131 lines
3.1 KiB
GLSL
131 lines
3.1 KiB
GLSL
@vs vs_trixel
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in vec4 position;
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in vec4 normal;
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in vec4 inst;
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in vec4 inst_col;
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layout(binding=0) uniform vs_params {
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mat4 mvp;
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vec3 camera;
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};
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out vec4 color;
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out vec4 fnormal;
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out vec4 pos;
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out vec3 cam;
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void main() {
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vec3 instancepos = inst.xyz;
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gl_Position = mvp * (vec4(position.xyz + instancepos, 1.0));
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fnormal = normal;
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color = inst_col;
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pos = gl_Position;
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cam = camera;
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}
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@end
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@fs fs_trixel
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layout(binding=1) uniform trixel_world_config {
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vec3 skyBase;
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vec3 skyTop;
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vec3 sunDisk;
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vec3 horizonHalo;
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vec3 sunHalo;
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vec3 sunLightColor;
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vec3 sunPosition;
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float sunIntensity;
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float skyIntensity;
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int hasClouds;
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float planeHeight;
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int planeType;
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vec3 waterColor;
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vec3 deepColor;
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float time;
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};
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in vec4 color;
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in vec4 fnormal;
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in vec4 pos;
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in vec3 cam;
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out vec4 frag_color;
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const float PI = 3.1412854;
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float DistributionGGX(vec3 N, vec3 H, float roughness) {
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float a = roughness*roughness;
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float a2 = a*a;
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float NdotH = max(dot(N, H), 0.0);
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float NdotH2 = NdotH*NdotH;
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float num = a2;
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float denom = (NdotH2 * (a2 - 1.0) + 1.0);
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denom = PI * denom * denom;
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return num / denom;
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}
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float GeometrySchlickGGX(float NdotV, float roughness) {
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float r = (roughness + 1.0);
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float k = (r*r) / 8.0;
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float num = NdotV;
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float denom = NdotV * (1.0 - k) + k;
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return num / denom;
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}
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float GeometrySmith(vec3 N, vec3 V, vec3 L, float roughness) {
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float NdotV = max(dot(N, V), 0.0);
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float NdotL = max(dot(N, L), 0.0);
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float ggx2 = GeometrySchlickGGX(NdotV, roughness);
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float ggx1 = GeometrySchlickGGX(NdotL, roughness);
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return ggx1 * ggx2;
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}
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vec3 fresnelSchlick(float cosTheta, vec3 F0) {
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return F0 + (1.0 - F0) * pow(clamp(1.0 - cosTheta, 0.0, 1.0), 5.0);
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}
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void main() {
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// Get the material info.
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vec3 albedo = color.xyz;
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int packedMaterial = int(round(color.w*255.0));
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float emittance = float((packedMaterial >> 1) & 0x3) / 3.0;
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int roughnessInt = (packedMaterial >> 5) & 0x7;
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float roughness = max(float(roughnessInt) / 7.0, 0.05);
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float metallic = float((packedMaterial >> 3) & 0x3) / 3.0;
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// Ambient light.
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vec3 light = 0.3 * albedo;
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// // Make emitting things look bright.
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// if(emittance > 0.01) return vec4(albedo, 1.0);
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vec3 N = normalize(fnormal.xyz);
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vec3 V = normalize(cam - pos.xyz);
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vec3 L = normalize(sunPosition);
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vec3 H = normalize(V + L);
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vec3 F0 = vec3(0.04);
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F0 = mix(F0, albedo, metallic);
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vec3 F = fresnelSchlick(max(dot(H,V), 0.0), F0);
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float NDF = DistributionGGX(N, H, roughness);
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float G = GeometrySmith(N, V, L, roughness);
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vec3 numerator = NDF * G * F;
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float denominator = 4.0 * max(dot(N, V), 0.0) * max(dot(N, L), 0.0) + 0.0001;
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vec3 specular = numerator / denominator;
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float NdotL = max(dot(N, L), 0.0);
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vec3 kD = vec3(1.0) - F;
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kD *= 1.0 - metallic;
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light += (kD * albedo / PI + specular) * NdotL * vec3(1.0, 1.0, 1.0);
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frag_color = vec4(vec3(light), 1.0);
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}
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@end
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@program trixel vs_trixel fs_trixel
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