Urho3D/bin/CoreData/Shaders/GLSL/PBRDeferred.glsl
gleblebedev c76f0c7712
Mobile shaders fixes (#2709)
* Mobile shaders fixes

* Update

* Update

* Update

* Update

Co-authored-by: 1vanK <1vanK@users.noreply.github.com>
2020-12-07 18:43:48 +03:00

124 lines
3.8 KiB
GLSL

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