ubo.indexSkybox && ubo.indexSkybox < CUBEMAPS ) {
surface.fragment.rgb = texture( samplerCubemaps[ubo.indexSkybox], surface.ray.direction ).rgb;
}
surface.fragment.a = 0.0;
postProcess();
return;
}
const DrawCommand drawCommand = drawCommands[drawID];
const Instance instance = instances[instanceID];
surface.instance = instance;
const Material material = materials[surface.instance.materialID];
surface.material.albedo = material.colorBase;
surface.material.metallic = material.factorMetallic;
surface.material.roughness = material.factorRoughness;
surface.material.occlusion = material.factorOcclusion;
surface.fragment = material.colorEmissive;
#if DEFERRED_SAMPLING
{
#if !MULTISAMPLING
const vec4 uv = subpassLoad(samplerUv);
const vec2 mips = subpassLoad(samplerMips).xy;
#else
const vec4 uv = subpassLoad(samplerUv, msaa.currentID); // resolve(samplerUv, ubo.msaa);
const vec2 mips = subpassLoad(samplerMips, msaa.currentID).xy; // resolve(samplerUv, ubo.msaa);
#endif
surface.uv.xy = uv.xy;
surface.uv.z = mips.x;
surface.st.xy = uv.zw;
surface.st.z = mips.y;
}
if ( validTextureIndex( material.indexAlbedo ) ) {
surface.material.albedo *= sampleTexture( material.indexAlbedo );
}
// OPAQUE
if ( material.modeAlpha == 0 ) {
surface.material.albedo.a = 1;
// BLEND
} else if ( material.modeAlpha == 1 ) {
// MASK
} else if ( material.modeAlpha == 2 ) {
}
// Lightmap
if ( bool(ubo.useLightmaps) && validTextureIndex( surface.instance.lightmapID ) ) {
vec4 light = sampleTexture( surface.instance.lightmapID, surface.st );
surface.material.lightmapped = light.a > 0.001;
if ( surface.material.lightmapped ) surface.light += surface.material.albedo * light;
} else {
surface.material.lightmapped = false;
}
// Emissive textures
if ( validTextureIndex( material.indexEmissive ) ) {
surface.light += sampleTexture( material.indexEmissive );
}
// Occlusion map
if ( validTextureIndex( material.indexOcclusion ) ) {
surface.material.occlusion = sampleTexture( material.indexOcclusion ).r;
}
// Metallic/Roughness map
if ( validTextureIndex( material.indexMetallicRoughness ) ) {
vec4 samp = sampleTexture( material.indexMetallicRoughness );
surface.material.metallic = samp.r;
surface.material.roughness = samp.g;
}
#else
#if !MULTISAMPLING
surface.material.albedo *= subpassLoad(samplerAlbedo);
#else
surface.material.albedo *= subpassLoad(samplerAlbedo, msaa.currentID); // resolve(samplerAlbedo, ubo.msaa);
#endif
#endif
}
void directLighting() {
surface.light.rgb += surface.material.albedo.rgb * ubo.ambient.rgb * surface.material.occlusion; // add ambient lighting
surface.light.rgb += surface.material.indirect.rgb; // add indirect lighting
#if PBR
pbr();
#elif LAMBERT
lambert();
#elif PHONG
phong();
#endif
surface.fragment.rgb += surface.light.rgb;
}
#if MULTISAMPLING
void resolveSurfaceFragment() {
for ( int i = 0; i < ubo.msaa; ++i ) {
msaa.currentID = i;
msaa.IDs[i] = subpassLoad(samplerId, msaa.currentID).xy;
// check if ID is already used
bool unique = true;
for ( int j = msaa.currentID - 1; j >= 0; --j ) {
if ( msaa.IDs[j] == msaa.IDs[i] ) {
surface.fragment = msaa.fragments[j];
unique = false;
break;
}
}
if ( unique ) {
populateSurface();
#if VXGI
indirectLighting();
#endif
directLighting();
}
msaa.fragment += surface.fragment;
msaa.fragments[msaa.currentID] = surface.fragment;
}
surface.fragment = msaa.fragment / ubo.msaa;
}
#endif