trueno/src/shaders/shader_trile.glsl

550 lines
17 KiB
GLSL

@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