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No commits in common. "a4a3c086e2cfb091ba6546dcb89873bf8f8761e9" and "57414915b78d65aee3c16c9cd3a19d5c9d98516e" have entirely different histories.
a4a3c086e2
...
57414915b7
@ -258,7 +258,7 @@ frame :: () {
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add_frame_profiling_point("After UI draw");
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#if !FLAG_RELEASE_BUILD {
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prepare_text(debug_font, tprint("frametime: % ms", delta_time * 1000));
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prepare_text(debug_font, tprint("frametime: % ms", latest_frametime * 1000));
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draw_prepared_text(debug_font, 10, 10, .{0.0, 1.0, 0.0, 1.0});
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draw_editor();
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}
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@ -276,6 +276,7 @@ frame :: () {
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#if OS != .WASM { profiler_update(); }
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reset_temporary_storage();
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frame_end_time := get_time();
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latest_frametime = frame_end_time - frame_start_time;
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input_per_frame_event_and_flag_update();
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}
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@ -1,13 +1,13 @@
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#import,dir "../../modules/sokol-jai/sokol/app"(DEBUG = FLAG_RELEASE_BUILD);
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#import,dir "../../modules/sokol-jai/sokol/gfx"(DEBUG = FLAG_RELEASE_BUILD);
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#import,dir "../../modules/sokol-jai/sokol/gl"(DEBUG = FLAG_RELEASE_BUILD);
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#import,dir "../../modules/sokol-jai/sokol/glue"(DEBUG = FLAG_RELEASE_BUILD);
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#import,dir "../../modules/sokol-jai/sokol/shape"(DEBUG = FLAG_RELEASE_BUILD);
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#import,dir "../../modules/sokol-jai/sokol/app"(DEBUG = !FLAG_RELEASE_BUILD);
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#import,dir "../../modules/sokol-jai/sokol/gfx"(DEBUG = !FLAG_RELEASE_BUILD);
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#import,dir "../../modules/sokol-jai/sokol/gl"(DEBUG = !FLAG_RELEASE_BUILD);
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#import,dir "../../modules/sokol-jai/sokol/glue"(DEBUG = !FLAG_RELEASE_BUILD);
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#import,dir "../../modules/sokol-jai/sokol/shape"(DEBUG = !FLAG_RELEASE_BUILD);
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#import,dir "../../modules/sokol-jai/sokol/fontstash";
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#import,dir "../../modules/sokol-jai/sokol/log"(DEBUG = FLAG_RELEASE_BUILD);
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#import,dir "../../modules/sokol-jai/sokol/time"(DEBUG = FLAG_RELEASE_BUILD);
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#import,dir "../../modules/sokol-jai/sokol/fetch"(DEBUG = FLAG_RELEASE_BUILD);
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#import,dir "../../modules/sokol-jai/sokol/audio"(DEBUG = FLAG_RELEASE_BUILD);
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#import,dir "../../modules/sokol-jai/sokol/log"(DEBUG = !FLAG_RELEASE_BUILD);
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#import,dir "../../modules/sokol-jai/sokol/time"(DEBUG = !FLAG_RELEASE_BUILD);
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#import,dir "../../modules/sokol-jai/sokol/fetch"(DEBUG = !FLAG_RELEASE_BUILD);
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#import,dir "../../modules/sokol-jai/sokol/audio"(DEBUG = !FLAG_RELEASE_BUILD);
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#load "../main.jai";
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@ -239,7 +239,7 @@ backend_draw_trile_positions_main :: (trile : string, amount : s32, worldConf: *
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fs_params.screen_w = w;
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fs_params.screen_h = h;
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lc := *current_lighting_config;
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fs_params.rdm_enabled = ifx in_reflection_pass then 0 else lc.rdm_enabled;
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fs_params.rdm_enabled = lc.rdm_enabled;
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fs_params.ambient_intensity = lc.ambient_intensity;
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fs_params.emissive_scale = lc.emissive_scale;
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fs_params.rdm_diff_scale = lc.rdm_diff_scale;
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@ -464,7 +464,7 @@ backend_process_command_buckets :: () {
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end_frame_profiling_group("G-Buffer pass");
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start_frame_profiling_group("SSAO pass");
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sg_begin_pass(*(sg_pass.{ action = state.pass_action_clear, attachments = g_ssao_attachments }));
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sg_begin_pass(*(sg_pass.{ action = state.pass_action_clear, attachments = g_postprocess_attach_a }));
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sg_apply_pipeline(gPipelines.ssao.pipeline);
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gPipelines.ssao.bind.images[0] = g_gbuf_position;
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gPipelines.ssao.bind.images[1] = g_gbuf_normal;
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@ -480,6 +480,19 @@ backend_process_command_buckets :: () {
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sg_end_pass();
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end_frame_profiling_group("SSAO pass");
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start_frame_profiling_group("SSAO blur pass");
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sg_begin_pass(*(sg_pass.{ action = state.pass_action_clear, attachments = g_ssao_attachments }));
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sg_apply_pipeline(gPipelines.op.pipeline);
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op_uniform : Op_Fs_Params;
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op_uniform.blur_size = current_post_process.ssao_size;
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op_uniform.op = 0;
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gPipelines.op.bind.images[0] = g_postprocess_a;
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sg_apply_uniforms(UB_op_fs_params, *(sg_range.{ ptr = *op_uniform, size = size_of(type_of(op_uniform)) }));
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sg_apply_bindings(*gPipelines.op.bind);
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sg_draw(0, 6, 1);
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sg_end_pass();
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end_frame_profiling_group("SSAO blur pass");
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// 5. Main pass
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start_frame_profiling_group("Main pass");
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sg_begin_pass(*(sg_pass.{ action = state.pass_action_clear, attachments = g_rendertex_attachments}));
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@ -493,8 +506,8 @@ backend_process_command_buckets :: () {
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start_frame_profiling_group("Postprocess pass");
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if !bypass_postprocess {
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bloom_process();
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dof_process();
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}
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end_frame_profiling_group("Postprocess pass");
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start_frame_profiling_group("Final pass");
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@ -503,9 +516,8 @@ backend_process_command_buckets :: () {
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// Draw the render texture and do post processing:
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sg_apply_pipeline(gPipelines.postprocess.pipeline);
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gPipelines.postprocess.bind.images[0] = g_rendertex;
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gPipelines.postprocess.bind.images[0] = ifx bypass_postprocess then g_rendertex else g_postprocess_a;
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gPipelines.postprocess.bind.images[1] = LUT_list[g_current_lut_texture_index].image;
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gPipelines.postprocess.bind.images[2] = g_bloom_tex;
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sg_apply_bindings(*gPipelines.postprocess.bind);
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post_process_config_uniform : Post_Process_Config;
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if bypass_postprocess {
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@ -1,12 +1,28 @@
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bloom_process :: () {
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sg_begin_pass(*(sg_pass.{ action = state.pass_action_clear, attachments = g_bloom_attach }));
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sg_apply_pipeline(gPipelines.bloom.pipeline);
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params : Bloom_Params;
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params.bloom_treshold = current_post_process.bloom_treshold;
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gPipelines.bloom.bind.images[IMG_bloom_src] = g_rendertex;
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sg_apply_uniforms(UB_bloom_params, *(sg_range.{ ptr = *params, size = size_of(type_of(params)) }));
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sg_apply_bindings(*gPipelines.bloom.bind);
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sg_draw(0, 6, 1);
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sg_begin_pass(*(sg_pass.{ action = state.pass_action_clear, attachments = g_postprocess_attach_a }));
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sg_apply_pipeline(gPipelines.op.pipeline);
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op_uniform_bloom : Op_Fs_Params;
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op_uniform_bloom.blur_size = current_post_process.bloom_size;
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op_uniform_bloom.separation = current_post_process.bloom_separation;
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op_uniform_bloom.bloom_treshold = current_post_process.bloom_treshold;
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op_uniform_bloom.bloom_amount = current_post_process.bloom_amount;
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op_uniform_bloom.op=3;
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gPipelines.op.bind.images[0] = g_rendertex;
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sg_apply_uniforms(UB_op_fs_params, *(sg_range.{ ptr = *op_uniform_bloom, size = size_of(type_of(op_uniform_bloom)) }));
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sg_apply_bindings(*gPipelines.op.bind);
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sg_draw(0, 6, 1);
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sg_end_pass();
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sg_begin_pass(*(sg_pass.{ action = state.pass_action_clear, attachments = g_postprocess_attach_b }));
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sg_apply_pipeline(gPipelines.mix.pipeline);
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mix_uniform : Mix_Fs_Params;
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mix_uniform.op = 1;
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gPipelines.mix.bind.images[0] = g_postprocess_a;
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gPipelines.mix.bind.images[1] = g_rendertex;
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gPipelines.mix.bind.images[2] = g_gbuf_position;
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sg_apply_uniforms(UB_op_fs_params, *(sg_range.{ ptr = *mix_uniform, size = size_of(type_of(mix_uniform)) }));
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sg_apply_bindings(*gPipelines.mix.bind);
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sg_draw(0, 6, 1);
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sg_end_pass();
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}
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@ -36,9 +36,6 @@ g_postprocess_a_depth : sg_image;
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g_postprocess_b_depth : sg_image;
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g_postprocess_attach_a : sg_attachments;
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g_postprocess_attach_b : sg_attachments;
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g_bloom_tex : sg_image;
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g_bloom_attach : sg_attachments;
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gPipelines : struct {
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@ -69,10 +66,8 @@ gPipelines : struct {
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postprocess : Pipeline_Binding;
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op : Pipeline_Binding;
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mix : Pipeline_Binding;
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bloom : Pipeline_Binding;
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billboard : Pipeline_Binding;
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@ -159,7 +154,6 @@ create_pipelines :: () {
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create_ssao_pipeline();
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create_op_pipeline();
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create_mix_pipeline();
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create_bloom_pipeline();
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create_billboard_pipeline();
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create_gbuffer_billboard_pipeline();
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create_particle_pipeline();
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@ -537,14 +531,14 @@ create_plane_pipeline_reflection_images :: () {
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w, h := get_render_size();
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img_desc := sg_image_desc.{
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width = w/3,
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height = h/3,
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pixel_format = .RGBA8,
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width = w/2,
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height = h/2,
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pixel_format = .RGBA32F,
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render_target = true,
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};
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depth_desc := sg_image_desc.{
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width = w/3,
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height = h/3,
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width = w/2,
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height = h/2,
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pixel_format = .DEPTH,
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render_target = true,
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};
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@ -746,13 +740,6 @@ create_postprocess_pipeline :: () {
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mag_filter = .LINEAR,
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}));
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gPipelines.postprocess.bind.samplers[2] = sg_make_sampler(*(sg_sampler_desc.{
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wrap_u = .CLAMP_TO_EDGE,
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wrap_v = .CLAMP_TO_EDGE,
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min_filter = .LINEAR,
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mag_filter = .LINEAR,
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}));
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}
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// Takes in a texture, manipulates it and outputs it.
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@ -992,52 +979,6 @@ create_mix_pipeline :: () {
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}
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create_bloom_pipeline :: () {
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platconf := get_plat_conf();
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pipeline: sg_pipeline_desc;
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shader_desc := bloom_shader_desc(sg_query_backend());
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pipeline.shader = sg_make_shader(*shader_desc);
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pipeline.layout.attrs[ATTR_bloom_position] = .{ format = .FLOAT2 };
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pipeline.layout.attrs[ATTR_bloom_uv] = .{ format = .FLOAT2 };
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pipeline.index_type = .UINT16;
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pipeline.color_count = 1;
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pipeline.colors[0] = .{ pixel_format = .RGBA32F };
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gPipelines.bloom.pipeline = sg_make_pipeline(*pipeline);
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quad_vertices : [16]float = .[
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-1.0, 1.0, 0.0, flip_if_plat(1.0),
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-1.0, -1.0, 0.0, flip_if_plat(0.0),
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1.0, -1.0, 1.0, flip_if_plat(0.0),
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1.0, 1.0, 1.0, flip_if_plat(1.0),
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];
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quad_indices : [6]u16 = .[
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0, 1, 2, 0, 2, 3
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];
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vbuffer := sg_buffer_desc.{ size = size_of(float) * 16, data = .{
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ptr = quad_vertices.data,
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size = 16 * 4
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}};
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ibuffer := sg_buffer_desc.{ size = size_of(u16) * 6, data = .{
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ptr = quad_indices.data,
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size = 6 * 2
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},
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type = .INDEXBUFFER,
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};
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gPipelines.bloom.bind.vertex_buffers[0] = sg_make_buffer(*vbuffer);
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gPipelines.bloom.bind.index_buffer = sg_make_buffer(*ibuffer);
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gPipelines.bloom.bind.samplers[0] = sg_make_sampler(*(sg_sampler_desc.{
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wrap_u = .CLAMP_TO_EDGE,
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wrap_v = .CLAMP_TO_EDGE,
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min_filter = .NEAREST,
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mag_filter = .NEAREST,
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}));
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}
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create_ssao_images :: () {
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if g_ssaobuf.id != INVALID_ID then sg_destroy_image(g_ssaobuf);
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if g_ssaobuf_depth.id != INVALID_ID then sg_destroy_image(g_ssaobuf_depth);
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@ -1050,7 +991,7 @@ create_ssao_images :: () {
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width = w/2,
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height = h/2,
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render_target = true,
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pixel_format = .RGBA8
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pixel_format = .RGBA32F
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};
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img_desc.sample_count = 1;
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g_ssaobuf = sg_make_image(*img_desc);
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@ -1088,21 +1029,6 @@ create_ssao_images :: () {
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g_postprocess_attach_a = sg_make_attachments(*attachmentsDescA);
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sg_destroy_attachments(g_postprocess_attach_b);
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g_postprocess_attach_b = sg_make_attachments(*attachmentsDescB);
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if g_bloom_tex.id != INVALID_ID then sg_destroy_image(g_bloom_tex);
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bloom_img_desc := sg_image_desc.{
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width = w/8,
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height = h/8,
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pixel_format = .RGBA32F,
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render_target = true,
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sample_count = 1,
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};
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g_bloom_tex = sg_make_image(*bloom_img_desc);
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bloom_attach_desc := sg_attachments_desc.{
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colors[0].image = g_bloom_tex,
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};
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sg_destroy_attachments(g_bloom_attach);
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g_bloom_attach = sg_make_attachments(*bloom_attach_desc);
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}
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create_ssao_pipeline :: () {
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@ -14,6 +14,8 @@ Post_Process :: struct {
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dof_min : float = 1.0; @Slider,0,10,1;
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dof_max : float = 3.0; @Slider,0,50,1;
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dof_point : float = 5.0; @Slider,0,30,1;
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bloom_size : s32 = 5; @Slider,0,10,1;
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bloom_separation : float = 3.0; @Slider,0,10,1;
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bloom_treshold : float = 0.4; @Slider,0,1,0.1;
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bloom_amount : float = 0.0; @Slider,0,5,0.1;
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@ -183,7 +183,6 @@ tasks_to_commands :: () {
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memcpy(drawCmd.uv_rects.data, particleTask.uv_rects.data, particleTask.count * size_of(Vector4));
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memcpy(drawCmd.colors.data, particleTask.colors.data, particleTask.count * size_of(Vector4));
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array_add(*render_command_buckets.main, drawCmd);
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array_add(*render_command_buckets.reflection, drawCmd);
|
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case .SET_CAMERA;
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task := (cast(*Rendering_Task_Set_Camera)it);
|
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command := New(Render_Command_Set_Camera,, temp);
|
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|
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@ -1,423 +0,0 @@
|
||||
/*
|
||||
#version:1# (machine generated, don't edit!)
|
||||
|
||||
Generated by sokol-shdc (https://github.com/floooh/sokol-tools)
|
||||
|
||||
Cmdline:
|
||||
sokol-shdc -i shader_bloom.glsl -o ./jai/shader_bloom.jai -l glsl430:glsl300es:metal_macos -f sokol_jai
|
||||
|
||||
Overview:
|
||||
=========
|
||||
Shader program: 'bloom':
|
||||
Get shader desc: bloom_shader_desc(sg_query_backend())
|
||||
Vertex Shader: vs_bloom
|
||||
Fragment Shader: fs_bloom
|
||||
Attributes:
|
||||
ATTR_bloom_position => 0
|
||||
ATTR_bloom_uv => 1
|
||||
Bindings:
|
||||
Uniform block 'bloom_params':
|
||||
Jai struct: Bloom_Params
|
||||
Bind slot: UB_bloom_params => 0
|
||||
Image 'bloom_src':
|
||||
Image type: ._2D
|
||||
Sample type: .FLOAT
|
||||
Multisampled: false
|
||||
Bind slot: IMG_bloom_src => 0
|
||||
Sampler 'bloom_src_smp':
|
||||
Type: .FILTERING
|
||||
Bind slot: SMP_bloom_src_smp => 0
|
||||
*/
|
||||
ATTR_bloom_position :: 0;
|
||||
ATTR_bloom_uv :: 1;
|
||||
UB_bloom_params :: 0;
|
||||
IMG_bloom_src :: 0;
|
||||
SMP_bloom_src_smp :: 0;
|
||||
Bloom_Params :: struct {
|
||||
bloom_treshold: float;
|
||||
_: [12]u8;
|
||||
};
|
||||
/*
|
||||
#version 430
|
||||
|
||||
layout(location = 0) in vec2 position;
|
||||
layout(location = 0) out vec2 texcoord;
|
||||
layout(location = 1) in vec2 uv;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = vec4(position, 0.5, 1.0);
|
||||
texcoord = uv;
|
||||
}
|
||||
|
||||
*/
|
||||
vs_bloom_source_glsl430 := u8.[
|
||||
0x23,0x76,0x65,0x72,0x73,0x69,0x6f,0x6e,0x20,0x34,0x33,0x30,0x0a,0x0a,0x6c,0x61,
|
||||
0x79,0x6f,0x75,0x74,0x28,0x6c,0x6f,0x63,0x61,0x74,0x69,0x6f,0x6e,0x20,0x3d,0x20,
|
||||
0x30,0x29,0x20,0x69,0x6e,0x20,0x76,0x65,0x63,0x32,0x20,0x70,0x6f,0x73,0x69,0x74,
|
||||
0x69,0x6f,0x6e,0x3b,0x0a,0x6c,0x61,0x79,0x6f,0x75,0x74,0x28,0x6c,0x6f,0x63,0x61,
|
||||
0x74,0x69,0x6f,0x6e,0x20,0x3d,0x20,0x30,0x29,0x20,0x6f,0x75,0x74,0x20,0x76,0x65,
|
||||
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|
||||
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|
||||
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|
||||
|
||||
];
|
||||
/*
|
||||
#version 430
|
||||
|
||||
uniform vec4 bloom_params[1];
|
||||
layout(binding = 16) uniform sampler2D bloom_src_bloom_src_smp;
|
||||
|
||||
layout(location = 0) in vec2 texcoord;
|
||||
layout(location = 0) out vec4 frag_color;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 _24 = texture(bloom_src_bloom_src_smp, texcoord);
|
||||
vec4 color = _24;
|
||||
if (max(_24.x, max(_24.y, _24.z)) < bloom_params[0].x)
|
||||
{
|
||||
color = vec4(0.0, 0.0, 0.0, 1.0);
|
||||
}
|
||||
frag_color = vec4(color.xyz, 1.0);
|
||||
}
|
||||
|
||||
*/
|
||||
fs_bloom_source_glsl430 := u8.[
|
||||
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|
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||||
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||||
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|
||||
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|
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||||
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|
||||
0x31,0x2e,0x30,0x29,0x3b,0x0a,0x7d,0x0a,0x0a,0x00,
|
||||
];
|
||||
/*
|
||||
#version 300 es
|
||||
|
||||
layout(location = 0) in vec2 position;
|
||||
out vec2 texcoord;
|
||||
layout(location = 1) in vec2 uv;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = vec4(position, 0.5, 1.0);
|
||||
texcoord = uv;
|
||||
}
|
||||
|
||||
*/
|
||||
vs_bloom_source_glsl300es := u8.[
|
||||
0x23,0x76,0x65,0x72,0x73,0x69,0x6f,0x6e,0x20,0x33,0x30,0x30,0x20,0x65,0x73,0x0a,
|
||||
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|
||||
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|
||||
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|
||||
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||||
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|
||||
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|
||||
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||||
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||||
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|
||||
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|
||||
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|
||||
];
|
||||
/*
|
||||
#version 300 es
|
||||
precision mediump float;
|
||||
precision highp int;
|
||||
|
||||
uniform highp vec4 bloom_params[1];
|
||||
uniform highp sampler2D bloom_src_bloom_src_smp;
|
||||
|
||||
in highp vec2 texcoord;
|
||||
layout(location = 0) out highp vec4 frag_color;
|
||||
|
||||
void main()
|
||||
{
|
||||
highp vec4 _24 = texture(bloom_src_bloom_src_smp, texcoord);
|
||||
highp vec4 color = _24;
|
||||
if (max(_24.x, max(_24.y, _24.z)) < bloom_params[0].x)
|
||||
{
|
||||
color = vec4(0.0, 0.0, 0.0, 1.0);
|
||||
}
|
||||
frag_color = vec4(color.xyz, 1.0);
|
||||
}
|
||||
|
||||
*/
|
||||
fs_bloom_source_glsl300es := u8.[
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
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||||
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||||
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|
||||
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||||
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|
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
0x0a,0x7d,0x0a,0x0a,0x00,
|
||||
];
|
||||
/*
|
||||
#include <metal_stdlib>
|
||||
#include <simd/simd.h>
|
||||
|
||||
using namespace metal;
|
||||
|
||||
struct main0_out
|
||||
{
|
||||
float2 texcoord [[user(locn0)]];
|
||||
float4 gl_Position [[position]];
|
||||
};
|
||||
|
||||
struct main0_in
|
||||
{
|
||||
float2 position [[attribute(0)]];
|
||||
float2 uv [[attribute(1)]];
|
||||
};
|
||||
|
||||
vertex main0_out main0(main0_in in [[stage_in]])
|
||||
{
|
||||
main0_out out = {};
|
||||
out.gl_Position = float4(in.position, 0.5, 1.0);
|
||||
out.texcoord = in.uv;
|
||||
return out;
|
||||
}
|
||||
|
||||
*/
|
||||
vs_bloom_source_metal_macos := u8.[
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
0x0a,0x0a,0x00,
|
||||
];
|
||||
/*
|
||||
#include <metal_stdlib>
|
||||
#include <simd/simd.h>
|
||||
|
||||
using namespace metal;
|
||||
|
||||
struct bloom_params
|
||||
{
|
||||
float bloom_treshold;
|
||||
};
|
||||
|
||||
struct main0_out
|
||||
{
|
||||
float4 frag_color [[color(0)]];
|
||||
};
|
||||
|
||||
struct main0_in
|
||||
{
|
||||
float2 texcoord [[user(locn0)]];
|
||||
};
|
||||
|
||||
fragment main0_out main0(main0_in in [[stage_in]], constant bloom_params& _42 [[buffer(0)]], texture2d<float> bloom_src [[texture(0)]], sampler bloom_src_smp [[sampler(0)]])
|
||||
{
|
||||
main0_out out = {};
|
||||
float4 _24 = bloom_src.sample(bloom_src_smp, in.texcoord);
|
||||
float4 color = _24;
|
||||
if (fast::max(_24.x, fast::max(_24.y, _24.z)) < _42.bloom_treshold)
|
||||
{
|
||||
color = float4(0.0, 0.0, 0.0, 1.0);
|
||||
}
|
||||
out.frag_color = float4(color.xyz, 1.0);
|
||||
return out;
|
||||
}
|
||||
|
||||
*/
|
||||
fs_bloom_source_metal_macos := u8.[
|
||||
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|
||||
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|
||||
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||||
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|
||||
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|
||||
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|
||||
0x0a,0x00,
|
||||
];
|
||||
bloom_shader_desc :: (backend: sg_backend) -> sg_shader_desc {
|
||||
desc: sg_shader_desc;
|
||||
desc.label = "bloom_shader";
|
||||
if backend == {
|
||||
case .GLCORE;
|
||||
desc.vertex_func.source = xx *vs_bloom_source_glsl430;
|
||||
desc.vertex_func.entry = "main";
|
||||
desc.fragment_func.source = xx *fs_bloom_source_glsl430;
|
||||
desc.fragment_func.entry = "main";
|
||||
desc.attrs[0].base_type = .FLOAT;
|
||||
desc.attrs[0].glsl_name = "position";
|
||||
desc.attrs[1].base_type = .FLOAT;
|
||||
desc.attrs[1].glsl_name = "uv";
|
||||
desc.uniform_blocks[0].stage = .FRAGMENT;
|
||||
desc.uniform_blocks[0].layout = .STD140;
|
||||
desc.uniform_blocks[0].size = 16;
|
||||
desc.uniform_blocks[0].glsl_uniforms[0].type = .FLOAT4;
|
||||
desc.uniform_blocks[0].glsl_uniforms[0].array_count = 1;
|
||||
desc.uniform_blocks[0].glsl_uniforms[0].glsl_name = "bloom_params";
|
||||
desc.images[0].stage = .FRAGMENT;
|
||||
desc.images[0].multisampled = false;
|
||||
desc.images[0].image_type = ._2D;
|
||||
desc.images[0].sample_type = .FLOAT;
|
||||
desc.samplers[0].stage = .FRAGMENT;
|
||||
desc.samplers[0].sampler_type = .FILTERING;
|
||||
desc.image_sampler_pairs[0].stage = .FRAGMENT;
|
||||
desc.image_sampler_pairs[0].image_slot = 0;
|
||||
desc.image_sampler_pairs[0].sampler_slot = 0;
|
||||
desc.image_sampler_pairs[0].glsl_name = "bloom_src_bloom_src_smp";
|
||||
case .GLES3;
|
||||
desc.vertex_func.source = xx *vs_bloom_source_glsl300es;
|
||||
desc.vertex_func.entry = "main";
|
||||
desc.fragment_func.source = xx *fs_bloom_source_glsl300es;
|
||||
desc.fragment_func.entry = "main";
|
||||
desc.attrs[0].base_type = .FLOAT;
|
||||
desc.attrs[0].glsl_name = "position";
|
||||
desc.attrs[1].base_type = .FLOAT;
|
||||
desc.attrs[1].glsl_name = "uv";
|
||||
desc.uniform_blocks[0].stage = .FRAGMENT;
|
||||
desc.uniform_blocks[0].layout = .STD140;
|
||||
desc.uniform_blocks[0].size = 16;
|
||||
desc.uniform_blocks[0].glsl_uniforms[0].type = .FLOAT4;
|
||||
desc.uniform_blocks[0].glsl_uniforms[0].array_count = 1;
|
||||
desc.uniform_blocks[0].glsl_uniforms[0].glsl_name = "bloom_params";
|
||||
desc.images[0].stage = .FRAGMENT;
|
||||
desc.images[0].multisampled = false;
|
||||
desc.images[0].image_type = ._2D;
|
||||
desc.images[0].sample_type = .FLOAT;
|
||||
desc.samplers[0].stage = .FRAGMENT;
|
||||
desc.samplers[0].sampler_type = .FILTERING;
|
||||
desc.image_sampler_pairs[0].stage = .FRAGMENT;
|
||||
desc.image_sampler_pairs[0].image_slot = 0;
|
||||
desc.image_sampler_pairs[0].sampler_slot = 0;
|
||||
desc.image_sampler_pairs[0].glsl_name = "bloom_src_bloom_src_smp";
|
||||
case .METAL_MACOS;
|
||||
desc.vertex_func.source = xx *vs_bloom_source_metal_macos;
|
||||
desc.vertex_func.entry = "main0";
|
||||
desc.fragment_func.source = xx *fs_bloom_source_metal_macos;
|
||||
desc.fragment_func.entry = "main0";
|
||||
desc.attrs[0].base_type = .FLOAT;
|
||||
desc.attrs[1].base_type = .FLOAT;
|
||||
desc.uniform_blocks[0].stage = .FRAGMENT;
|
||||
desc.uniform_blocks[0].layout = .STD140;
|
||||
desc.uniform_blocks[0].size = 16;
|
||||
desc.uniform_blocks[0].msl_buffer_n = 0;
|
||||
desc.images[0].stage = .FRAGMENT;
|
||||
desc.images[0].multisampled = false;
|
||||
desc.images[0].image_type = ._2D;
|
||||
desc.images[0].sample_type = .FLOAT;
|
||||
desc.images[0].msl_texture_n = 0;
|
||||
desc.samplers[0].stage = .FRAGMENT;
|
||||
desc.samplers[0].sampler_type = .FILTERING;
|
||||
desc.samplers[0].msl_sampler_n = 0;
|
||||
desc.image_sampler_pairs[0].stage = .FRAGMENT;
|
||||
desc.image_sampler_pairs[0].image_slot = 0;
|
||||
desc.image_sampler_pairs[0].sampler_slot = 0;
|
||||
}
|
||||
return desc;
|
||||
}
|
||||
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
@ -1,32 +0,0 @@
|
||||
@vs vs_bloom
|
||||
in vec2 position;
|
||||
in vec2 uv;
|
||||
|
||||
out vec2 texcoord;
|
||||
|
||||
void main() {
|
||||
gl_Position = vec4(position, 0.5, 1.0);
|
||||
texcoord = uv;
|
||||
}
|
||||
@end
|
||||
|
||||
@fs fs_bloom
|
||||
in vec2 texcoord;
|
||||
out vec4 frag_color;
|
||||
|
||||
layout(binding=0) uniform bloom_params {
|
||||
float bloom_treshold;
|
||||
};
|
||||
|
||||
layout(binding = 0) uniform texture2D bloom_src;
|
||||
layout(binding = 0) uniform sampler bloom_src_smp;
|
||||
|
||||
void main() {
|
||||
vec4 color = texture(sampler2D(bloom_src, bloom_src_smp), texcoord);
|
||||
float value = max(color.r, max(color.g, color.b));
|
||||
if(value < bloom_treshold) { color = vec4(0.0, 0.0, 0.0, 1.0); }
|
||||
frag_color = vec4(color.rgb, 1.0);
|
||||
}
|
||||
@end
|
||||
|
||||
@program bloom vs_bloom fs_bloom
|
||||
@ -18,8 +18,6 @@ layout(binding = 0) uniform texture2D pptex;
|
||||
layout(binding = 0) uniform sampler ppsmp;
|
||||
layout(binding = 1) uniform texture2D lut;
|
||||
layout(binding = 1) uniform sampler lut_linear;
|
||||
layout(binding = 2) uniform texture2D bloom_tex;
|
||||
layout(binding = 2) uniform sampler bloom_smp;
|
||||
|
||||
layout(binding=0) uniform post_process_config {
|
||||
float exposure;
|
||||
@ -36,7 +34,6 @@ layout(binding=0) uniform post_process_config {
|
||||
float barrel_distortion_intensity;
|
||||
int lut_mode;
|
||||
float dither_intensity;
|
||||
float bloom_amount;
|
||||
};
|
||||
|
||||
vec3 aces(vec3 x) {
|
||||
@ -88,8 +85,8 @@ void main() {
|
||||
float b = texture(sampler2D(pptex, ppsmp), distorted_texcoord - vec2(chromatic_aberration_intensity, 0.0)).b;
|
||||
vec3 sampled_color_hdr = vec4(r, g, b, 1.0).rgb;
|
||||
|
||||
vec3 bloom_color = texture(sampler2D(bloom_tex, bloom_smp), distorted_texcoord).rgb;
|
||||
vec3 color_hdr = (sampled_color_hdr + bloom_color * bloom_amount) * exposure;
|
||||
|
||||
vec3 color_hdr = sampled_color_hdr * exposure;
|
||||
|
||||
vec3 color_ldr_linear;
|
||||
if(tonemap > 0.5) {
|
||||
|
||||
@ -62,6 +62,18 @@ float noise(vec3 x)
|
||||
mix(hash(n + 270.0), hash(n + 271.0), f.x), f.y), f.z);
|
||||
}
|
||||
|
||||
const mat3 m = mat3(0.0, 1.60, 1.20, -1.6, 0.72, -0.96, -1.2, -0.96, 1.28);
|
||||
float fbm(vec3 p)
|
||||
{
|
||||
float f = 0.0;
|
||||
f += noise(p) / 2.0; p = m * p * 1.1;
|
||||
f += noise(p) / 4.0; p = m * p * 1.2;
|
||||
f += noise(p) / 6.0; p = m * p * 1.3;
|
||||
f += noise(p) / 12.0; p = m * p * 1.4;
|
||||
f += noise(p) / 24.0;
|
||||
return f;
|
||||
}
|
||||
|
||||
vec3 sky(vec3 skypos, vec3 sunpos) {
|
||||
|
||||
vec3 sunCol = sunDisk.xyz;
|
||||
@ -99,6 +111,13 @@ vec3 sky(vec3 skypos, vec3 sunpos) {
|
||||
final += mix(horizonHalo.xyz, vec3(0.0,0.0,0.0), clamp(abs(npos.y) * 20.0, 0.0, 1.0)) * 0.8;
|
||||
|
||||
final = vec3(final);
|
||||
|
||||
// Cirrus Clouds
|
||||
if(hasClouds == 1) {
|
||||
float density = smoothstep(1.0 - cirrus, 1.0, fbm(npos.xyz / npos.y * 2.0 + time * 0.05)) * 0.3;
|
||||
final.rgb = mix(final.rgb, vec3(1.0, 1.0, 1.0), max(0.0, npos.y) * density * 2.0);
|
||||
}
|
||||
|
||||
return final;
|
||||
}
|
||||
|
||||
|
||||
@ -13,16 +13,16 @@ layout(binding=0) uniform trile_vs_params {
|
||||
|
||||
out vec3 cam;
|
||||
out vec3 to_center;
|
||||
out vec3 vpos;
|
||||
out vec3 ipos;
|
||||
out vec3 vpos; // The actual position;
|
||||
out vec3 ipos; // Trile space position;
|
||||
out vec4 fnormal;
|
||||
out vec3 orig_normal;
|
||||
out vec3 orig_normal; // Unrotated object-space normal, used for trixel lookup
|
||||
out vec3 trileCenter;
|
||||
out vec3 cv;
|
||||
|
||||
mat3 rot_x(float a) { float c=cos(a),s=sin(a); return mat3(1,0,0, 0,c,-s, 0,s,c); }
|
||||
mat3 rot_y(float a) { float c=cos(a),s=sin(a); return mat3(c,0,s, 0,1,0, -s,0,c); }
|
||||
mat3 rot_z(float a) { float c=cos(a),s=sin(a); return mat3(c,-s,0, s,c,0, 0,0,1); }
|
||||
mat3 rot_y(float a) { float c=cos(a),s=sin(a); return mat3(c,0,s, 0,1,0, -s,0,c); }
|
||||
|
||||
mat3 get_orientation_matrix(int ori) {
|
||||
int face = ori / 4;
|
||||
@ -46,8 +46,8 @@ void main() {
|
||||
|
||||
gl_Position = mvp * vec4(rotated + instance.xyz, 1.0);
|
||||
fnormal = vec4(rot * normal.xyz, 0.0);
|
||||
orig_normal = normal.xyz;
|
||||
to_center = centre.xyz - position.xyz;
|
||||
orig_normal = normal.xyz; // unrotated, for trixel lookup
|
||||
to_center = centre.xyz - position.xyz; // unrotated, for trixel lookup
|
||||
vpos = rotated + instance.xyz;
|
||||
ipos = position.xyz;
|
||||
cam = camera;
|
||||
@ -117,68 +117,116 @@ layout(binding = 4) uniform texture2D rdm_atlas;
|
||||
layout(binding = 5) uniform texture2D brdf_lut;
|
||||
layout(binding = 3) uniform sampler rdmsmp;
|
||||
|
||||
const float PI = 3.1415927;
|
||||
const float PI = 3.1412854;
|
||||
|
||||
const float ROUGHNESS_RAYMARCH_MAX = 0.2; // Below this roughness, actually try to get sharp reflection from RDM.
|
||||
const float ROUGHNESS_SPEC_CUTOFF = 0.7; // Above this roughness, disregard RDM specular lighting entirely.
|
||||
|
||||
// ---- SKY ----
|
||||
// --- SKY START ---
|
||||
|
||||
const float cirrus = 0.5;
|
||||
const float cumulus = 20.0;
|
||||
|
||||
float hash(float n) {
|
||||
float hash(float n)
|
||||
{
|
||||
return fract(sin(n) * 43758.5453123);
|
||||
}
|
||||
|
||||
float noise(vec3 x) {
|
||||
float noise(vec3 x)
|
||||
{
|
||||
vec3 f = fract(x);
|
||||
float n = dot(floor(x), vec3(1.0, 157.0, 113.0));
|
||||
return mix(mix(mix(hash(n + 0.0), hash(n + 1.0), f.x),
|
||||
mix(hash(n + 157.0), hash(n + 158.0), f.x), f.y),
|
||||
mix(mix(hash(n + 113.0), hash(n + 114.0), f.x),
|
||||
mix(hash(n + 270.0), hash(n + 271.0), f.x), f.y), f.z);
|
||||
mix(hash(n + 157.0), hash(n + 158.0), f.x), f.y),
|
||||
mix(mix(hash(n + 113.0), hash(n + 114.0), f.x),
|
||||
mix(hash(n + 270.0), hash(n + 271.0), f.x), f.y), f.z);
|
||||
}
|
||||
|
||||
const mat3 fbm_m = mat3(0.0, 1.60, 1.20, -1.6, 0.72, -0.96, -1.2, -0.96, 1.28);
|
||||
const mat3 m = mat3(0.0, 1.60, 1.20, -1.6, 0.72, -0.96, -1.2, -0.96, 1.28);
|
||||
float fbm(vec3 p)
|
||||
{
|
||||
float f = 0.0;
|
||||
f += noise(p) / 2.0; p = m * p * 1.1;
|
||||
f += noise(p) / 4.0; p = m * p * 1.2;
|
||||
f += noise(p) / 6.0; p = m * p * 1.3;
|
||||
f += noise(p) / 12.0; p = m * p * 1.4;
|
||||
f += noise(p) / 24.0;
|
||||
return f;
|
||||
}
|
||||
|
||||
vec3 filmic_aces(vec3 v)
|
||||
{
|
||||
v = v * mat3(
|
||||
0.59719f, 0.35458f, 0.04823f,
|
||||
0.07600f, 0.90834f, 0.01566f,
|
||||
0.02840f, 0.13383f, 0.83777f
|
||||
);
|
||||
return (v * (v + 0.0245786f) - 9.0537e-5f) /
|
||||
(v * (0.983729f * v + 0.4329510f) + 0.238081f) * mat3(
|
||||
1.60475f, -0.53108f, -0.07367f,
|
||||
-0.10208f, 1.10813f, -0.00605f,
|
||||
-0.00327f, -0.07276f, 1.07602f
|
||||
);
|
||||
}
|
||||
|
||||
vec3 sky(vec3 skypos, vec3 sunpos) {
|
||||
|
||||
vec3 sunCol = sunDisk.xyz;
|
||||
vec3 baseSky = skyBase.xyz;
|
||||
vec3 topSky = skyTop.xyz;
|
||||
|
||||
float sDist = dot(normalize(skypos), normalize(sunpos));
|
||||
|
||||
vec3 npos = normalize(skypos);
|
||||
float sDist = dot(npos, normalize(sunpos));
|
||||
|
||||
vec3 skyGradient = mix(skyBase, skyTop, clamp(npos.y * 2.0, 0.0, 0.7));
|
||||
vec3 result = skyGradient;
|
||||
|
||||
result += sunHalo * clamp((sDist - 0.95) * 10.0, 0.0, 0.8) * 0.2;
|
||||
vec3 skyGradient = mix(baseSky, topSky, clamp(skypos.y * 2.0, 0.0, 0.7));
|
||||
|
||||
if (sDist > 0.9999)
|
||||
result = sunDisk;
|
||||
vec3 final = skyGradient;
|
||||
final += sunHalo.xyz * clamp((sDist - 0.95) * 10.0, 0.0, 0.8) * 0.2;
|
||||
|
||||
result += mix(horizonHalo, vec3(0.0), clamp(abs(npos.y) * 80.0, 0.0, 1.0)) * 0.1;
|
||||
return result;
|
||||
// Sun disk
|
||||
if(sDist > 0.9999) {
|
||||
final = sunDisk.xyz;
|
||||
}
|
||||
|
||||
// Horizon halo
|
||||
final += mix(horizonHalo.xyz, vec3(0.0,0.0,0.0), clamp(abs(npos.y) * 80.0, 0.0, 1.0)) * 0.1;
|
||||
|
||||
final = vec3(final);
|
||||
|
||||
// Cirrus Clouds
|
||||
if(hasClouds == 1) {
|
||||
float density = smoothstep(1.0 - cirrus, 1.0, fbm(npos.xyz / npos.y * 2.0 + time * 0.05)) * 0.3;
|
||||
final.rgb = mix(final.rgb, vec3(1.0, 1.0, 1.0), max(0.0, npos.y) * density * 2.0);
|
||||
}
|
||||
|
||||
return final;
|
||||
}
|
||||
|
||||
vec3 sky_reflect(vec3 R, vec3 sunpos) {
|
||||
if (R.y < 0.0) R = reflect(R, vec3(0.0, 1.0, 0.0));
|
||||
return sky(R, sunpos);
|
||||
}
|
||||
|
||||
// ---- PBR ----
|
||||
// ---- PBR FUNCTIONS ----
|
||||
|
||||
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 denom = NdotH * NdotH * (a2 - 1.0) + 1.0;
|
||||
return a2 / (PI * denom * denom);
|
||||
float a = roughness*roughness;
|
||||
float a2 = a*a;
|
||||
float NdotH = max(dot(N, H), 0.0);
|
||||
float NdotH2 = NdotH*NdotH;
|
||||
float num = a2;
|
||||
float denom = (NdotH2 * (a2 - 1.0) + 1.0);
|
||||
denom = PI * denom * denom;
|
||||
return num / denom;
|
||||
}
|
||||
|
||||
float GeometrySchlickGGX(float NdotV, float roughness) {
|
||||
float r = (roughness + 1.0);
|
||||
float k = (r*r) / 8.0;
|
||||
float num = NdotV;
|
||||
float denom = NdotV * (1.0 - k) + k;
|
||||
return num / denom;
|
||||
}
|
||||
|
||||
float GeometrySmith(vec3 N, vec3 V, vec3 L, float roughness) {
|
||||
float r = roughness + 1.0;
|
||||
float k = (r * r) / 8.0;
|
||||
float NdotV = max(dot(N, V), 0.0);
|
||||
float NdotL = max(dot(N, L), 0.0);
|
||||
float ggx1 = NdotL / (NdotL * (1.0 - k) + k);
|
||||
float ggx2 = NdotV / (NdotV * (1.0 - k) + k);
|
||||
float ggx2 = GeometrySchlickGGX(NdotV, roughness);
|
||||
float ggx1 = GeometrySchlickGGX(NdotL, roughness);
|
||||
return ggx1 * ggx2;
|
||||
}
|
||||
|
||||
@ -190,115 +238,176 @@ vec3 FresnelSchlickRoughness(float cosTheta, vec3 F0, float roughness) {
|
||||
return F0 + (max(vec3(1.0 - roughness), F0) - F0) * pow(clamp(1.0 - cosTheta, 0.0, 1.0), 5.0);
|
||||
}
|
||||
|
||||
// ---- RDM HELPERS ----
|
||||
// ---- RDM FUNCTIONS ----
|
||||
|
||||
// Hemioct encoding (Cigolle2014)
|
||||
vec2 rdm_hemioct(vec3 v, int face) {
|
||||
float roughness_to_rdm_size(int roughness) {
|
||||
return pow(2.0, float((7 - roughness) + 1));
|
||||
}
|
||||
|
||||
int rdm_index_from_normal(vec3 N) {
|
||||
vec3 n_leftright = vec3(0.0, 0.0, 1.0);
|
||||
vec3 n_updown = vec3(0.0, 1.0, 0.0);
|
||||
vec3 n_frontback = vec3(1.0, 0.0, 0.0);
|
||||
|
||||
int res = 0;
|
||||
res += int(dot(-n_updown, N) >= 0.98) * 1;
|
||||
res += int(dot(n_leftright, N) >= 0.98) * 2;
|
||||
res += int(dot(-n_leftright, N) >= 0.98) * 3;
|
||||
res += int(dot(n_frontback, N) >= 0.98) * 4;
|
||||
res += int(dot(-n_frontback, N) >= 0.98) * 5;
|
||||
|
||||
return res;
|
||||
}
|
||||
|
||||
// Taken from Cigolle2014Vector.pdf
|
||||
vec2 rdm_get_hemioct(vec3 v, int index, vec2 off) {
|
||||
vec3 vc = v;
|
||||
if (face / 2 == 0) { vc.z = v.y; vc.y = v.z; }
|
||||
if (face / 2 == 2) { vc.z = v.x; vc.x = v.z; }
|
||||
if (face % 2 == 1) { vc.z *= -1.0; }
|
||||
if(index / 2 == 0) {
|
||||
vc.z = v.y;
|
||||
vc.y = v.z;
|
||||
}
|
||||
if(index / 2 == 2) {
|
||||
vc.z = v.x;
|
||||
vc.x = v.z;
|
||||
}
|
||||
if(index % 2 == 1) {
|
||||
vc.z *= -1.0;
|
||||
}
|
||||
|
||||
vc.x += off.x;
|
||||
vc.y += off.y;
|
||||
|
||||
normalize(vc);
|
||||
|
||||
vec2 p = vc.xy * (1.0 / (abs(vc.x) + abs(vc.y) + vc.z));
|
||||
return vec2(p.x + p.y, p.x - p.y) * 0.5 + 0.5;
|
||||
vec2 res = vec2(p.x + p.y, p.x - p.y);
|
||||
res.x = (res.x + 1.0) * 0.5;
|
||||
res.y = (res.y + 1.0) * 0.5;
|
||||
return res;
|
||||
}
|
||||
|
||||
int rdm_face_from_normal(vec3 N) {
|
||||
vec3 a = abs(N);
|
||||
if (a.y >= a.x && a.y >= a.z) return N.y >= 0.0 ? 0 : 1;
|
||||
if (a.z >= a.x && a.z >= a.y) return N.z >= 0.0 ? 2 : 3;
|
||||
return N.x >= 0.0 ? 4 : 5;
|
||||
float rdm_offset_y(int index) {
|
||||
return float((index / 2)) * (1.0/3.0);
|
||||
}
|
||||
|
||||
vec4 rdm_atlas_rect(ivec3 local_pos, int roughness) {
|
||||
float rdm_offset_x(int index) {
|
||||
return float((index % 2)) * (1.0/2.0);
|
||||
}
|
||||
|
||||
vec4 rdm_get_atlas_rect(ivec3 local_pos, int roughness) {
|
||||
int rdm_index = local_pos.x + local_pos.y * 32 + local_pos.z * 1024 + roughness * 32768;
|
||||
return texelFetch(sampler2D(rdm_lookup, trilesmp), ivec2(rdm_index % 512, rdm_index / 512), 0);
|
||||
int tx = rdm_index % 512;
|
||||
int ty = rdm_index / 512;
|
||||
return texelFetch(sampler2D(rdm_lookup, trilesmp), ivec2(tx, ty), 0);
|
||||
}
|
||||
|
||||
ivec2 rdm_face_offset(vec4 rect, int face, int rdmSize, ivec2 atlasSize) {
|
||||
ivec2 rdm_face_pixel_offset(vec4 atlas_rect, int face, int rdmSize) {
|
||||
ivec2 atlasSize = textureSize(sampler2D(rdm_atlas, rdmsmp), 0);
|
||||
int col = face % 2;
|
||||
int row = face / 2;
|
||||
return ivec2(int(rect.x * float(atlasSize.x)) + col * rdmSize,
|
||||
int(rect.y * float(atlasSize.y)) + row * rdmSize);
|
||||
int ox = int(atlas_rect.x * float(atlasSize.x)) + col * rdmSize;
|
||||
int oy = int(atlas_rect.y * float(atlasSize.y)) + row * rdmSize;
|
||||
return ivec2(ox, oy);
|
||||
}
|
||||
|
||||
vec2 rdm_face_uv(int face) {
|
||||
if (face <= 1) return vec2(ipos.x, ipos.z);
|
||||
if (face <= 3) return vec2(ipos.x, ipos.y);
|
||||
return vec2(ipos.z, ipos.y);
|
||||
}
|
||||
vec3 sample_rdm(vec3 N, vec3 V, vec3 rdm_center, vec3 diff, int roughness, ivec3 local_pos) {
|
||||
int face = rdm_index_from_normal(N);
|
||||
vec4 atlas_rect = rdm_get_atlas_rect(local_pos, roughness);
|
||||
if (atlas_rect.z <= 0.0) return vec3(1.0, 0.0, 1.0); // No data - magenta
|
||||
|
||||
// ---- RDM SPECULAR ----
|
||||
ivec2 atlasTexSize = textureSize(sampler2D(rdm_atlas, rdmsmp), 0);
|
||||
int rdmSizeInt = int(atlas_rect.z * float(atlasTexSize.x)) / 2;
|
||||
float rdmSize = float(rdmSizeInt);
|
||||
|
||||
ivec2 faceOffset = rdm_face_pixel_offset(atlas_rect, face, rdmSizeInt);
|
||||
|
||||
vec2 uv;
|
||||
if (face == 0 || face == 1) { // +Y / -Y
|
||||
uv = vec2(ipos.x, ipos.z);
|
||||
} else if (face == 2 || face == 3) { // +Z / -Z
|
||||
uv = vec2(ipos.x, ipos.y);
|
||||
} else { // +X / -X
|
||||
uv = vec2(ipos.z, ipos.y);
|
||||
}
|
||||
|
||||
vec3 reflected = normalize(reflect(V, N));
|
||||
|
||||
if (roughness > 1) {
|
||||
vec3 samplePos = normalize(diff + 2.0 * reflected);
|
||||
vec2 hemiUV = rdm_get_hemioct(samplePos, face, vec2(0.0));
|
||||
vec2 atlasSize = vec2(textureSize(sampler2D(rdm_atlas, rdmsmp), 0));
|
||||
vec2 texUV = (vec2(faceOffset) + hemiUV * rdmSize) / atlasSize;
|
||||
return texture(sampler2D(rdm_atlas, rdmsmp), texUV).rgb;
|
||||
}
|
||||
|
||||
vec3 rdm_spec_raymarch(vec3 N, vec3 V, vec3 diff, int face, ivec2 faceOffset, int rdmSize, vec2 atlasInvSize) {
|
||||
vec3 reflected = reflect(V, N);
|
||||
float maxDist = 20.0;
|
||||
int steps = 40;
|
||||
float stepSize = maxDist / float(steps);
|
||||
|
||||
for (int i = 0; i < steps; i++) {
|
||||
float t = stepSize * float(i + 1);
|
||||
float t = maxDist * float(i + 1) / float(steps);
|
||||
vec3 samplePos = diff + t * reflected;
|
||||
if (dot(samplePos, N) < 0.0) continue;
|
||||
|
||||
vec3 dir = normalize(samplePos);
|
||||
vec2 hemiUV = rdm_hemioct(dir, face);
|
||||
vec2 texCoord = (vec2(faceOffset) + hemiUV * float(rdmSize)) * atlasInvSize;
|
||||
vec4 s = texture(sampler2D(rdm_atlas, rdmsmp), texCoord, 0);
|
||||
|
||||
vec2 hemiUV = rdm_get_hemioct(normalize(samplePos), face, vec2(0.0));
|
||||
vec2 atlasSize = vec2(textureSize(sampler2D(rdm_atlas, rdmsmp), 0));
|
||||
vec2 texCoord = (vec2(faceOffset) + hemiUV * rdmSize) / atlasSize;
|
||||
vec4 rdmSample = texture(sampler2D(rdm_atlas, rdmsmp), texCoord, 0);
|
||||
float depth = rdmSample.a;
|
||||
float dist = length(samplePos);
|
||||
if (s.a > 0.0 && s.a < dist && s.a + stepSize > dist)
|
||||
return s.rgb;
|
||||
float stepSize = maxDist / float(steps);
|
||||
|
||||
if (depth > 0.0 && depth < dist && depth + stepSize > dist) {
|
||||
return rdmSample.rgb;
|
||||
}
|
||||
}
|
||||
|
||||
return sky_reflect(reflected, sunPosition);
|
||||
vec3 skyDir = reflected;
|
||||
if (skyDir.y < 0.0) skyDir = reflect(skyDir, vec3(0.0, 1.0, 0.0));
|
||||
return sky(skyDir, sunPosition);
|
||||
}
|
||||
|
||||
vec3 rdm_spec_single(vec3 N, vec3 V, vec3 diff, int face, ivec2 faceOffset, int rdmSize, vec2 atlasInvSize) {
|
||||
vec3 reflected = reflect(V, N);
|
||||
vec3 sampleDir = normalize(diff + 2.0 * reflected);
|
||||
vec2 hemiUV = rdm_hemioct(sampleDir, face);
|
||||
vec2 texCoord = (vec2(faceOffset) + hemiUV * float(rdmSize)) * atlasInvSize;
|
||||
return texture(sampler2D(rdm_atlas, rdmsmp), texCoord).rgb;
|
||||
vec3 sample_rdm_diff_map(vec3 N, ivec3 local_pos, vec3 fallback) {
|
||||
vec4 atlas_rect = rdm_get_atlas_rect(local_pos, 7);
|
||||
if (atlas_rect.z <= 0.0) return fallback;
|
||||
|
||||
int face = rdm_index_from_normal(N);
|
||||
int rdmSize = int(roughness_to_rdm_size(7));
|
||||
ivec2 faceOffset = rdm_face_pixel_offset(atlas_rect, face, rdmSize);
|
||||
vec2 pos = rdm_get_hemioct(N, face, vec2(0.0));
|
||||
ivec2 texCoord = ivec2(faceOffset.x + int(pos.x * float(rdmSize)),
|
||||
faceOffset.y + int(pos.y * float(rdmSize)));
|
||||
return texelFetch(sampler2D(rdm_atlas, rdmsmp), texCoord, 0).rgb;
|
||||
}
|
||||
|
||||
vec3 rdm_sample_diff_probe(vec3 N, ivec3 local_pos, vec3 fallback) {
|
||||
vec4 rect = rdm_atlas_rect(local_pos, 7);
|
||||
if (rect.z <= 0.0) return fallback;
|
||||
|
||||
int face = rdm_face_from_normal(N);
|
||||
int rdmSize = int(pow(2.0, float((7 - 7) + 1)));
|
||||
ivec2 atlasSize = textureSize(sampler2D(rdm_atlas, rdmsmp), 0);
|
||||
ivec2 fOff = rdm_face_offset(rect, face, rdmSize, atlasSize);
|
||||
vec2 pos = rdm_hemioct(N, face);
|
||||
return texelFetch(sampler2D(rdm_atlas, rdmsmp),
|
||||
ivec2(fOff.x + int(pos.x * float(rdmSize)),
|
||||
fOff.y + int(pos.y * float(rdmSize))), 0).rgb;
|
||||
int isign(float f) {
|
||||
return f < 0.0 ? -1 : 1;
|
||||
}
|
||||
|
||||
int isign(float f) { return f < 0.0 ? -1 : 1; }
|
||||
|
||||
vec3 smix(vec3 a, vec3 b, float t) {
|
||||
float power = 1.6;
|
||||
float st = pow(t, power) / (pow(t, power) + pow(1.0 - t, power));
|
||||
return mix(a, b, st);
|
||||
float smoothT = pow(t, power) / (pow(t, power) + pow(1.0 - t, power));
|
||||
return mix(a, b, smoothT);
|
||||
}
|
||||
|
||||
vec3 rdm_indirect_diffuse(vec3 N, vec3 diff, ivec3 local_pos) {
|
||||
int face = rdm_face_from_normal(N);
|
||||
vec3 ambient = vec3(0.3, 0.3, 0.4);
|
||||
vec3 sample_rdm_diff(vec3 N, vec3 diff, ivec3 local_pos) {
|
||||
int face = rdm_index_from_normal(N);
|
||||
vec3 ambientPlaceholder = vec3(0.3, 0.3, 0.4);
|
||||
|
||||
vec2 delta;
|
||||
if (face <= 1) delta = vec2(diff.x, diff.z);
|
||||
else if (face <= 3) delta = vec2(diff.x, diff.y);
|
||||
else delta = vec2(diff.z, diff.y);
|
||||
vec2 delta = vec2(0.0);
|
||||
if (face == 0 || face == 1) {
|
||||
delta = vec2(diff.x, diff.z);
|
||||
} else if (face == 2 || face == 3) {
|
||||
delta = vec2(diff.x, diff.y);
|
||||
} else {
|
||||
delta = vec2(diff.z, diff.y);
|
||||
}
|
||||
|
||||
ivec3 s0 = ivec3(0, 0, 0);
|
||||
ivec3 s1, s2, s3;
|
||||
if (face <= 1) {
|
||||
if (face == 0 || face == 1) {
|
||||
s1 = ivec3(isign(delta.x), 0, 0);
|
||||
s2 = ivec3(0, 0, isign(delta.y));
|
||||
s3 = ivec3(isign(delta.x), 0, isign(delta.y));
|
||||
} else if (face <= 3) {
|
||||
} else if (face == 2 || face == 3) {
|
||||
s1 = ivec3(isign(delta.x), 0, 0);
|
||||
s2 = ivec3(0, isign(delta.y), 0);
|
||||
s3 = ivec3(isign(delta.x), isign(delta.y), 0);
|
||||
@ -308,18 +417,18 @@ vec3 rdm_indirect_diffuse(vec3 N, vec3 diff, ivec3 local_pos) {
|
||||
s3 = ivec3(0, isign(delta.y), isign(delta.x));
|
||||
}
|
||||
|
||||
vec3 p0 = rdm_sample_diff_probe(N, ivec3(mod(vec3(local_pos), 32.0)), ambient);
|
||||
vec3 p1 = rdm_sample_diff_probe(N, ivec3(mod(vec3(local_pos + s1), 32.0)), ambient);
|
||||
vec3 p2 = rdm_sample_diff_probe(N, ivec3(mod(vec3(local_pos + s2), 32.0)), ambient);
|
||||
vec3 p3 = rdm_sample_diff_probe(N, ivec3(mod(vec3(local_pos + s1 + s2),32.0)), ambient);
|
||||
vec3 p0 = sample_rdm_diff_map(N, ivec3(mod(vec3(local_pos + s0), 32.0)), ambientPlaceholder);
|
||||
vec3 p1 = sample_rdm_diff_map(N, ivec3(mod(vec3(local_pos + s1), 32.0)), ambientPlaceholder);
|
||||
vec3 p2 = sample_rdm_diff_map(N, ivec3(mod(vec3(local_pos + s2), 32.0)), ambientPlaceholder);
|
||||
vec3 p3 = sample_rdm_diff_map(N, ivec3(mod(vec3(local_pos + s3), 32.0)), ambientPlaceholder);
|
||||
|
||||
return smix(smix(p0, p1, abs(delta.x)),
|
||||
smix(p2, p3, abs(delta.x)),
|
||||
abs(delta.y));
|
||||
return smix(
|
||||
smix(p0, p1, abs(delta.x)),
|
||||
smix(p2, p3, abs(delta.x)),
|
||||
abs(delta.y)
|
||||
);
|
||||
}
|
||||
|
||||
// ---- HSV ----
|
||||
|
||||
vec3 rgb2hsv(vec3 c) {
|
||||
vec4 K = vec4(0.0, -1.0/3.0, 2.0/3.0, -1.0);
|
||||
vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));
|
||||
@ -335,146 +444,140 @@ vec3 hsv2rgb(vec3 c) {
|
||||
return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
|
||||
}
|
||||
|
||||
// ---- MAIN ----
|
||||
|
||||
void main() {
|
||||
if (vpos.y < planeHeight - 0.01 && is_reflection == 1) discard;
|
||||
if (vpos.y < planeHeight - 0.01 && is_reflection == 1) {
|
||||
discard;
|
||||
}
|
||||
|
||||
Get trixel material.
|
||||
vec3 sample_pos = ipos - orig_normal * 0.02;
|
||||
// Trixel material sampling
|
||||
vec3 pos_after_adjust = ipos - orig_normal * 0.02;
|
||||
int count = 0;
|
||||
vec4 trixel_material;
|
||||
int maxSteps = is_reflection == 1 ? 1 : 3;
|
||||
for (int i = 0; i < maxSteps; i++) {
|
||||
ivec2 texel = ivec2(
|
||||
int(clamp(sample_pos.z, 0.0001, 0.99999) * 16.0),
|
||||
int(clamp(sample_pos.y, 0.0001, 0.99999) * 16.0) +
|
||||
int(clamp(sample_pos.x, 0.0001, 0.99999) * 16.0) * 16
|
||||
);
|
||||
trixel_material = texelFetch(sampler2D(triletex, trilesmp), texel, 0);
|
||||
if (dot(trixel_material, trixel_material) > 0.0001) break;
|
||||
sample_pos += to_center * 0.1;
|
||||
while (count < 5) {
|
||||
int xpos = int(clamp(pos_after_adjust.z, 0.0001, 0.99999) * 16.0);
|
||||
int ypos = int(clamp(pos_after_adjust.y, 0.0001, 0.99999) * 16.0);
|
||||
int zpos = int(clamp(pos_after_adjust.x, 0.0001, 0.99999) * 16.0);
|
||||
|
||||
trixel_material = texelFetch(sampler2D(triletex, trilesmp), ivec2(xpos, ypos + zpos * 16), 0);
|
||||
if (length(trixel_material) > 0.01) break;
|
||||
pos_after_adjust += to_center * 0.1;
|
||||
count++;
|
||||
}
|
||||
|
||||
vec3 albedo = vec3(1.0, 1.0, 1.0);
|
||||
|
||||
int packed = int(round(trixel_material.w * 255.0));
|
||||
float emittance = 0.0;
|
||||
int roughnessInt = 7;
|
||||
float roughness = 1.0;
|
||||
float metallic = 0.0;
|
||||
|
||||
if ((packed & 0x1) != 0) {
|
||||
emittance = float((packed >> 1) & 0x7F) / 127.0;
|
||||
vec3 albedo = trixel_material.xyz;
|
||||
int packedMaterial = int(round(trixel_material.w * 255.0));
|
||||
float emittance = 0.0;
|
||||
int roughnessInt = 0;
|
||||
float roughness = 0.05;
|
||||
float metallic = 0.0;
|
||||
if ((packedMaterial & 0x1) != 0) {
|
||||
emittance = float((packedMaterial >> 1) & 0x7F) / 127.0;
|
||||
} else {
|
||||
roughnessInt = (packed >> 5) & 0x7;
|
||||
roughnessInt = (packedMaterial >> 5) & 0x7;
|
||||
roughness = max(float(roughnessInt) / 7.0, 0.05);
|
||||
metallic = float((packed >> 3) & 0x3) / 3.0;
|
||||
metallic = float((packedMaterial >> 3) & 0x3) / 3.0;
|
||||
}
|
||||
|
||||
// Avoid noise in normals which appears for some reason.
|
||||
// Snap normal to nearest axis to avoid interpolation noise
|
||||
vec3 absN = abs(fnormal.xyz);
|
||||
vec3 N;
|
||||
if (absN.x >= absN.y && absN.x >= absN.z) N = vec3(sign(fnormal.x), 0.0, 0.0);
|
||||
else if (absN.y >= absN.x && absN.y >= absN.z) N = vec3(0.0, sign(fnormal.y), 0.0);
|
||||
else N = vec3(0.0, 0.0, sign(fnormal.z));
|
||||
|
||||
// Simplified lighting evaluation for planar reflection.
|
||||
if (is_reflection == 1) {
|
||||
vec3 L = normalize(sunPosition);
|
||||
float NdotL = max(dot(N, L), 0.0);
|
||||
frag_color = vec4(albedo * (NdotL * sunLightColor * sunIntensity + 0.1), 1.0);
|
||||
return;
|
||||
if (absN.x >= absN.y && absN.x >= absN.z) {
|
||||
N = vec3(sign(fnormal.x), 0.0, 0.0);
|
||||
} else if (absN.y >= absN.x && absN.y >= absN.z) {
|
||||
N = vec3(0.0, sign(fnormal.y), 0.0);
|
||||
} else {
|
||||
N = vec3(0.0, 0.0, sign(fnormal.z));
|
||||
}
|
||||
|
||||
// Evaluate direct light.
|
||||
vec3 V = normalize(cam - vpos);
|
||||
vec3 V = normalize(cam - vpos.xyz);
|
||||
vec3 L = normalize(sunPosition);
|
||||
vec3 H = normalize(V + L);
|
||||
float NdotL = max(dot(N, L), 0.0);
|
||||
float NdotV = max(dot(N, V), 0.0);
|
||||
float HdotV = max(dot(H, V), 0.0);
|
||||
|
||||
vec3 F0 = mix(vec3(0.04), albedo, metallic);
|
||||
vec3 F = fresnelSchlick(HdotV, F0);
|
||||
vec3 F0 = vec3(0.04);
|
||||
F0 = mix(F0, albedo, metallic);
|
||||
vec3 F = fresnelSchlick(max(dot(H, V), 0.0), F0);
|
||||
float NDF = DistributionGGX(N, H, roughness);
|
||||
float G = GeometrySmith(N, V, L, roughness);
|
||||
float G = GeometrySmith(N, V, L, roughness);
|
||||
vec3 numerator = NDF * G * F;
|
||||
float denominator = 4.0 * max(dot(N, V), 0.0) * max(dot(N, L), 0.0) + 0.0001;
|
||||
vec3 specular = numerator / denominator;
|
||||
float NdotL = max(dot(N, L), 0.0);
|
||||
vec3 kD = vec3(1.0) - F;
|
||||
kD *= 1.0 - metallic;
|
||||
|
||||
vec3 specular = (NDF * G * F) / (4.0 * NdotV * NdotL + 0.0001);
|
||||
vec3 kD = (1.0 - F) * (1.0 - metallic);
|
||||
// Shadow
|
||||
vec4 light_proj_pos = mvp_shadow * vec4(floor(vpos.xyz * 16.0) / 16.0, 1.0);
|
||||
vec3 light_pos = light_proj_pos.xyz / light_proj_pos.w;
|
||||
light_pos = light_pos * 0.5 + 0.5;
|
||||
light_pos.z -= 0.001;
|
||||
float shadowp = texture(sampler2DShadow(shadowtex, shadowsmp), light_pos);
|
||||
|
||||
// Shadow lookup.
|
||||
vec4 light_proj = mvp_shadow * vec4(floor(vpos * 16.0) / 16.0, 1.0);
|
||||
vec3 light_ndc = light_proj.xyz / light_proj.w * 0.5 + 0.5;
|
||||
light_ndc.z -= 0.001;
|
||||
float shadow = texture(sampler2DShadow(shadowtex, shadowsmp), light_ndc);
|
||||
// Direct lighting
|
||||
vec3 light = shadowp * (kD * albedo / PI + specular) * NdotL * sunLightColor * sunIntensity;
|
||||
|
||||
vec3 light = shadow * (kD * albedo / PI + specular) * NdotL * sunLightColor * sunIntensity;
|
||||
|
||||
// --- Indirect lighting ---
|
||||
// RDM indirect lighting
|
||||
vec3 hemispherePos = trileCenter + N * 0.49;
|
||||
ivec3 local = ivec3(mod(floor(trileCenter), 32.0));
|
||||
vec4 atlas_rect = rdm_atlas_rect(local, roughnessInt);
|
||||
float ssao = texture(sampler2D(ssaotex, rdmsmp),
|
||||
gl_FragCoord.xy / vec2(float(screen_w), float(screen_h))).r;
|
||||
vec4 atlas_rect_check = rdm_get_atlas_rect(local, roughnessInt);
|
||||
float ssao_sample = texture(sampler2D(ssaotex, trilesmp), vec2(gl_FragCoord.x / float(screen_w), gl_FragCoord.y / float(screen_h)), 0).r;
|
||||
|
||||
// Emissive — self-lit, not shadowed.
|
||||
vec3 emissive = albedo * emittance * emissive_scale;
|
||||
|
||||
if (rdm_enabled == 100 && atlas_rect.z > 0.0) {
|
||||
vec3 Frough = FresnelSchlickRoughness(NdotV, F0, roughness);
|
||||
vec3 hemispherePos = trileCenter + N * 0.49;
|
||||
vec3 diff = vpos - hemispherePos;
|
||||
if (rdm_enabled == 1 && atlas_rect_check.z > 0.0) {
|
||||
vec3 Frough = FresnelSchlickRoughness(max(dot(N, V), 0.0), F0, roughness);
|
||||
|
||||
// Indirect specular
|
||||
if (roughness < ROUGHNESS_SPEC_CUTOFF) {
|
||||
int face = rdm_face_from_normal(N);
|
||||
ivec2 atlasSize = textureSize(sampler2D(rdm_atlas, rdmsmp), 0);
|
||||
vec2 atlasInvSize = 1.0 / vec2(atlasSize);
|
||||
int rdmSize = int(atlas_rect.z * float(atlasSize.x)) / 2;
|
||||
ivec2 fOff = rdm_face_offset(atlas_rect, face, rdmSize, atlasSize);
|
||||
vec3 indirectSpec = sample_rdm(N, -cv,
|
||||
hemispherePos, vpos - hemispherePos, roughnessInt, local) * rdm_tint;
|
||||
|
||||
vec3 indirectSpec;
|
||||
if (roughness < ROUGHNESS_RAYMARCH_MAX) {
|
||||
indirectSpec = rdm_spec_raymarch(N, -cv, diff, face, fOff, rdmSize, atlasInvSize);
|
||||
} else {
|
||||
indirectSpec = rdm_spec_single(N, -cv, diff, face, fOff, rdmSize, atlasInvSize);
|
||||
}
|
||||
indirectSpec *= rdm_tint;
|
||||
// For metallic surfaces: desaturate the reflection so Frough (which uses albedo
|
||||
// as F0 for metals) applies the metal tint cleanly without double-tinting.
|
||||
float specLum = dot(indirectSpec, vec3(0.2126, 0.7152, 0.0722));
|
||||
indirectSpec = mix(indirectSpec, vec3(specLum), metallic);
|
||||
|
||||
// Desaturate for metals to avoid double-tinting
|
||||
float specLum = dot(indirectSpec, vec3(0.2126, 0.7152, 0.0722));
|
||||
indirectSpec = mix(indirectSpec, vec3(specLum), metallic);
|
||||
vec2 envBRDF = texture(sampler2D(brdf_lut, rdmsmp), vec2(max(dot(N, V), 0.0), roughness)).rg;
|
||||
float NdotV_s = max(dot(N, V), 0.0);
|
||||
float roughnessBell = 1.0 - 0.7 * sin(roughness * PI);
|
||||
float grazingSuppress = 1.0 - 0.9 * roughness * sin(roughness * PI) * pow(1.0 - NdotV_s, 2.0);
|
||||
float specRoughFade = 1.0 - clamp((roughness - 0.5) / 0.3, 0.0, 1.0);
|
||||
light += indirectSpec * (Frough * envBRDF.x + envBRDF.y) * rdm_spec_scale * roughnessBell * grazingSuppress * specRoughFade;
|
||||
|
||||
vec2 envBRDF = texture(sampler2D(brdf_lut, rdmsmp), vec2(NdotV, roughness)).rg;
|
||||
float roughnessBell = 1.0 - 0.7 * sin(roughness * PI);
|
||||
float grazingSuppress = 1.0 - 0.9 * roughness * sin(roughness * PI) * pow(1.0 - NdotV, 2.0);
|
||||
float specRoughFade = 1.0 - clamp((roughness - 0.5) / 0.3, 0.0, 1.0);
|
||||
|
||||
light += indirectSpec * (Frough * envBRDF.x + envBRDF.y)
|
||||
* rdm_spec_scale * roughnessBell * grazingSuppress * specRoughFade;
|
||||
}
|
||||
|
||||
// Indirect diffuse
|
||||
vec3 indirectDiff = rdm_indirect_diffuse(N, diff, local) * rdm_tint;
|
||||
// Indirect diffuse (interpolated from neighbor probes)
|
||||
vec3 indirectDiff = sample_rdm_diff(N, vpos - hemispherePos, local) * rdm_tint;
|
||||
float diffLuma = dot(indirectDiff, vec3(0.2126, 0.7152, 0.0722));
|
||||
indirectDiff = mix(vec3(diffLuma), indirectDiff, rdm_diff_saturation);
|
||||
vec3 kDiff = (1.0 - Frough) * (1.0 - metallic);
|
||||
|
||||
light += kDiff * indirectDiff / PI * albedo * ssao * rdm_diff_scale;
|
||||
|
||||
// Ambient floor
|
||||
if (rdm_diff_scale < 0.001 || length(light) < ambient_intensity)
|
||||
light += ambient_color * max(ambient_intensity - length(light), 0.0) * albedo * ssao;
|
||||
|
||||
vec3 kDiff = 1.0 - Frough;
|
||||
kDiff *= 1.0 - metallic;
|
||||
light += (kDiff * indirectDiff / PI * albedo) * ssao_sample * rdm_diff_scale;
|
||||
if (rdm_diff_scale < 0.001) {
|
||||
light += ambient_color * ambient_intensity * albedo * ssao_sample;
|
||||
}
|
||||
if (length(light) < ambient_intensity) {
|
||||
light += ambient_color * (ambient_intensity - length(light)) * albedo * ssao_sample;
|
||||
}
|
||||
} else {
|
||||
light += ambient_color * ambient_intensity * albedo * ssao;
|
||||
// Fallback: ambient + sky reflection when no RDM data (or RDM disabled).
|
||||
light += ambient_color * ambient_intensity * albedo * ssao_sample;
|
||||
vec3 R = reflect(-V, N);
|
||||
light += F * sky_reflect(R, sunPosition) * 0.1;
|
||||
if (R.y < 0.0) R = reflect(R, vec3(0.0, 1.0, 0.0));
|
||||
light += F * sky(R, sunPosition) * 0.1;
|
||||
}
|
||||
|
||||
vec3 final_color = light + emissive;
|
||||
if (hsv_lighting == 1) {
|
||||
float albedo_lum = dot(albedo, vec3(0.2126, 0.7152, 0.0722)) + 0.001;
|
||||
float light_lum = dot(final_color, vec3(0.2126, 0.7152, 0.0722));
|
||||
vec3 hsv = rgb2hsv(albedo);
|
||||
hsv.z = clamp(hsv.z * (light_lum / albedo_lum), 0.0, 1.0);
|
||||
final_color = hsv2rgb(hsv);
|
||||
}
|
||||
frag_color = vec4(mix(deepColor, final_color, smoothstep(0.0, planeHeight, vpos.y)), 1.0);
|
||||
|
||||
if (is_preview == 1) frag_color.rgb = mix(frag_color.rgb, vec3(0.3, 0.7, 1.0), 0.5);
|
||||
else if (is_preview == 2) frag_color.rgb = mix(frag_color.rgb, vec3(1.0, 0.3, 0.2), 0.5);
|
||||
if (is_preview == 1) {
|
||||
frag_color.rgb = mix(frag_color.rgb, vec3(0.3, 0.7, 1.0), 0.5);
|
||||
} else if (is_preview == 2) {
|
||||
frag_color.rgb = mix(frag_color.rgb, vec3(1.0, 0.3, 0.2), 0.5);
|
||||
}
|
||||
}
|
||||
@end
|
||||
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user