281 lines
8.7 KiB
GLSL
281 lines
8.7 KiB
GLSL
@vs vs_trile
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in vec4 position;
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in vec4 normal;
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in vec4 centre;
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in vec4 instance;
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layout(binding=0) uniform trile_vs_params {
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mat4 mvp;
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mat4 mvp_shadow;
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vec3 camera;
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};
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out vec3 cam;
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out vec3 to_center;
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out vec3 vpos;
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out vec3 ipos;
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out vec4 fnormal;
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out vec3 orig_normal;
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out vec3 cv;
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mat3 rot_x(float a) { float c=cos(a),s=sin(a); return mat3(1,0,0, 0,c,-s, 0,s,c); }
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mat3 rot_y(float a) { float c=cos(a),s=sin(a); return mat3(c,0,s, 0,1,0, -s,0,c); }
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mat3 rot_z(float a) { float c=cos(a),s=sin(a); return mat3(c,-s,0, s,c,0, 0,0,1); }
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mat3 get_orientation_matrix(int ori) {
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int face = ori / 4;
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int twist = ori % 4;
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float PI = 3.1415927;
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mat3 base;
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if (face == 0) base = mat3(1.0);
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else if (face == 1) base = rot_x(PI);
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else if (face == 2) base = rot_z(-PI*0.5);
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else if (face == 3) base = rot_z( PI*0.5);
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else if (face == 4) base = rot_x( PI*0.5);
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else base = rot_x(-PI*0.5);
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return base * rot_y(float(twist) * PI * 0.5);
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}
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void main() {
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int ori = int(round(instance.w));
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mat3 rot = get_orientation_matrix(ori);
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vec3 local = position.xyz - 0.5;
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vec3 rotated = rot * local + 0.5;
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gl_Position = mvp * vec4(rotated + instance.xyz, 1.0);
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fnormal = vec4(rot * normal.xyz, 0.0);
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orig_normal = normal.xyz;
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to_center = centre.xyz - position.xyz;
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vpos = rotated + instance.xyz;
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ipos = position.xyz;
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cam = camera;
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cv = normalize(camera - vpos);
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}
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@end
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@fs fs_trile
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layout(binding=1) uniform trile_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 animatePlaneHeight;
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vec3 waterColor;
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vec3 deepColor;
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float time;
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int hsv_lighting;
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};
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in vec3 cam;
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in vec3 to_center;
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in vec3 vpos;
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in vec3 ipos;
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in vec4 fnormal;
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in vec3 orig_normal;
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in vec3 cv;
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out vec4 frag_color;
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layout(binding=3) uniform trile_fs_params {
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mat4 mvp_shadow;
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int is_reflection;
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int screen_h;
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int screen_w;
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float ambient_intensity;
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float emissive_scale;
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float indirect_diff_scale;
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float indirect_spec_scale;
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vec3 ambient_color;
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int is_preview;
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vec3 indirect_tint;
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int sh_enabled;
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};
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layout(binding = 0) uniform texture2D triletex;
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layout(binding = 0) uniform sampler trilesmp;
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layout(binding = 1) uniform texture2D ssaotex;
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layout(binding = 2) uniform texture2D shadowtex;
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layout(binding = 2) uniform sampler shadowsmp;
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layout(binding = 3) uniform texture2D brdf_lut;
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layout(binding = 4) uniform texture2D sh_irradiance;
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layout(binding = 3) uniform sampler linsmp;
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const float PI = 3.1415927;
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const float ROUGHNESS_SPEC_CUTOFF = 0.7;
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const float cirrus = 0.5;
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float hash(float n) {
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return fract(sin(n) * 43758.5453123);
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}
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float noise(vec3 x) {
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vec3 f = fract(x);
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float n = dot(floor(x), vec3(1.0, 157.0, 113.0));
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return mix(mix(mix(hash(n + 0.0), hash(n + 1.0), f.x),
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mix(hash(n + 157.0), hash(n + 158.0), f.x), f.y),
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mix(mix(hash(n + 113.0), hash(n + 114.0), f.x),
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mix(hash(n + 270.0), hash(n + 271.0), f.x), f.y), f.z);
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}
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const mat3 fbm_m = mat3(0.0, 1.60, 1.20, -1.6, 0.72, -0.96, -1.2, -0.96, 1.28);
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vec3 sky(vec3 skypos, vec3 sunpos) {
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vec3 npos = normalize(skypos);
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float sDist = dot(npos, normalize(sunpos));
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vec3 skyGradient = mix(skyBase, skyTop, clamp(npos.y * 2.0, 0.0, 0.7));
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vec3 result = skyGradient;
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result += sunHalo * clamp((sDist - 0.95) * 10.0, 0.0, 0.8) * 0.2;
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if (sDist > 0.9999)
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result = sunDisk;
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result += mix(horizonHalo, vec3(0.0), clamp(abs(npos.y) * 80.0, 0.0, 1.0)) * 0.1;
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return result;
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}
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vec3 sky_reflect(vec3 R, vec3 sunpos) {
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if (R.y < 0.0) R = reflect(R, vec3(0.0, 1.0, 0.0));
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return sky(R, sunpos);
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}
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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 denom = NdotH * NdotH * (a2 - 1.0) + 1.0;
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return a2 / (PI * denom * denom);
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}
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float GeometrySmith(vec3 N, vec3 V, vec3 L, 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 NdotV = max(dot(N, V), 0.0);
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float NdotL = max(dot(N, L), 0.0);
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float ggx1 = NdotL / (NdotL * (1.0 - k) + k);
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float ggx2 = NdotV / (NdotV * (1.0 - k) + k);
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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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vec3 FresnelSchlickRoughness(float cosTheta, vec3 F0, float roughness) {
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return F0 + (max(vec3(1.0 - roughness), F0) - 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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if (vpos.y < planeHeight - 0.01 && is_reflection == 1) discard;
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vec3 sample_pos = ipos - orig_normal * 0.02;
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vec4 trixel_material;
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int maxSteps = is_reflection == 1 ? 1 : 3;
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for (int i = 0; i < maxSteps; i++) {
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ivec2 texel = ivec2(
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int(clamp(sample_pos.z, 0.0001, 0.99999) * 16.0),
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int(clamp(sample_pos.y, 0.0001, 0.99999) * 16.0) +
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int(clamp(sample_pos.x, 0.0001, 0.99999) * 16.0) * 16
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);
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trixel_material = texelFetch(sampler2D(triletex, trilesmp), texel, 0);
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if (dot(trixel_material, trixel_material) > 0.0001) break;
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sample_pos += to_center * 0.1;
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}
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vec3 albedo = trixel_material.xyz;
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int packed = int(round(trixel_material.w * 255.0));
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float emittance = 0.0;
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int roughnessInt = 0;
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float roughness = 0.0;
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float metallic = 0.0;
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if ((packed & 0x1) != 0) {
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emittance = float((packed >> 1) & 0x7F) / 127.0;
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} else {
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roughnessInt = (packed >> 5) & 0x7;
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roughness = max(float(roughnessInt) / 7.0, 0.05);
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metallic = float((packed >> 3) & 0x3) / 3.0;
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}
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vec3 absN = abs(fnormal.xyz);
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vec3 N;
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if (absN.x >= absN.y && absN.x >= absN.z) N = vec3(sign(fnormal.x), 0.0, 0.0);
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else if (absN.y >= absN.x && absN.y >= absN.z) N = vec3(0.0, sign(fnormal.y), 0.0);
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else N = vec3(0.0, 0.0, sign(fnormal.z));
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if (is_reflection == 1) {
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vec3 L = normalize(sunPosition);
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float NdotL = max(dot(N, L), 0.0);
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frag_color = vec4(albedo * (NdotL * sunLightColor * sunIntensity + 0.1), 1.0);
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return;
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}
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vec3 V = normalize(cam - vpos);
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vec3 L = normalize(sunPosition);
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vec3 H = normalize(V + L);
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float NdotL = max(dot(N, L), 0.0);
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float NdotV = max(dot(N, V), 0.0);
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float HdotV = max(dot(H, V), 0.0);
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vec3 F0 = mix(vec3(0.04), albedo, metallic);
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vec3 F = fresnelSchlick(HdotV, 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 kD = (1.0 - F) * (1.0 - metallic);
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vec4 light_proj = mvp_shadow * vec4(floor(vpos * 16.0) / 16.0, 1.0);
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vec3 light_ndc = light_proj.xyz / light_proj.w * 0.5 + 0.5;
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light_ndc.z -= 0.001;
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float shadow = texture(sampler2DShadow(shadowtex, shadowsmp), light_ndc);
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vec3 direct_specular = (NDF * G * F) / (4.0 * NdotV * NdotL + 0.0001);
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vec3 light = shadow * (kD * albedo / PI + direct_specular) * NdotL * sunLightColor * sunIntensity;
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float ssao = texture(sampler2D(ssaotex, linsmp),
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gl_FragCoord.xy / vec2(float(screen_w), float(screen_h))).r;
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vec3 emissive = albedo * emittance * emissive_scale;
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vec3 Frough = FresnelSchlickRoughness(NdotV, F0, roughness);
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if (roughness < ROUGHNESS_SPEC_CUTOFF) {
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vec3 R = reflect(-V, N);
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vec2 envBRDF = texture(sampler2D(brdf_lut, linsmp), vec2(NdotV, roughness)).rg;
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float specRoughFd = 1.0 - clamp((roughness - 0.5) / 0.3, 0.0, 1.0);
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light += sky_reflect(R, sunPosition) * (Frough * envBRDF.x + envBRDF.y)
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* indirect_spec_scale * specRoughFd;
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}
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vec3 indirectDiff;
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if (sh_enabled == 1) {
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vec2 sh_uv = gl_FragCoord.xy / vec2(float(screen_w), float(screen_h));
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indirectDiff = texture(sampler2D(sh_irradiance, linsmp), sh_uv).rgb * indirect_tint;
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} else {
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indirectDiff = ambient_color * ambient_intensity;
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}
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light += (1.0 - Frough) * (1.0 - metallic) * indirectDiff / PI * albedo * ssao * indirect_diff_scale;
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vec3 final_color = light + emissive;
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frag_color = vec4(mix(deepColor, final_color, smoothstep(0.0, planeHeight, vpos.y)), 1.0);
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if (is_preview == 1) frag_color.rgb = mix(frag_color.rgb, vec3(0.3, 0.7, 1.0), 0.5);
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else if (is_preview == 2) frag_color.rgb = mix(frag_color.rgb, vec3(1.0, 0.3, 0.2), 0.5);
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}
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@end
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@program trile vs_trile fs_trile
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