126 lines
3.8 KiB
GLSL
126 lines
3.8 KiB
GLSL
#include "Uniforms.glsl"
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#include "Samplers.glsl"
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#include "Transform.glsl"
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#include "ScreenPos.glsl"
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#include "Lighting.glsl"
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#include "Constants.glsl"
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#include "PBR.glsl"
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#line 40007
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#ifdef DIRLIGHT
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varying vec2 vScreenPos;
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#else
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varying vec4 vScreenPos;
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#endif
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varying vec3 vFarRay;
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#ifdef ORTHO
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varying vec3 vNearRay;
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#endif
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void VS()
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{
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mat4 modelMatrix = iModelMatrix;
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vec3 worldPos = GetWorldPos(modelMatrix);
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gl_Position = GetClipPos(worldPos);
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#ifdef DIRLIGHT
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vScreenPos = GetScreenPosPreDiv(gl_Position);
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vFarRay = GetFarRay(gl_Position);
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#ifdef ORTHO
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vNearRay = GetNearRay(gl_Position);
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#endif
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#else
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vScreenPos = GetScreenPos(gl_Position);
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vFarRay = GetFarRay(gl_Position) * gl_Position.w;
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#ifdef ORTHO
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vNearRay = GetNearRay(gl_Position) * gl_Position.w;
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#endif
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#endif
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}
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void PS()
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{
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// If rendering a directional light quad, optimize out the w divide
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#ifdef DIRLIGHT
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vec4 depthInput = texture2D(sDepthBuffer, vScreenPos);
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#ifdef HWDEPTH
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float depth = ReconstructDepth(depthInput.r);
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#else
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float depth = DecodeDepth(depthInput.rgb);
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#endif
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#ifdef ORTHO
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vec3 worldPos = mix(vNearRay, vFarRay, depth);
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#else
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vec3 worldPos = vFarRay * depth;
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#endif
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vec4 albedoInput = texture2D(sAlbedoBuffer, vScreenPos);
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vec4 normalInput = texture2D(sNormalBuffer, vScreenPos);
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vec4 specularInput = texture2D(sSpecMap, vScreenPos);
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#else
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vec4 depthInput = texture2DProj(sDepthBuffer, vScreenPos);
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#ifdef HWDEPTH
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float depth = ReconstructDepth(depthInput.r);
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#else
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float depth = DecodeDepth(depthInput.rgb);
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#endif
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#ifdef ORTHO
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vec3 worldPos = mix(vNearRay, vFarRay, depth) / vScreenPos.w;
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#else
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vec3 worldPos = vFarRay * depth / vScreenPos.w;
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#endif
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vec4 albedoInput = texture2DProj(sAlbedoBuffer, vScreenPos);
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vec4 normalInput = texture2DProj(sNormalBuffer, vScreenPos);
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vec4 specularInput = texture2DProj(sSpecMap, vScreenPos);
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#endif
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// Position acquired via near/far ray is relative to camera. Bring position to world space
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vec3 eyeVec = -worldPos;
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worldPos += cCameraPosPS;
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vec3 normal = normalInput.rgb;
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float roughness = length(normal);
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normal = normalize(normal);
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vec3 specColor = specularInput.rgb;
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vec4 projWorldPos = vec4(worldPos, 1.0);
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vec3 lightDir;
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float atten = 1;
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#if defined(DIRLIGHT)
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atten = GetAtten(normal, worldPos, lightDir);
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#elif defined(SPOTLIGHT)
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atten = GetAttenSpot(normal, worldPos, lightDir);
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#else
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atten = GetAttenPoint(normal, worldPos, lightDir);
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#endif
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float shadow = 1;
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#ifdef SHADOW
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shadow *= GetShadowDeferred(projWorldPos, normal, depth);
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#endif
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#if defined(SPOTLIGHT)
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vec4 spotPos = projWorldPos * cLightMatricesPS[0];
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vec3 lightColor = spotPos.w > 0.0 ? texture2DProj(sLightSpotMap, spotPos).rgb * cLightColor.rgb : vec3(0.0);
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#elif defined(CUBEMASK)
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mat3 lightVecRot = mat3(cLightMatricesPS[0][0].xyz, cLightMatricesPS[0][1].xyz, cLightMatricesPS[0][2].xyz);
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vec3 lightColor = textureCube(sLightCubeMap, (worldPos - cLightPosPS.xyz) * lightVecRot).rgb * cLightColor.rgb;
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#else
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vec3 lightColor = cLightColor.rgb;
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#endif
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vec3 toCamera = normalize(eyeVec);
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vec3 lightVec = normalize(lightDir);
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float ndl = clamp(abs(dot(normal, lightVec)), M_EPSILON, 1.0);
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vec3 BRDF = GetBRDF(worldPos, lightDir, lightVec, toCamera, normal, roughness, albedoInput.rgb, specColor);
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gl_FragColor.a = 1.0;
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gl_FragColor.rgb = BRDF * lightColor * (atten * shadow) / M_PI;
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}
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