mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-13 19:53:48 +00:00
Getting the GL side up-to-date to match.
This commit is contained in:
parent
24007432e8
commit
4efcb567b0
21 changed files with 694 additions and 286 deletions
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@ -714,12 +714,11 @@ void ReflectionProbe::_onRenderViz(ObjectRenderInst *ri,
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}
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else
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{
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const MatrixF worldToObjectXfm = getTransform();
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Box3F cube(-Point3F(mRadius, mRadius, mRadius),Point3F(mRadius, mRadius, mRadius));
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cube.setCenter(getPosition()+mProbePosOffset);
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draw->drawCube(desc, cube, color);
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cube = getWorldBox();
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draw->drawCube(desc, cube, color);
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draw->drawCube(desc, cube, color, &worldToObjectXfm);
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}
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}
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@ -617,7 +617,7 @@ void RenderProbeMgr::ReflectProbeMaterialInfo::setProbeParameters(const ProbeRen
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matParams->setSafe(bbMax, probeInfo->mBounds.maxExtents);
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matParams->setSafe(useSphereMode, probeInfo->mProbeShapeType == ProbeInfo::Sphere ? 1.0f : 0.0f);
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//SH Terms
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//static AlignedArray<Point3F> shTermsArray(9, sizeof(Point3F));
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//dMemset(shTermsArray.getBuffer(), 0, shTermsArray.getBufferSize());
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@ -285,6 +285,9 @@ new ShaderData( ReflectionProbeShader )
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samplerNames[0] = "$deferredBuffer";
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samplerNames[1] = "$matInfoBuffer";
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samplerNames[2] = "$cubeMap";
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samplerNames[3] = "$irradianceCubemap";
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samplerNames[4] = "$BRDFTexture";
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pixVersion = 3.0;
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};
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@ -307,7 +310,11 @@ new GFXStateBlockData( AL_ProbeState )
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samplerStates[0] = SamplerClampPoint; // G-buffer
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mSamplerNames[0] = "deferredBuffer";
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samplerStates[1] = SamplerClampLinear; // Shadow Map (Do not use linear, these are perspective projections)
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mSamplerNames[1] = "matInfoBuffer";
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mSamplerNames[1] = "matInfoBuffer";
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mSamplerNames[2] = "cubeMap";
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mSamplerNames[3] = "irradianceCubemap";
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mSamplerNames[4] = "BRDFTexture";
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cullDefined = true;
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cullMode = GFXCullCW;
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@ -341,6 +348,8 @@ new ShaderData( IrradianceShader )
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OGLVertexShaderFile = "shaders/common/lighting/advanced/gl/cubemapV.glsl";
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OGLPixelShaderFile = "shaders/common/lighting/advanced/gl/irradianceP.glsl";
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samplerNames[0] = "$environmentMap";
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pixVersion = 3.0;
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};
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@ -352,6 +361,8 @@ new ShaderData( PrefiterCubemapShader )
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OGLVertexShaderFile = "shaders/common/lighting/advanced/gl/cubemapV.glsl";
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OGLPixelShaderFile = "shaders/common/lighting/advanced/gl/prefilterP.glsl";
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samplerNames[0] = "$environmentMap";
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pixVersion = 3.0;
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};
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@ -376,6 +387,9 @@ new ShaderData( SklyightShader )
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samplerNames[0] = "$deferredBuffer";
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samplerNames[1] = "$matInfoBuffer";
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samplerNames[2] = "$cubeMap";
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samplerNames[3] = "$irradianceCubemap";
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samplerNames[4] = "$BRDFTexture";
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pixVersion = 3.0;
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};
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@ -269,4 +269,41 @@ void compute4Lights( vec3 wsView,
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outDiffuse = vec4(albedo.rgb*(1.0-metalness),albedo.a);
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outSpecular = EvalBDRF( vec3( 1.0, 1.0, 1.0 ), lightColor.rgb, toLight, wsPosition, wsNormal, smoothness, metalness );
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}
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float G1V(float dotNV, float k)
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{
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return 1.0f/(dotNV*(1.0f-k)+k);
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}
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vec3 directSpecular(vec3 N, vec3 V, vec3 L, float roughness, float F0)
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{
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float alpha = roughness*roughness;
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//TODO don't need to calculate all this again timmy!!!!!!
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vec3 H = normalize(V + L);
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float dotNL = clamp(dot(N,L), 0.0, 1.0);
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float dotNV = clamp(dot(N,V), 0.0, 1.0);
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float dotNH = clamp(dot(N,H), 0.0, 1.0);
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float dotHV = clamp(dot(H,V), 0.0, 1.0);
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float dotLH = clamp(dot(L,H), 0.0, 1.0);
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float F, D, vis;
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// D
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float alphaSqr = alpha*alpha;
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float pi = 3.14159f;
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float denom = dotNH * dotNH *(alphaSqr-1.0) + 1.0f;
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D = alphaSqr/(pi * denom * denom);
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// F
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float dotLH5 = pow(1.0f-dotLH,5);
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F = F0 + (1.0-F0)*(dotLH5);
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// V
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float k = alpha/2.0f;
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vis = G1V(dotNL,k)*G1V(dotNV,k);
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float specular = dotNL * D * F * vis;
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return vec3(specular,specular,specular);
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}
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@ -352,4 +352,35 @@ vec3 simpleFresnel(vec3 diffuseColor, vec3 reflectColor, float metalness, float
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return mix(diffuseColor, reflectColor, fresnelTerm);
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}
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//get direction for a cube face
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vec3 getCubeDir(int face, vec2 uv)
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{
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vec2 debiased = uv * 2.0f - 1.0f;
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vec3 dir = vec3(0);
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switch (face)
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{
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case 0: dir = vec3(1, -debiased.y, -debiased.x);
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break;
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case 1: dir = vec3(-1, -debiased.y, debiased.x);
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break;
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case 2: dir = vec3(debiased.x, 1, debiased.y);
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break;
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case 3: dir = vec3(debiased.x, -1, -debiased.y);
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break;
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case 4: dir = vec3(debiased.x, -debiased.y, 1);
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break;
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case 5: dir = vec3(-debiased.x, -debiased.y, -1);
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break;
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};
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return normalize(dir);
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}
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#endif // _TORQUE_GLSL_
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@ -55,9 +55,6 @@ float4 main( PFXVertToPix IN ) : TORQUE_TARGET0
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float3 specularColor = lerp(float3(0.04,0.04,0.04), albedo, metalness);
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float3 light = (diffuseColor * diffuse.rgb) + (specularColor * specular.rgb);
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//albedo = diffuseColor+lerp(reflectColor,indiffuseLighting,frez);
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//albedo *= max(diffuseLighting.rgb,float3(0,0,0));
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return float4(light.rgb, 1.0);
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}
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@ -0,0 +1,136 @@
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#include "../../../torque.glsl"
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in vec4 hpos;
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in vec2 uv0;
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// ----------------------------------------------------------------------------
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// http://holger.dammertz.org/stuff/notes_HammersleyOnHemisphere.html
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// efficient VanDerCorpus calculation.
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float RadicalInverse_VdC(uint bits)
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{
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bits = (bits << 16u) | (bits >> 16u);
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bits = ((bits & 0x55555555u) << 1u) | ((bits & 0xAAAAAAAAu) >> 1u);
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bits = ((bits & 0x33333333u) << 2u) | ((bits & 0xCCCCCCCCu) >> 2u);
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bits = ((bits & 0x0F0F0F0Fu) << 4u) | ((bits & 0xF0F0F0F0u) >> 4u);
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bits = ((bits & 0x00FF00FFu) << 8u) | ((bits & 0xFF00FF00u) >> 8u);
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return float(bits) * 2.3283064365386963e-10; // / 0x100000000
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}
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// ----------------------------------------------------------------------------
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vec2 Hammersley(uint i, uint N)
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{
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return vec2(float(i)/float(N), RadicalInverse_VdC(i));
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}
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// ----------------------------------------------------------------------------
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vec3 ImportanceSampleGGX(vec2 Xi, vec3 N, float roughness)
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{
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float a = roughness*roughness;
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float phi = 2.0 * M_PI_F * Xi.x;
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float cosTheta = sqrt((1.0 - Xi.y) / (1.0 + (a*a - 1.0) * Xi.y));
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float sinTheta = sqrt(1.0 - cosTheta*cosTheta);
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// from spherical coordinates to cartesian coordinates - halfway vector
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vec3 H;
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H.x = cos(phi) * sinTheta;
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H.y = sin(phi) * sinTheta;
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H.z = cosTheta;
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// from tangent-space H vector to world-space sample vector
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vec3 up = abs(N.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0);
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vec3 tangent = normalize(cross(up, N));
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vec3 bitangent = cross(N, tangent);
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vec3 sampleVec = tangent * H.x + bitangent * H.y + N * H.z;
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return normalize(sampleVec);
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}
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// ----------------------------------------------------------------------------
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float GeometrySchlickGGX(float NdotV, float roughness)
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{
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// note that we use a different k for IBL
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float a = roughness;
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float k = (a * a) / 2.0;
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float nom = NdotV;
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float denom = NdotV * (1.0 - k) + k;
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return nom / denom;
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}
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// ----------------------------------------------------------------------------
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float GeometrySmith(vec3 N, vec3 V, vec3 L, float roughness)
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{
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float NdotV = max(dot(N, V), 0.0);
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float NdotL = max(dot(N, L), 0.0);
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float ggx2 = GeometrySchlickGGX(NdotV, roughness);
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float ggx1 = GeometrySchlickGGX(NdotL, roughness);
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return ggx1 * ggx2;
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}
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// ----------------------------------------------------------------------------
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vec2 IntegrateBRDF(float NdotV, float roughness)
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{
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vec3 V;
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V.x = sqrt(1.0 - NdotV*NdotV);
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V.y = 0.0;
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V.z = NdotV;
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float A = 0.0;
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float B = 0.0;
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vec3 N = vec3(0.0, 0.0, 1.0);
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const uint SAMPLE_COUNT = 1024u;
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for(uint i = 0u; i < SAMPLE_COUNT; ++i)
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{
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// generates a sample vector that's biased towards the
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// preferred alignment direction (importance sampling).
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vec2 Xi = Hammersley(i, SAMPLE_COUNT);
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vec3 H = ImportanceSampleGGX(Xi, N, roughness);
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vec3 L = normalize(2.0 * dot(V, H) * H - V);
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float NdotL = max(L.z, 0.0);
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float NdotH = max(H.z, 0.0);
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float VdotH = max(dot(V, H), 0.0);
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if(NdotL > 0.0)
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{
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float G = GeometrySmith(N, V, L, roughness);
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float G_Vis = (G * VdotH) / (NdotH * NdotV);
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float Fc = pow(1.0 - VdotH, 5.0);
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A += (1.0 - Fc) * G_Vis;
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B += Fc * G_Vis;
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}
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}
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A /= float(SAMPLE_COUNT);
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B /= float(SAMPLE_COUNT);
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return vec2(A, B);
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}
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out vec4 OUT_col;
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void main()
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{
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OUT_col = vec4(IntegrateBRDF(uv0.x, uv0.y).rg,0,1);
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}
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@ -21,11 +21,13 @@
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//-----------------------------------------------------------------------------
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#include "../../../gl/hlslCompat.glsl"
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out vec2 uv;
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out vec2 uv0;
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void main()
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{
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uv = vec2((gl_VertexID << 1) & 2, gl_VertexID & 2);
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gl_Position = vec4(uv * vec2(2.0f, -2.0f) + vec2(-1.0f, 1.0f), 0.0f, 1.0f);
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correctSSP(gl_Position);
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float x = float((gl_VertexID & 1) << 2)-1.0;
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float y = float((gl_VertexID & 2) << 1)-1.0;
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gl_Position = vec4(x, y, 0, 1);
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uv0.x = (x+1.0)*0.5;
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uv0.y = (y+1.0)*0.5;
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}
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@ -62,9 +62,5 @@ void main()
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vec3 light = (diffuseColor * diffuse.rgb) + (specularColor * specular.rgb);
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//albedo = diffuseColor+lerp(reflectColor,indiffuseLighting,frez);
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//albedo *= max(diffuseLighting.rgb,vec3(0,0,0));
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//OUT_col = hdrEncode(vec4(colorBuffer,1.0));
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OUT_col = hdrEncode(vec4(light, 1.0));
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}
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@ -22,16 +22,16 @@
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#include "../../../gl/torque.glsl"
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in vec2 uv;
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in vec2 uv0;
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uniform int face;
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uniform samplerCube environmentMap;
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out vec4 outColor;
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out vec4 OUT_col;
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void main()
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{
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vec3 N = getCubeDir(face, uv);
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vec3 N = getCubeDir(face, uv0);
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vec3 irradiance = vec3(0.0);
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// tangent space calculation from origin point
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@ -56,5 +56,5 @@ void main()
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}
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irradiance = M_PI_F * irradiance * (1.0 / float(nrSamples));
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outColor = vec4(irradiance, 1.0);
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OUT_col = vec4(irradiance, 1.0);
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}
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@ -131,6 +131,7 @@ uniform vec4 lightParams;
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uniform float shadowSoftness;
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out vec4 OUT_col;
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out vec4 OUT_col1;
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void main()
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{
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@ -145,6 +146,7 @@ void main()
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if ( emissive )
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{
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OUT_col = vec4(0.0, 0.0, 0.0, 0.0);
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OUT_col1 = vec4(0.0, 0.0, 0.0, 0.0);
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return;
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}
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@ -241,39 +243,32 @@ void main()
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atten *= max( cookie.r, max( cookie.g, cookie.b ) );
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#endif
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// NOTE: Do not clip on fully shadowed pixels as it would
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// cause the hardware occlusion query to disable the shadow.
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// Specular term
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float specular = 0;
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vec4 real_specular = EvalBDRF( colorSample.rgb,
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lightcol,
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lightVec,
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viewSpacePos,
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normal,
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1.05-matInfo.b*0.9, //slightly compress roughness to allow for non-baked lighting
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matInfo.a );
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vec3 lightColorOut = real_specular.rgb * lightBrightness * shadowed* atten;
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vec3 l = lightVec;// normalize(-lightDirection);
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vec3 v = eyeRay;// normalize(eyePosWorld - worldPos.xyz);
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float Sat_NL_Att = saturate( nDotL * atten * shadowed ) * lightBrightness;
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vec4 addToResult = vec4(0.0);
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// TODO: This needs to be removed when lightmapping is disabled
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// as its extra work per-pixel on dynamic lit scenes.
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//
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// Special lightmapping pass.
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if ( lightMapParams.a < 0.0 )
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{
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// This disables shadows on the backsides of objects.
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shadowed = nDotL < 0.0f ? 1.0f : shadowed;
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vec3 h = normalize(v + l);
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float dotNLa = clamp(dot(normal, l), 0.0, 1.0);
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float dotNVa = clamp(dot(normal, v), 0.0, 1.0);
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float dotNHa = clamp(dot(normal, h), 0.0, 1.0);
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float dotHVa = clamp(dot(normal, v), 0.0, 1.0);
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float dotLHa = clamp(dot(l, h), 0.0, 1.0);
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Sat_NL_Att = 1.0f;
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shadowed = mix( 1.0f, shadowed, atten );
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lightColorOut = vec3(shadowed);
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specular *= lightBrightness;
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addToResult = ( 1.0 - shadowed ) * abs(lightMapParams);
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}
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float roughness = matInfo.g;
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float metalness = matInfo.b;
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OUT_col = vec4((lightColorOut*Sat_NL_Att+subsurface*(1.0-Sat_NL_Att)+addToResult.rgb),real_specular.a);
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//diffuse
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float disDiff = Fr_DisneyDiffuse(dotNVa, dotNLa, dotLHa, roughness);
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vec3 diffuse = vec3(disDiff, disDiff, disDiff) / M_PI_F;
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//specular
|
||||
vec3 specular = directSpecular(normal, v, l, roughness, 1.0) * lightColor.rgb;
|
||||
|
||||
|
||||
if (nDotL<0) shadowed = 0;
|
||||
float Sat_NL_Att = saturate( nDotL * shadowed ) * lightBrightness;
|
||||
//output
|
||||
OUT_col = float4(diffuse * lightBrightness, Sat_NL_Att*shadowed);
|
||||
OUT_col1 = float4(specular * lightBrightness, Sat_NL_Att*shadowed);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -0,0 +1,130 @@
|
|||
//-----------------------------------------------------------------------------
|
||||
// Copyright (c) 2012 GarageGames, LLC
|
||||
//
|
||||
// Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
// of this software and associated documentation files (the "Software"), to
|
||||
// deal in the Software without restriction, including without limitation the
|
||||
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
|
||||
// sell copies of the Software, and to permit persons to whom the Software is
|
||||
// furnished to do so, subject to the following conditions:
|
||||
//
|
||||
// The above copyright notice and this permission notice shall be included in
|
||||
// all copies or substantial portions of the Software.
|
||||
//
|
||||
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
|
||||
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
|
||||
// IN THE SOFTWARE.
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
#include "../../../gl/torque.glsl"
|
||||
|
||||
in vec4 hpos;
|
||||
in vec2 uv0;
|
||||
|
||||
uniform samplerCube environmentMap;
|
||||
|
||||
uniform float roughness;
|
||||
uniform int face;
|
||||
uniform int mipSize;
|
||||
uniform int resolution;
|
||||
float RadicalInverse_VdC(uint bits)
|
||||
{
|
||||
bits = (bits << 16u) | (bits >> 16u);
|
||||
bits = ((bits & 0x55555555u) << 1u) | ((bits & 0xAAAAAAAAu) >> 1u);
|
||||
bits = ((bits & 0x33333333u) << 2u) | ((bits & 0xCCCCCCCCu) >> 2u);
|
||||
bits = ((bits & 0x0F0F0F0Fu) << 4u) | ((bits & 0xF0F0F0F0u) >> 4u);
|
||||
bits = ((bits & 0x00FF00FFu) << 8u) | ((bits & 0xFF00FF00u) >> 8u);
|
||||
return float(bits) * 2.3283064365386963e-10; // / 0x100000000
|
||||
}
|
||||
|
||||
vec2 Hammersley(uint i, uint N)
|
||||
{
|
||||
return vec2(float(i) / float(N), RadicalInverse_VdC(i));
|
||||
}
|
||||
|
||||
float DistributionGGX(vec3 N, vec3 H, float roughness)
|
||||
{
|
||||
float a = roughness * roughness;
|
||||
float a2 = a * a;
|
||||
float NdotH = max(dot(N, H), 0.0);
|
||||
float NdotH2 = NdotH * NdotH;
|
||||
|
||||
float nom = a2;
|
||||
float denom = (NdotH2 * (a2 - 1.0) + 1.0);
|
||||
denom = M_PI_F * denom * denom;
|
||||
|
||||
return nom / denom;
|
||||
}
|
||||
|
||||
vec3 ImportanceSampleGGX(vec2 Xi, vec3 N)
|
||||
{
|
||||
float a = roughness * roughness;
|
||||
|
||||
float phi = 2.0 * M_PI_F * Xi.x;
|
||||
float cosTheta = sqrt((1.0 - Xi.y) / (1.0 + (a*a - 1.0) * Xi.y));
|
||||
float sinTheta = sqrt(1.0 - cosTheta * cosTheta);
|
||||
|
||||
// from spherical coordinates to cartesian coordinates
|
||||
vec3 H;
|
||||
H.x = cos(phi) * sinTheta;
|
||||
H.y = sin(phi) * sinTheta;
|
||||
H.z = cosTheta;
|
||||
|
||||
// from tangent-space vector to world-space sample vector
|
||||
vec3 up = abs(N.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0);
|
||||
vec3 tangent = normalize(cross(up, N));
|
||||
vec3 bitangent = cross(N, tangent);
|
||||
|
||||
vec3 sampleVec = tangent * H.x + bitangent * H.y + N * H.z;
|
||||
return normalize(sampleVec);
|
||||
}
|
||||
|
||||
vec4 prefilterEnvMap(vec3 R)
|
||||
{
|
||||
int sampleCount = resolution*2;
|
||||
vec3 N = R;
|
||||
vec3 V = R;
|
||||
float totalWeight = 0.0;
|
||||
vec4 prefilteredColor = vec4(0.0, 0.0, 0.0, 0.0);
|
||||
|
||||
for (int i = 0; i < sampleCount; ++i)
|
||||
{
|
||||
vec2 Xi = Hammersley(i, sampleCount);
|
||||
vec3 H = ImportanceSampleGGX(Xi, N);
|
||||
vec3 L = normalize(2.0 * dot(V, H) * H - V);
|
||||
|
||||
float NdotL = max(dot(N, L), 0.0);
|
||||
if (NdotL > 0.0)
|
||||
{
|
||||
// sample from the environment's mip level based on roughness/pdf
|
||||
float D = DistributionGGX(N, H, roughness);
|
||||
float NdotH = max(dot(N, H), 0.0);
|
||||
float HdotV = max(dot(H, V), 0.0);
|
||||
float pdf = D * NdotH / (4.0 * HdotV) + 0.0001;
|
||||
|
||||
float saTexel = 4.0 * M_PI_F / float(6.0 * sampleCount * sampleCount);
|
||||
float saSample = 1.0 / (float(sampleCount) * pdf + 0.0001);
|
||||
|
||||
float mipLevel = roughness == 0.0 ? 0.0 : 0.5 * log2(saSample / saTexel);
|
||||
|
||||
prefilteredColor += texture(environmentMap, L, mipLevel) * NdotL;
|
||||
|
||||
totalWeight += NdotL;
|
||||
}
|
||||
}
|
||||
|
||||
return (prefilteredColor / totalWeight);
|
||||
}
|
||||
|
||||
out vec4 OUT_col;
|
||||
|
||||
void main()
|
||||
{
|
||||
|
||||
vec3 N = getCubeDir(face, uv0);
|
||||
OUT_col = prefilterEnvMap(N);
|
||||
}
|
||||
|
|
@ -31,6 +31,10 @@ uniform sampler2D matInfoTex;
|
|||
uniform sampler2D specularLightingBuffer;
|
||||
uniform sampler2D deferredTex;
|
||||
|
||||
uniform float radius;
|
||||
uniform vec2 targetSize;
|
||||
uniform int captureRez;
|
||||
|
||||
out vec4 OUT_col;
|
||||
|
||||
void main()
|
||||
|
|
@ -38,22 +42,27 @@ void main()
|
|||
float depth = deferredUncondition( deferredTex, uv0 ).w;
|
||||
if (depth>0.9999)
|
||||
{
|
||||
OUT_col = vec4(0.0);
|
||||
discard;
|
||||
return;
|
||||
}
|
||||
|
||||
vec3 colorBuffer = texture( colorBufferTex, uv0 ).rgb; //albedo
|
||||
vec4 matInfo = texture( matInfoTex, uv0 ); //flags|smoothness|ao|metallic
|
||||
vec4 matInfo = texture(matInfoTex, uv0); //flags|smoothness|ao|metallic
|
||||
|
||||
bool emissive = getFlag(matInfo.r, 0);
|
||||
if (emissive)
|
||||
{
|
||||
OUT_col = float4(colorBuffer, 1.0);
|
||||
return;
|
||||
OUT_col = vec4(colorBuffer, 1.0);
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
vec4 diffuseLighting = texture( diffuseLightingBuffer, uv0 ); //shadowmap*specular
|
||||
colorBuffer *= diffuseLighting.rgb;
|
||||
vec2 relUV = uv0*targetSize/captureRez;
|
||||
|
||||
colorBuffer *= max(diffuseLighting.rgb,vec3(0,0,0));
|
||||
//we use a 1k depth range in the capture frustum.
|
||||
//reduce that a bit to get something resembling depth fidelity out of 8 bits
|
||||
depth*=2000/radius;
|
||||
|
||||
OUT_col = hdrEncode(vec4(colorBuffer,1.0));
|
||||
float rLen = length(vec3(relUV,depth)-vec3(0.5,0.5,0));
|
||||
OUT_col = hdrEncode( vec4(colorBuffer,rLen));
|
||||
}
|
||||
|
|
|
|||
|
|
@ -15,6 +15,9 @@ in vec4 vsEyeDir;
|
|||
uniform sampler2D deferredBuffer;
|
||||
uniform sampler2D matInfoBuffer;
|
||||
uniform samplerCube cubeMap;
|
||||
uniform samplerCube irradianceCubemap;
|
||||
uniform sampler2D BRDFTexture;
|
||||
uniform float cubeMips;
|
||||
|
||||
uniform vec4 rtParams0;
|
||||
|
||||
|
|
@ -22,78 +25,135 @@ uniform vec3 probeWSPos;
|
|||
uniform vec3 probeLSPos;
|
||||
uniform vec4 vsFarPlane;
|
||||
|
||||
uniform float lightRange;
|
||||
uniform vec2 lightAttenuation;
|
||||
uniform float radius;
|
||||
uniform vec2 attenuation;
|
||||
|
||||
uniform mat4 invViewMat;
|
||||
uniform mat4x4 invViewMat;
|
||||
|
||||
uniform vec3 eyePosWorld;
|
||||
uniform vec3 bbMin;
|
||||
uniform vec3 bbMax;
|
||||
|
||||
uniform float Intensity;
|
||||
|
||||
//SHTerms
|
||||
uniform vec4 SHTerms0;
|
||||
uniform vec4 SHTerms1;
|
||||
uniform vec4 SHTerms2;
|
||||
uniform vec4 SHTerms3;
|
||||
uniform vec4 SHTerms4;
|
||||
uniform vec4 SHTerms5;
|
||||
uniform vec4 SHTerms6;
|
||||
uniform vec4 SHTerms7;
|
||||
uniform vec4 SHTerms8;
|
||||
|
||||
uniform float SHConsts0;
|
||||
uniform float SHConsts1;
|
||||
uniform float SHConsts2;
|
||||
uniform float SHConsts3;
|
||||
uniform float SHConsts4;
|
||||
|
||||
uniform float useSphereMode;
|
||||
|
||||
vec4 decodeSH(vec3 normal)
|
||||
// Box Projected IBL Lighting
|
||||
// Based on: http://www.gamedev.net/topic/568829-box-projected-cubemap-environment-mapping/
|
||||
// and https://seblagarde.wordpress.com/2012/09/29/image-based-lighting-approaches-and-parallax-corrected-cubemap/
|
||||
vec3 boxProject(vec3 wsPosition, vec3 reflectDir, vec3 boxWSPos, vec3 boxMin, vec3 boxMax)
|
||||
{
|
||||
vec3 nrdir = reflectDir;
|
||||
vec3 offset = wsPosition;
|
||||
vec3 plane1vec = (boxMax - offset) / nrdir;
|
||||
vec3 plane2vec = (boxMin - offset) / nrdir;
|
||||
|
||||
vec3 furthestPlane = max(plane1vec, plane2vec);
|
||||
float dist = min(min(furthestPlane.x, furthestPlane.y), furthestPlane.z);
|
||||
vec3 posonbox = offset + nrdir * dist;
|
||||
|
||||
return posonbox - boxWSPos;
|
||||
}
|
||||
|
||||
vec3 iblBoxDiffuse(vec3 normal,
|
||||
vec3 wsPos,
|
||||
samplerCube irradianceCube,
|
||||
vec3 boxPos,
|
||||
vec3 boxMin,
|
||||
vec3 boxMax)
|
||||
{
|
||||
float x = normal.x;
|
||||
float y = normal.y;
|
||||
float z = normal.z;
|
||||
// Irradiance (Diffuse)
|
||||
vec3 cubeN = normalize(normal);
|
||||
vec3 irradiance = texture(irradianceCube, cubeN).xyz;
|
||||
|
||||
vec3 l00 = SHTerms0.rgb;
|
||||
return irradiance;
|
||||
}
|
||||
|
||||
vec3 l10 = SHTerms1.rgb;
|
||||
vec3 l11 = SHTerms2.rgb;
|
||||
vec3 l12 = SHTerms3.rgb;
|
||||
vec3 iblBoxSpecular(vec3 normal,
|
||||
vec3 wsPos,
|
||||
float roughness,
|
||||
vec3 surfToEye,
|
||||
sampler2D brdfTexture,
|
||||
samplerCube radianceCube,
|
||||
vec3 boxPos,
|
||||
vec3 boxMin,
|
||||
vec3 boxMax)
|
||||
{
|
||||
float ndotv = clamp(dot(normal, surfToEye), 0.0, 1.0);
|
||||
|
||||
vec3 l20 = SHTerms4.rgb;
|
||||
vec3 l21 = SHTerms5.rgb;
|
||||
vec3 l22 = SHTerms6.rgb;
|
||||
vec3 l23 = SHTerms7.rgb;
|
||||
vec3 l24 = SHTerms8.rgb;
|
||||
// BRDF
|
||||
vec2 brdf = texture(brdfTexture, vec2(roughness, ndotv)).xy;
|
||||
|
||||
vec3 result = (
|
||||
l00 * SHConsts0 +
|
||||
// Radiance (Specular)
|
||||
float maxmip = pow(cubeMips+1,2);
|
||||
float lod = roughness*maxmip;
|
||||
vec3 r = reflect(surfToEye, normal);
|
||||
vec3 cubeR = normalize(r);
|
||||
cubeR = boxProject(wsPos, cubeR, boxPos, boxMin, boxMax);
|
||||
|
||||
vec3 radiance = textureLod(radianceCube, cubeR, lod).xyz * (brdf.x + brdf.y);
|
||||
|
||||
return radiance;
|
||||
}
|
||||
|
||||
l12 * SHConsts1 * x +
|
||||
l10 * SHConsts1 * y +
|
||||
l11 * SHConsts1 * z +
|
||||
float defineSphereSpaceInfluence(vec3 centroidPosVS, float rad, vec2 atten, vec3 surfPosVS, vec3 norm)
|
||||
{
|
||||
// Build light vec, get length, clip pixel if needed
|
||||
vec3 lightVec = centroidPosVS - surfPosVS;
|
||||
float lenLightV = length( lightVec );
|
||||
if (( rad - lenLightV )<0)
|
||||
return -1;
|
||||
|
||||
l20 * SHConsts2 * x*y +
|
||||
l21 * SHConsts2 * y*z +
|
||||
l22 * SHConsts3 * (3.0*z*z - 1.0) +
|
||||
l23 * SHConsts2 * x*z +
|
||||
l24 * SHConsts4 * (x*x - y*y)
|
||||
);
|
||||
// Get the attenuated falloff.
|
||||
float attn = attenuate( vec4(1,1,1,1), atten, lenLightV );
|
||||
if ((attn - 1e-6)<0)
|
||||
return -1;
|
||||
|
||||
return vec4(result,1);
|
||||
// Normalize lightVec
|
||||
lightVec = lightVec /= lenLightV;
|
||||
|
||||
// If we can do dynamic branching then avoid wasting
|
||||
// fillrate on pixels that are backfacing to the light.
|
||||
float nDotL = abs(dot( lightVec, norm ));
|
||||
|
||||
return saturate( nDotL * attn );
|
||||
}
|
||||
|
||||
float defineBoxSpaceInfluence(vec3 surfPosWS, vec3 probePos, float rad, vec2 atten) //atten currently unused
|
||||
{
|
||||
vec3 boxMin = probePos-(vec3(0.5,0.5,0.5)*rad);
|
||||
vec3 boxMax = probePos+(vec3(0.5,0.5,0.5)*rad);
|
||||
//Try to clip anything that falls outside our box as well
|
||||
//TODO: Make it support rotated boxes as well
|
||||
if(surfPosWS.x > boxMax.x || surfPosWS.y > boxMax.y || surfPosWS.z > boxMax.z ||
|
||||
surfPosWS.x < boxMin.x || surfPosWS.y < boxMin.y || surfPosWS.z < boxMin.z)
|
||||
return -1;
|
||||
|
||||
float blendVal = 1;
|
||||
//vec3 atten = min(boxMax-surfPosWS,surfPosWS-boxMin);
|
||||
//blendVal = min(min(atten.x,atten.y),atten.z);
|
||||
return blendVal;
|
||||
}
|
||||
|
||||
float defineDepthInfluence(vec3 probePosWS, vec3 surfPosWS, samplerCube radianceCube)
|
||||
{
|
||||
//TODO properly: filter out pixels projected uppon by probes behind walls by looking up the depth stored in the probes cubemap alpha
|
||||
//and comparing legths
|
||||
vec3 probeToSurf = probePosWS-surfPosWS;
|
||||
|
||||
float depthRef = texture(cubeMap, -probeToSurf,0).a*radius;
|
||||
float dist = length( probeToSurf );
|
||||
|
||||
return depthRef-dist;
|
||||
}
|
||||
|
||||
out vec4 OUT_col;
|
||||
out vec4 OUT_col1;
|
||||
|
||||
void main()
|
||||
{
|
||||
{
|
||||
|
||||
// Compute scene UV
|
||||
vec3 ssPos = ssPos.xyz / ssPos.w;
|
||||
|
||||
//vec4 hardCodedRTParams0 = vec4(0,0.0277777780,1,0.972222209);
|
||||
vec2 uvScene = getUVFromSSPos( ssPos, rtParams0 );
|
||||
|
||||
// Matinfo flags
|
||||
|
|
@ -104,15 +164,15 @@ void main()
|
|||
vec3 normal = deferredSample.rgb;
|
||||
float depth = deferredSample.a;
|
||||
if (depth>0.9999)
|
||||
OUT_col = vec4(0,0,0,0);
|
||||
{
|
||||
OUT_col = vec4(0.0);
|
||||
OUT_col1 = vec4(0.0);
|
||||
return;
|
||||
}
|
||||
|
||||
// Need world-space normal.
|
||||
vec3 wsNormal = tMul(vec4(normal, 1), invViewMat).rgb;
|
||||
|
||||
vec4 color = vec4(1, 1, 1, 1);
|
||||
vec4 ref = vec4(0,0,0,0);
|
||||
float alpha = 0;
|
||||
|
||||
vec3 eyeRay = getDistanceVectorToPlane( -vsFarPlane.w, vsEyeDir.xyz, vsFarPlane );
|
||||
vec3 viewSpacePos = eyeRay * depth;
|
||||
|
||||
|
|
@ -120,110 +180,31 @@ void main()
|
|||
|
||||
// Use eye ray to get ws pos
|
||||
vec3 worldPos = vec3(eyePosWorld + wsEyeRay * depth);
|
||||
float smoothness = min((1.0 - matInfo.b)*11.0 + 1.0, 8.0);//bump up to 8 for finalization
|
||||
|
||||
if(useSphereMode>0.0)
|
||||
{
|
||||
// Eye ray - Eye -> Pixel
|
||||
|
||||
|
||||
// Build light vec, get length, clip pixel if needed
|
||||
vec3 lightVec = probeLSPos - viewSpacePos;
|
||||
float lenLightV = length( lightVec );
|
||||
clip( lightRange - lenLightV );
|
||||
|
||||
// Get the attenuated falloff.
|
||||
float atten = attenuate( vec4(1,1,1,1), lightAttenuation, lenLightV );
|
||||
clip( atten - 1e-6 );
|
||||
|
||||
// Normalize lightVec
|
||||
lightVec /= lenLightV;
|
||||
|
||||
// If we can do dynamic branching then avoid wasting
|
||||
// fillrate on pixels that are backfacing to the light.
|
||||
float nDotL = abs(dot( lightVec, normal ));
|
||||
|
||||
float Sat_NL_Att = saturate( nDotL * atten );
|
||||
|
||||
vec3 reflectionVec = reflect(wsEyeDir, vec4(wsNormal,nDotL)).xyz;
|
||||
|
||||
vec3 nrdir = normalize(reflectionVec);
|
||||
vec3 rbmax = (bbMax - worldPos.xyz) / nrdir;
|
||||
vec3 rbmin = (bbMin - worldPos.xyz) / nrdir;
|
||||
|
||||
vec3 rbminmax = rbmin;
|
||||
if (nrdir.x > 0.0)
|
||||
rbminmax.x = rbmax.x;
|
||||
if (nrdir.y > 0.0)
|
||||
rbminmax.y = rbmax.y;
|
||||
if (nrdir.z > 0.0)
|
||||
rbminmax.z = rbmax.z;
|
||||
|
||||
float fa = min(min(rbminmax.x,rbminmax.y),rbminmax.z);
|
||||
if (dot( lightVec, normal )<0.0f)
|
||||
clip(fa);
|
||||
|
||||
vec3 posOnBox = worldPos.xyz + nrdir * fa;
|
||||
reflectionVec = posOnBox - probeWSPos;
|
||||
|
||||
//reflectionVec = tMul(probeWSPos,reflectionVec);
|
||||
|
||||
ref = vec4(reflectionVec, smoothness);
|
||||
|
||||
alpha = Sat_NL_Att;
|
||||
float blendVal = 1.0;
|
||||
|
||||
//clip bounds and (TODO properly: set falloff)
|
||||
if(useSphereMode>0)
|
||||
{
|
||||
blendVal = defineSphereSpaceInfluence(probeLSPos, radius, attenuation, viewSpacePos, normal);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Build light vec, get length, clip pixel if needed
|
||||
vec3 lightVec = probeLSPos - viewSpacePos;
|
||||
float lenLightV = length(lightVec);
|
||||
//clip(lightRange - lenLightV);
|
||||
|
||||
// Normalize lightVec
|
||||
lightVec /= lenLightV;
|
||||
|
||||
// If we can do dynamic branching then avoid wasting
|
||||
// fillrate on pixels that are backfacing to the light.
|
||||
float nDotL = abs(dot(lightVec, normal));
|
||||
|
||||
vec3 reflectionVec = reflect(wsEyeDir, vec4(wsNormal, nDotL)).xyz;
|
||||
|
||||
vec3 nrdir = normalize(reflectionVec);
|
||||
vec3 rbmax = (bbMax - worldPos.xyz) / nrdir;
|
||||
vec3 rbmin = (bbMin - worldPos.xyz) / nrdir;
|
||||
|
||||
vec3 rbminmax = rbmin;
|
||||
if (nrdir.x > 0.0)
|
||||
rbminmax.x = rbmax.x;
|
||||
if (nrdir.y > 0.0)
|
||||
rbminmax.y = rbmax.y;
|
||||
if (nrdir.z > 0.0)
|
||||
rbminmax.z = rbmax.z;
|
||||
|
||||
float fa = min(min(rbminmax.x, rbminmax.y), rbminmax.z);
|
||||
if (dot(lightVec, normal)<0.0f)
|
||||
clip(fa);
|
||||
|
||||
//Try to clip anything that falls outside our box as well
|
||||
//TODO: Make it support rotated boxes as well
|
||||
if(worldPos.x > bbMax.x || worldPos.y > bbMax.y || worldPos.z > bbMax.z ||
|
||||
worldPos.x < bbMin.x || worldPos.y < bbMin.y || worldPos.z < bbMin.z)
|
||||
clip(-1);
|
||||
|
||||
vec3 posOnBox = worldPos.xyz + nrdir * fa;
|
||||
reflectionVec = posOnBox - probeWSPos;
|
||||
|
||||
ref = vec4(reflectionVec, smoothness);
|
||||
|
||||
alpha = 1;
|
||||
blendVal = defineBoxSpaceInfluence(worldPos, probeWSPos, radius*2, attenuation);
|
||||
}
|
||||
|
||||
color = textureLod(cubeMap, vec3(ref.xyz), float(ref.w));
|
||||
|
||||
vec4 specularColor = (color);
|
||||
vec4 indirectColor = (decodeSH(wsNormal));
|
||||
|
||||
color.rgb = lerp(indirectColor.rgb * 1.5, specularColor.rgb * 1.5, matInfo.b);
|
||||
|
||||
OUT_col = vec4(color.rgb, alpha);
|
||||
if (blendVal<0)
|
||||
{
|
||||
OUT_col = vec4(0.0);
|
||||
OUT_col1 = vec4(0.0);
|
||||
return;
|
||||
}
|
||||
|
||||
//flip me on to have probes filter by depth
|
||||
//clip(defineDepthInfluence(probeWSPos, worldPos, cubeMap));
|
||||
|
||||
|
||||
//render into the bound space defined above
|
||||
vec3 surfToEye = normalize(worldPos.xyz-eyePosWorld.xyz);
|
||||
OUT_col = vec4(iblBoxDiffuse(wsNormal, worldPos, irradianceCubemap, probeWSPos, bbMin, bbMax), blendVal);
|
||||
OUT_col1 = vec4(iblBoxSpecular(wsNormal, worldPos, 1.0 - matInfo.b, surfToEye, BRDFTexture, cubeMap, probeWSPos, bbMin, bbMax), blendVal);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -0,0 +1,85 @@
|
|||
#include "../../../gl/hlslCompat.glsl"
|
||||
#include "shadergen:/autogenConditioners.h"
|
||||
|
||||
#include "farFrustumQuad.glsl"
|
||||
#include "lightingUtils.glsl"
|
||||
#include "../../../gl/lighting.glsl"
|
||||
#include "../../../gl/torque.glsl"
|
||||
#line 8
|
||||
|
||||
in vec4 pos;
|
||||
in vec4 wsEyeDir;
|
||||
in vec4 ssPos;
|
||||
in vec4 vsEyeDir;
|
||||
|
||||
uniform sampler2D deferredBuffer;
|
||||
uniform sampler2D matInfoBuffer;
|
||||
uniform samplerCube cubeMap;
|
||||
uniform samplerCube irradianceCubemap;
|
||||
uniform sampler2D BRDFTexture;
|
||||
uniform float cubeMips;
|
||||
|
||||
|
||||
uniform vec4 rtParams0;
|
||||
|
||||
uniform vec4 vsFarPlane;
|
||||
|
||||
uniform float4x4 invViewMat;
|
||||
|
||||
uniform vec3 eyePosWorld;
|
||||
|
||||
vec3 iblSpecular(vec3 v, vec3 n, float roughness)
|
||||
{
|
||||
vec3 R = reflect(v, n);
|
||||
const float MAX_REFLECTION_LOD = 4.0;
|
||||
vec3 prefilteredColor = TORQUE_TEXCUBELOD(cubeMap, vec4(R, roughness * MAX_REFLECTION_LOD)).rgb;
|
||||
vec2 envBRDF = TORQUE_TEX2D(BRDFTexture, vec2(max(dot(n, v), 0.0), roughness)).rg;
|
||||
return prefilteredColor * (envBRDF.x + envBRDF.y);
|
||||
//return prefilteredColor;
|
||||
}
|
||||
|
||||
out vec4 OUT_col;
|
||||
out vec4 OUT_col1;
|
||||
|
||||
void main()
|
||||
{
|
||||
// Compute scene UV
|
||||
vec3 ssPos = IN.ssPos.xyz / IN.ssPos.w;
|
||||
|
||||
//vec4 hardCodedRTParams0 = vec4(0,0.0277777780,1,0.972222209);
|
||||
vec2 uvScene = getUVFromSSPos( ssPos, rtParams0 );
|
||||
|
||||
// Matinfo flags
|
||||
vec4 matInfo = TORQUE_TEX2D( matInfoBuffer, uvScene );
|
||||
|
||||
// Sample/unpack the normal/z data
|
||||
vec4 deferredSample = TORQUE_DEFERRED_UNCONDITION( deferredBuffer, uvScene );
|
||||
vec3 normal = deferredSample.rgb;
|
||||
float depth = deferredSample.a;
|
||||
if (depth>0.9999)
|
||||
return Output;
|
||||
|
||||
// Need world-space normal.
|
||||
vec3 wsNormal = mul(vec4(normal, 1), invViewMat).rgb;
|
||||
|
||||
vec3 eyeRay = getDistanceVectorToPlane( -vsFarPlane.w, IN.vsEyeDir.xyz, vsFarPlane );
|
||||
|
||||
vec3 wsEyeRay = mul(vec4(eyeRay, 1), invViewMat).rgb;
|
||||
|
||||
// Use eye ray to get ws pos
|
||||
vec3 worldPos = vec3(eyePosWorld + wsEyeRay * depth);
|
||||
|
||||
vec3 reflectionVec = reflect(IN.wsEyeDir, vec4(wsNormal,1)).xyz;
|
||||
|
||||
float roughness = 1 - matInfo.b;
|
||||
|
||||
vec3 v = normalize(eyePosWorld - worldPos);
|
||||
|
||||
vec3 irradiance = TORQUE_TEXCUBE(irradianceCubemap, wsNormal).rgb;
|
||||
|
||||
vec3 specular = iblSpecular(wsEyeRay, wsNormal, roughness);
|
||||
|
||||
|
||||
OUT_col = vec4(irradiance.rgb, 1);
|
||||
OUT_col1 = vec4(specular.rgb, 1);
|
||||
}
|
||||
|
|
@ -73,6 +73,7 @@ uniform vec4 lightParams;
|
|||
uniform float shadowSoftness;
|
||||
|
||||
out vec4 OUT_col;
|
||||
out vec4 OUT_col1;
|
||||
|
||||
void main()
|
||||
{
|
||||
|
|
@ -87,6 +88,7 @@ void main()
|
|||
if ( emissive )
|
||||
{
|
||||
OUT_col = vec4(0.0, 0.0, 0.0, 0.0);
|
||||
OUT_col1 = vec4(0.0, 0.0, 0.0, 0.0);
|
||||
return;
|
||||
}
|
||||
|
||||
|
|
@ -182,37 +184,29 @@ void main()
|
|||
// NOTE: Do not clip on fully shadowed pixels as it would
|
||||
// cause the hardware occlusion query to disable the shadow.
|
||||
|
||||
// Specular term
|
||||
float specular = 0;
|
||||
vec3 l = normalize(-lightDirection);
|
||||
vec3 v = eyeRay;// normalize(eyePosWorld - worldPos.xyz);
|
||||
|
||||
vec3 h = normalize(v + l);
|
||||
float dotNLa = clamp(dot(normal, l), 0.0, 1.0);
|
||||
float dotNVa = clamp(dot(normal, v), 0.0, 1.0);
|
||||
float dotNHa = clamp(dot(normal, h), 0.0, 1.0);
|
||||
float dotHVa = clamp(dot(normal, v), 0.0, 1.0);
|
||||
float dotLHa = clamp(dot(l, h), 0.0, 1.0);
|
||||
|
||||
float roughness = matInfo.g;
|
||||
float metalness = matInfo.b;
|
||||
|
||||
//diffuse
|
||||
float disDiff = Fr_DisneyDiffuse(dotNVa, dotNLa, dotLHa, roughness);
|
||||
vec3 diffuse = vec3(disDiff, disDiff, disDiff) / M_PI_F;
|
||||
//specular
|
||||
vec3 specular = directSpecular(normal, v, l, roughness, 1.0) * lightColor.rgb;
|
||||
|
||||
vec3 lightVec = lightPosition - viewSpacePos;
|
||||
vec4 real_specular = EvalBDRF( colorSample.rgb,
|
||||
lightcol,
|
||||
lightVec,
|
||||
viewSpacePos,
|
||||
normal,
|
||||
1.05-matInfo.b*0.9, //slightly compress roughness to allow for non-baked lighting
|
||||
matInfo.a );
|
||||
vec3 lightColorOut = real_specular.rgb * lightBrightness * shadowed* atten;
|
||||
|
||||
float Sat_NL_Att = saturate( nDotL * atten * shadowed ) * lightBrightness;
|
||||
vec4 addToResult = vec4(0.0);
|
||||
|
||||
// TODO: This needs to be removed when lightmapping is disabled
|
||||
// as its extra work per-pixel on dynamic lit scenes.
|
||||
//
|
||||
// Special lightmapping pass.
|
||||
if ( lightMapParams.a < 0.0 )
|
||||
{
|
||||
// This disables shadows on the backsides of objects.
|
||||
shadowed = nDotL < 0.0f ? 1.0f : shadowed;
|
||||
|
||||
Sat_NL_Att = 1.0f;
|
||||
shadowed = mix( 1.0f, shadowed, atten );
|
||||
lightColorOut = vec3(shadowed);
|
||||
specular *= lightBrightness;
|
||||
addToResult = ( 1.0 - shadowed ) * abs(lightMapParams);
|
||||
}
|
||||
|
||||
OUT_col = vec4((lightColorOut*Sat_NL_Att+subsurface*(1.0-Sat_NL_Att)+addToResult.rgb),real_specular.a);
|
||||
if (nDotL<0) shadowed = 0;
|
||||
float Sat_NL_Att = saturate( nDotL * shadowed ) * lightBrightness;
|
||||
//output
|
||||
OUT_col = float4(diffuse * lightBrightness, Sat_NL_Att*shadowed);
|
||||
OUT_col1 = float4(specular * lightBrightness, Sat_NL_Att*shadowed);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -191,17 +191,11 @@ vec4 AL_VectorLightShadowCast( sampler2D _sourceshadowMap,
|
|||
}
|
||||
|
||||
out vec4 OUT_col;
|
||||
out vec4 OUT_col1;
|
||||
void main()
|
||||
{
|
||||
// Matinfo flags
|
||||
float4 matInfo = texture( matInfoBuffer, uv0 );
|
||||
//early out if emissive
|
||||
bool emissive = getFlag( matInfo.r, 0 );
|
||||
if ( emissive )
|
||||
{
|
||||
OUT_col = vec4(0.0, 0.0, 0.0, 0.0);
|
||||
return;
|
||||
}
|
||||
float4 matInfo = texture( matInfoBuffer, uv0 );
|
||||
|
||||
vec4 colorSample = texture( colorBuffer, uv0 );
|
||||
vec3 subsurface = vec3(0.0,0.0,0.0);
|
||||
|
|
@ -290,30 +284,29 @@ void main()
|
|||
|
||||
#endif // !NO_SHADOW
|
||||
|
||||
// Specular term
|
||||
vec3 viewSpacePos = vsEyeRay * depth;
|
||||
vec4 real_specular = EvalBDRF( colorSample.rgb,
|
||||
lightColor.rgb,
|
||||
normalize( -lightDirection ),
|
||||
viewSpacePos,
|
||||
normal,
|
||||
1.0-matInfo.b,
|
||||
matInfo.a );
|
||||
vec3 lightColorOut = real_specular.rgb * lightBrightness * shadowed;
|
||||
vec3 l = normalize(-lightDirection);
|
||||
vec3 v = normalize(eyePosWorld - worldPos.xyz);
|
||||
|
||||
vec3 h = normalize(v + l);
|
||||
float dotNLa = clamp(dot(normal, l), 0.0, 1.0);
|
||||
float dotNVa = clamp(dot(normal, v), 0.0, 1.0);
|
||||
float dotNHa = clamp(dot(normal, h), 0.0, 1.0);
|
||||
float dotHVa = clamp(dot(normal, v), 0.0, 1.0);
|
||||
float dotLHa = clamp(dot(l, h), 0.0, 1.0);
|
||||
|
||||
float roughness = matInfo.g;
|
||||
float metalness = matInfo.b;
|
||||
|
||||
//diffuse
|
||||
//float dotNL = clamp(dot(normal,l), 0.0, 1.0);
|
||||
float disDiff = Fr_DisneyDiffuse(dotNVa, dotNLa, dotLHa, roughness);
|
||||
vec3 diffuse = vec3(disDiff, disDiff, disDiff) / M_PI_F;// alternative: (lightColor * dotNL) / Pi;
|
||||
//specular
|
||||
vec3 specular = directSpecular(normal, v, l, roughness, 1.0) * lightColor.rgb;
|
||||
|
||||
float Sat_NL_Att = saturate( dotNL * shadowed ) * lightBrightness;
|
||||
float Sat_NdotV = saturate(dot(normalize(-vsEyeRay), normal));
|
||||
vec4 addToResult = ( lightAmbient * (1 - ambientCameraFactor)) + ( lightAmbient * ambientCameraFactor * Sat_NdotV );
|
||||
float finalShadowed = shadowed;
|
||||
|
||||
// Sample the AO texture.
|
||||
#ifdef USE_SSAO_MASK
|
||||
float ao = 1.0 - texture( ssaoMask, viewportCoordToRenderTarget( uv0.xy, rtParams3 ) ).r;
|
||||
addToResult *= ao;
|
||||
#endif
|
||||
|
||||
#ifdef PSSM_DEBUG_RENDER
|
||||
lightColorOut = debugColor;
|
||||
#endif
|
||||
|
||||
OUT_col = vec4(matInfo.g*(lightColorOut*Sat_NL_Att+subsurface*(1.0-Sat_NL_Att)+addToResult.rgb),real_specular.a);
|
||||
//output
|
||||
OUT_col = float4(diffuse * (lightBrightness), dotNLa*shadowed);
|
||||
OUT_col1 = float4(specular * (lightBrightness), dotNLa*shadowed);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -30,6 +30,7 @@ uniform float radius;
|
|||
uniform float2 attenuation;
|
||||
|
||||
uniform float4x4 invViewMat;
|
||||
uniform float4x4 worldToObj;
|
||||
|
||||
uniform float3 eyePosWorld;
|
||||
uniform float3 bbMin;
|
||||
|
|
@ -128,10 +129,14 @@ float defineBoxSpaceInfluence(float3 surfPosWS, float3 probePos, float rad, floa
|
|||
{
|
||||
float3 boxMin = probePos-(float3(0.5,0.5,0.5)*rad);
|
||||
float3 boxMax = probePos+(float3(0.5,0.5,0.5)*rad);
|
||||
|
||||
//rotated boxes
|
||||
float3 surfPosLS = mul( worldToObj, float4(surfPosWS,1.0)).xyz;
|
||||
|
||||
//Try to clip anything that falls outside our box as well
|
||||
//TODO: Make it support rotated boxes as well
|
||||
if(surfPosWS.x > boxMax.x || surfPosWS.y > boxMax.y || surfPosWS.z > boxMax.z ||
|
||||
surfPosWS.x < boxMin.x || surfPosWS.y < boxMin.y || surfPosWS.z < boxMin.z)
|
||||
//was surfPosWS
|
||||
if(surfPosLS.x > boxMax.x || surfPosLS.y > boxMax.y || surfPosLS.z > boxMax.z ||
|
||||
surfPosLS.x < boxMin.x || surfPosLS.y < boxMin.y || surfPosLS.z < boxMin.z)
|
||||
return -1;
|
||||
|
||||
float blendVal = 1;
|
||||
|
|
|
|||
|
|
@ -79,7 +79,7 @@ struct PS_OUTPUT
|
|||
float4 spec: TORQUE_TARGET1;
|
||||
};
|
||||
|
||||
PS_OUTPUT main( ConvexConnectP IN ) : TORQUE_TARGET0
|
||||
PS_OUTPUT main( ConvexConnectP IN )
|
||||
{
|
||||
PS_OUTPUT Output = (PS_OUTPUT)0;
|
||||
// Compute scene UV
|
||||
|
|
|
|||
|
|
@ -203,7 +203,11 @@ PS_OUTPUT main(FarFrustumQuadConnectP IN)
|
|||
PS_OUTPUT Output = (PS_OUTPUT)0;
|
||||
// Matinfo flags
|
||||
float4 matInfo = TORQUE_TEX2D(matInfoBuffer, IN.uv0);
|
||||
|
||||
bool emissive = getFlag( matInfo.r, 0 );
|
||||
if (emissive)
|
||||
{
|
||||
return Output;
|
||||
}
|
||||
float4 colorSample = TORQUE_TEX2D(colorBuffer, IN.uv0);
|
||||
float3 subsurface = float3(0.0, 0.0, 0.0);
|
||||
if (getFlag(matInfo.r, 1))
|
||||
|
|
|
|||
|
|
@ -24,16 +24,16 @@
|
|||
|
||||
#define pkDepthBitShft 65536.0
|
||||
#define pkDepthChanMax 256.0
|
||||
#define bias -0.5/255.0
|
||||
#define coeff 0.9999991
|
||||
//#define coeff 1.0
|
||||
#define gbias -0.5/255.0
|
||||
#define gcoeff 0.9999991
|
||||
//#define gcoeff 1.0
|
||||
|
||||
vec4 encodeShadowMap( float depth )
|
||||
{
|
||||
#if defined(SM_Fmt_R8G8B8A8)
|
||||
return frac( vec4(1.0, 255.0, 65025.0, 160581375.0) * depth ) + vec4(bias);
|
||||
return frac( vec4(1.0, 255.0, 65025.0, 160581375.0) * depth ) + vec4(gbias);
|
||||
|
||||
//float4 packedValue = frac((depth / coeff) * float4(16777216.0, 65536.0, 256.0, 1.0));
|
||||
//float4 packedValue = frac((depth / gcoeff) * float4(16777216.0, 65536.0, 256.0, 1.0));
|
||||
//return (packedValue - packedValue.xxyz * float4(0, 1.0 / 256, 1.0 / 256, 1.0 / 256));
|
||||
#else
|
||||
return vec4(depth);
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue