mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-03-27 08:09:31 +00:00
269 lines
No EOL
9.3 KiB
GLSL
269 lines
No EOL
9.3 KiB
GLSL
//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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// Portions Copyright Zefiros
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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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#include "./brdf.glsl"
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#ifndef TORQUE_SHADERGEN
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#line 26
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// These are the uniforms used by most lighting shaders.
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uniform vec4 inLightPos[3];
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uniform vec4 inLightInvRadiusSq;
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uniform vec4 inLightColor[4];
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#ifndef TORQUE_BL_NOSPOTLIGHT
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uniform vec4 inLightSpotDir[3];
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uniform vec4 inLightSpotAngle;
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uniform vec4 inLightSpotFalloff;
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#endif
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uniform vec4 ambient;
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#define ambientCameraFactor 0.3
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uniform float smoothness;
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uniform float metalness;
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uniform vec4 albedo;
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#endif // !TORQUE_SHADERGEN
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vec3 getDistanceVectorToPlane( vec3 origin, vec3 direction, vec4 plane )
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{
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float denum = dot( plane.xyz, direction.xyz );
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float num = dot( plane, vec4( origin, 1.0 ) );
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float t = -num / denum;
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return direction.xyz * t;
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}
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vec3 getDistanceVectorToPlane( float negFarPlaneDotEye, vec3 direction, vec4 plane )
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{
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float denum = dot( plane.xyz, direction.xyz );
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float t = negFarPlaneDotEye / denum;
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return direction.xyz * t;
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}
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void compute4Lights( vec3 wsView,
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vec3 wsPosition,
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vec3 wsNormal,
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vec4 shadowMask,
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#ifdef TORQUE_SHADERGEN
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vec4 inLightPos[3],
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vec4 inLightInvRadiusSq,
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vec4 inLightColor[4],
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vec4 inLightSpotDir[3],
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vec4 inLightSpotAngle,
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vec4 inLightSpotFalloff,
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float smoothness,
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float metalness,
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vec4 albedo,
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#endif // TORQUE_SHADERGEN
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out vec4 outDiffuse,
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out vec4 outSpecular )
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{
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outDiffuse = vec4(0,0,0,0);
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outSpecular = vec4(0,0,0,0);
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}
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struct Surface
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{
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vec3 P; // world space position
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vec3 N; // world space normal
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vec3 V; // world space view vector
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vec4 baseColor; // base color [0 -> 1] (rgba)
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float metalness; // metalness [0:dielectric -> 1:metal]
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float roughness; // roughness: [0:smooth -> 1:rough] (linear)
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float roughness_brdf; // roughness remapped from linear to BRDF
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float depth; // depth: [0:near -> 1:far] (linear)
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float ao; // ambient occlusion [0 -> 1]
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float matFlag; // material flag - use getFlag to retreive
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float NdotV; // cos(angle between normal and view vector)
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vec3 f0; // fresnel value (rgb)
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vec3 albedo; // diffuse light absorbtion value (rgb)
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vec3 R; // reflection vector
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vec3 F; // fresnel term computed from f0, N and V
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void Update();
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};
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void Surface::Update()
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{
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NdotV = abs(dot(N, V)) + 1e-5f; // avoid artifact
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albedo = baseColor.rgb * (1.0 - metalness);
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f0 = lerp(vec3(0.04), baseColor.rgb, metalness);
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R = -reflect(V, N);
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float f90 = saturate(50.0 * dot(f0, vec3(0.33,0.33,0.33)));
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F = F_Schlick(f0, f90, NdotV);
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}
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Surface createSurface(vec4 gbuffer0, sampler2D gbufferTex1, sampler2D gbufferTex2, in vec2 uv, in vec3 wsEyePos, in vec3 wsEyeRay, in mat4 invView)
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{
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Surface surface;// = Surface();
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vec4 gbuffer1 = texture(gbufferTex1, uv);
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vec4 gbuffer2 = texture(gbufferTex2, uv);
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surface.depth = gbuffer0.a;
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surface.P = wsEyePos + wsEyeRay * surface.depth;
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surface.N = tMul(invView, vec4(gbuffer0.xyz,0)).xyz; //TODO move t3d to use WS normals
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surface.V = normalize(wsEyePos - surface.P);
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surface.baseColor = gbuffer1;
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const float minRoughness=1e-4;
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surface.roughness = clamp(1.0 - gbuffer2.b, minRoughness, 1.0); //t3d uses smoothness, so we convert to roughness.
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surface.roughness_brdf = surface.roughness * surface.roughness;
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surface.metalness = gbuffer2.a;
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surface.ao = gbuffer2.g;
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surface.matFlag = gbuffer2.r;
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surface.Update();
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return surface;
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}
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struct SurfaceToLight
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{
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vec3 L; // surface to light vector
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vec3 Lu; // un-normalized surface to light vector
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vec3 H; // half-vector between view vector and light vector
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float NdotL; // cos(angle between N and L)
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float HdotV; // cos(angle between H and V) = HdotL = cos(angle between H and L)
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float NdotH; // cos(angle between N and H)
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};
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SurfaceToLight createSurfaceToLight(in Surface surface, in vec3 L)
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{
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SurfaceToLight surfaceToLight;// = SurfaceToLight();
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surfaceToLight.Lu = L;
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surfaceToLight.L = normalize(L);
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surfaceToLight.H = normalize(surface.V + surfaceToLight.L);
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surfaceToLight.NdotL = saturate(dot(surfaceToLight.L, surface.N));
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surfaceToLight.HdotV = saturate(dot(surfaceToLight.H, surface.V));
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surfaceToLight.NdotH = saturate(dot(surfaceToLight.H, surface.N));
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return surfaceToLight;
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}
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vec3 BRDF_GetSpecular(in Surface surface, in SurfaceToLight surfaceToLight)
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{
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float f90 = saturate(50.0 * dot(surface.f0, vec3(0.33,0.33,0.33)));
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vec3 F = F_Schlick(surface.f0, f90, surfaceToLight.HdotV);
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float Vis = V_SmithGGXCorrelated(surface.NdotV, surfaceToLight.NdotL, surface.roughness_brdf);
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float D = D_GGX(surfaceToLight.NdotH, surface.roughness_brdf);
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vec3 Fr = D * F * Vis / M_PI_F;
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return Fr;
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}
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vec3 BRDF_GetDiffuse(in Surface surface, in SurfaceToLight surfaceToLight)
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{
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//getting some banding with disney method, using lambert instead - todo futher testing
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float Fd = 1.0 / M_PI_F;
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//energy conservation - remove this if reverting back to disney method
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vec3 kD = vec3(1.0) - surface.F;
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kD *= 1.0 - surface.metalness;
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vec3 diffuse = kD * surface.baseColor.rgb * Fd;
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return diffuse;
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}
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//attenuations functions from "moving frostbite to pbr paper"
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//https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
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float smoothDistanceAtt ( float squaredDistance , float invSqrAttRadius )
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{
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float factor = squaredDistance * invSqrAttRadius ;
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float smoothFactor = saturate (1.0f - factor * factor );
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return sqr(smoothFactor);
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}
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float getDistanceAtt( vec3 unormalizedLightVector , float invSqrAttRadius )
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{
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float sqrDist = dot ( unormalizedLightVector , unormalizedLightVector );
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float attenuation = 1.0 / (max ( sqrDist , 0.01*0.01) );
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attenuation *= smoothDistanceAtt ( sqrDist , invSqrAttRadius );
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return attenuation;
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}
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float getSpotAngleAtt( vec3 normalizedLightVector , vec3 lightDir , vec2 lightSpotParams )
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{
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float cd = dot ( lightDir , normalizedLightVector );
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float attenuation = saturate ( ( cd - lightSpotParams.x ) / lightSpotParams.y );
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// smooth the transition
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return sqr(attenuation);
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}
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vec3 getDirectionalLight(in Surface surface, in SurfaceToLight surfaceToLight, vec3 lightColor, float lightIntensity, float shadow)
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{
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vec3 factor = lightColor * max(surfaceToLight.NdotL, 0) * shadow * lightIntensity;
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vec3 diffuse = BRDF_GetDiffuse(surface,surfaceToLight) * factor;
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vec3 spec = BRDF_GetSpecular(surface,surfaceToLight) * factor;
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vec3 final = max(vec3(0.0f), diffuse + spec * surface.ao);
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return final;
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}
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vec3 getPunctualLight(in Surface surface, in SurfaceToLight surfaceToLight, vec3 lightColor, float lightIntensity, float radius, float shadow)
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{
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float attenuation = getDistanceAtt(surfaceToLight.Lu, radius);
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vec3 factor = lightColor * max(surfaceToLight.NdotL, 0) * shadow * lightIntensity * attenuation;
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vec3 diffuse = BRDF_GetDiffuse(surface,surfaceToLight) * factor;
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vec3 spec = BRDF_GetSpecular(surface,surfaceToLight) * factor;
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vec3 final = max(vec3(0.0f), diffuse + spec * surface.ao * surface.F);
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return final;
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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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} |