@vs vs_trile in vec4 position; in vec4 normal; in vec4 centre; in vec4 instance; layout(binding=0) uniform trile_vs_params { mat4 mvp; mat4 mvp_shadow; vec3 camera; }; out vec3 cam; out vec3 to_center; out vec3 vpos; // The actual position; out vec3 ipos; // Trile space position; out vec4 fnormal; out vec3 trileCenter; out vec3 cv; void main() { gl_Position = mvp * vec4(position.xyz + instance.xyz, 1.0); fnormal = normal; to_center = centre.xyz - position.xyz; vpos = position.xyz + instance.xyz; ipos = position.xyz; cam = camera; cv = normalize(camera - vpos); trileCenter = vpos - ipos + vec3(0.5); } @end @fs fs_trile layout(binding=1) uniform trile_world_config { vec3 skyBase; vec3 skyTop; vec3 sunDisk; vec3 horizonHalo; vec3 sunHalo; vec3 sunLightColor; vec3 sunPosition; float sunIntensity; float skyIntensity; int hasClouds; float planeHeight; int planeType; vec3 waterColor; vec3 deepColor; float time; }; in vec3 cam; in vec3 to_center; in vec3 vpos; in vec3 ipos; in vec4 fnormal; in vec3 trileCenter; in vec3 cv; out vec4 frag_color; layout(binding=3) uniform trile_fs_params { mat4 mvp_shadow; int is_reflection; int screen_h; int screen_w; int rdm_enabled; float ambient_intensity; float emissive_scale; float rdm_diff_scale; float rdm_spec_scale; vec3 ambient_color; vec3 rdm_tint; }; layout(binding = 0) uniform texture2D triletex; layout(binding = 0) uniform sampler trilesmp; layout(binding = 1) uniform texture2D ssaotex; layout(binding = 1) uniform sampler ssaosmp; layout(binding = 2) uniform texture2D shadowtex; layout(binding = 2) uniform sampler shadowsmp; layout(binding = 3) uniform texture2D rdm_lookup; layout(binding = 4) uniform texture2D rdm_atlas; layout(binding = 5) uniform texture2D brdf_lut; layout(binding = 3) uniform sampler rdmsmp; const float PI = 3.1412854; // --- SKY START --- const float cirrus = 0.5; const float cumulus = 20.0; float hash(float n) { return fract(sin(n) * 43758.5453123); } 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); } 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); vec3 skyGradient = mix(baseSky, topSky, clamp(skypos.y * 2.0, 0.0, 0.7)); vec3 final = skyGradient; final += sunHalo.xyz * clamp((sDist - 0.95) * 10.0, 0.0, 0.8) * 0.2; // 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; } // ---- SKY END ---- // ---- 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 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 NdotV = max(dot(N, V), 0.0); float NdotL = max(dot(N, L), 0.0); float ggx2 = GeometrySchlickGGX(NdotV, roughness); float ggx1 = GeometrySchlickGGX(NdotL, roughness); return ggx1 * ggx2; } vec3 fresnelSchlick(float cosTheta, vec3 F0) { return F0 + (1.0 - F0) * pow(clamp(1.0 - cosTheta, 0.0, 1.0), 5.0); } 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 FUNCTIONS ---- 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) * 0; unnecessary 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(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)); // Rotate and scale the center diamond to the unit square 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; // res.y = clamp(res.y, 0.0, 1.0); // res.x = clamp(res.x, 0.0, 1.0); return res; } float rdm_offset_y(int index) { return float((index / 2)) * (1.0/3.0); } float rdm_offset_x(int index) { return float((index % 2)) * (1.0/2.0); } // Look up atlas rect from the lookup texture for a given chunk-local position and roughness. // Returns atlas_rect: xy = UV offset, zw = UV size. z > 0 means valid. 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; int tx = rdm_index % 512; int ty = rdm_index / 512; return texelFetch(sampler2D(rdm_lookup, trilesmp), ivec2(tx, ty), 0); } // Compute pixel offset in the atlas for a given face within an atlas rect. // Returns ivec2(ox, oy) — the top-left pixel of this face's sub-image. 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; 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); } vec3 sample_rdm(vec3 N, vec3 V, vec3 rdm_center, vec3 diff, int roughness, ivec3 local_pos) { int face = rdm_index_from_normal(N); int rdmSizeInt = int(roughness_to_rdm_size(roughness)); float rdmSize = float(rdmSizeInt); 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 ivec2 faceOffset = rdm_face_pixel_offset(atlas_rect, face, rdmSizeInt); // Get 2D UV on this face from the fragment's trile-space position 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); } // Step 1: flat UV sampling (known working) // ivec2 texCoord = ivec2(faceOffset.x + int(uv.x * rdmSize), // faceOffset.y + int(uv.y * rdmSize)); // vec4 rdmSample = texelFetch(sampler2D(rdm_atlas, rdmsmp), texCoord, 0); // return vec3(rdmSample.a * 0.2); vec3 reflected = normalize(reflect(V, N)); if (roughness > 1) { // Low-res mips: sample at fixed distance with bilinear filtering 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; } // High-res: ray march with depth comparison float maxDist = 20.0; int steps = 40; for (int i = 0; i < steps; i++) { float t = maxDist * float(i + 1) / float(steps); vec3 samplePos = diff + t * reflected; if (dot(samplePos, N) < 0.0) continue; vec2 hemiUV = rdm_get_hemioct(normalize(samplePos), face, vec2(0.0)); ivec2 texCoord = ivec2(faceOffset.x + int(hemiUV.x * rdmSize), faceOffset.y + int(hemiUV.y * rdmSize)); vec4 rdmSample = texelFetch(sampler2D(rdm_atlas, rdmsmp), texCoord, 0); float depth = rdmSample.a; float dist = length(samplePos); float stepSize = maxDist / float(steps); if (depth > 0.0 && depth < dist && depth + stepSize > dist) { return rdmSample.rgb; } } vec3 skyDir = reflected; if (skyDir.y < 0.0) skyDir = reflect(skyDir, vec3(0.0, 1.0, 0.0)); return sky(skyDir, sunPosition); } // Sample diffuse irradiance from a single probe (roughness=7 RDM face) 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; } int isign(float f) { return f < 0.0 ? -1 : 1; } vec3 smix(vec3 a, vec3 b, float t) { float power = 1.6; float smoothT = pow(t, power) / (pow(t, power) + pow(1.0 - t, power)); return mix(a, b, smoothT); } // Interpolated diffuse irradiance from 4 nearest neighbor probes 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); // Determine the 2D delta in the face plane 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); } // Compute neighbor offsets in 3D ivec3 s0 = ivec3(0, 0, 0); ivec3 s1, s2, s3; 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 == 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); } else { s1 = ivec3(0, 0, isign(delta.x)); s2 = ivec3(0, isign(delta.y), 0); s3 = ivec3(0, isign(delta.y), isign(delta.x)); } // // Swizzle offsets based on face orientation // if (face == 2 || face == 3) { // int temp; // temp = s1.y; s1.y = s1.z; s1.z = temp; // temp = s2.y; s2.y = s2.z; s2.z = temp; // temp = s3.y; s3.y = s3.z; s3.z = temp; // } // if (face == 4 || face == 5) { // int temp; // temp = s1.y; s1.y = s1.x; s1.x = temp; // temp = s2.y; s2.y = s2.x; s2.x = temp; // temp = s3.y; s3.y = s3.x; s3.x = temp; // } // Sample the four nearest probes using offset local positions 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); // Bilinear blend with smooth interpolation return smix( smix(p0, p1, abs(delta.x)), smix(p2, p3, abs(delta.x)), abs(delta.y) ); } void main() { if (vpos.y < planeHeight - 0.01 && is_reflection == 1) { discard; } // Trixel material sampling vec3 pos_after_adjust = ipos - fnormal.xyz * 0.02; int count = 0; vec4 trixel_material; 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 = trixel_material.xyz; int packedMaterial = int(round(trixel_material.w * 255.0)); float emittance = float((packedMaterial >> 1) & 0x3) / 3.0; int roughnessInt = (packedMaterial >> 5) & 0x7; float roughness = max(float(roughnessInt) / 7.0, 0.05); float metallic = float((packedMaterial >> 3) & 0x3) / 3.0; // 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)); } vec3 V = normalize(cam - vpos.xyz); vec3 L = normalize(sunPosition); vec3 H = normalize(V + L); 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); 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; // 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); // Direct lighting vec3 light = shadowp * (kD * albedo / PI + specular) * NdotL * sunLightColor * sunIntensity; // RDM indirect lighting vec3 hemispherePos = trileCenter + N * 0.49; ivec3 local = ivec3(mod(floor(trileCenter), 32.0)); 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 == 1 && atlas_rect_check.z > 0.0) { vec3 Frough = FresnelSchlickRoughness(max(dot(N, V), 0.0), F0, roughness); // Indirect specular vec3 indirectSpec = sample_rdm(N, -cv, hemispherePos, vpos - hemispherePos, roughnessInt, local) * 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); vec2 envBRDF = texture(sampler2D(brdf_lut, rdmsmp), vec2(max(dot(N, V), 0.0), roughness)).rg; light += indirectSpec * (Frough * envBRDF.x + envBRDF.y) * rdm_spec_scale; // Indirect diffuse (interpolated from neighbor probes) vec3 indirectDiff = sample_rdm_diff(N, vpos - hemispherePos, local) * rdm_tint; vec3 kDiff = 1.0 - Frough; kDiff *= 1.0 - metallic; light += (kDiff * indirectDiff / PI * albedo) * ssao_sample * rdm_diff_scale; } else { // Fallback: ambient + sky reflection when no RDM data (or RDM disabled). light += ambient_color * ambient_intensity * albedo * ssao_sample; vec3 R = reflect(-V, N); if (R.y < 0.0) R = reflect(R, vec3(0.0, 1.0, 0.0)); light += F * sky(R, sunPosition) * 0.1; } frag_color = vec4(mix(deepColor, light + emissive, smoothstep(0.0, planeHeight, vpos.y)), 1.0); } @end @program trile vs_trile fs_trile