add directional light component and skylight component, add PCSS and hard shadow
This commit is contained in:
63
Editor/assets/shaders/BloomBlend.glsl
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63
Editor/assets/shaders/BloomBlend.glsl
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@ -0,0 +1,63 @@
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#type vertex
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#version 430
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layout(location = 0) in vec3 a_Position;
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layout(location = 1) in vec2 a_TexCoord;
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out vec2 v_TexCoord;
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void main()
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{
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vec4 position = vec4(a_Position.xy, 0.0, 1.0);
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v_TexCoord = a_TexCoord;
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gl_Position = position;
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}
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#type fragment
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#version 430
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layout(location = 0) out vec4 o_Color;
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in vec2 v_TexCoord;
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uniform sampler2D u_SceneTexture;
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uniform sampler2D u_BloomTexture;
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uniform float u_Exposure;
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uniform bool u_EnableBloom;
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void main()
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{
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#if 1
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const float gamma = 2.2;
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const float pureWhite = 1.0;
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// Tonemapping
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vec3 color = texture(u_SceneTexture, v_TexCoord).rgb;
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if (u_EnableBloom)
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{
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vec3 bloomColor = texture(u_BloomTexture, v_TexCoord).rgb;
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color += bloomColor;
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}
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// Reinhard tonemapping
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float luminance = dot(color, vec3(0.2126, 0.7152, 0.0722));
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float mappedLuminance = (luminance * (1.0 + luminance / (pureWhite * pureWhite))) / (1.0 + luminance);
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// Scale color by ratio of average luminances.
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vec3 mappedColor = (mappedLuminance / luminance) * color* u_Exposure;
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// Gamma correction.
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o_Color = vec4(color, 1.0);
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#else
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const float gamma = 2.2;
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vec3 hdrColor = texture(u_SceneTexture, v_TexCoord).rgb;
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vec3 bloomColor = texture(u_BloomTexture, v_TexCoord).rgb;
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hdrColor += bloomColor; // additive blending
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// tone mapping
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vec3 result = vec3(1.0) - exp(-hdrColor * u_Exposure);
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// also gamma correct while we're at it
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result = pow(result, vec3(1.0 / gamma));
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o_Color = vec4(result, 1.0);
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#endif
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}
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79
Editor/assets/shaders/BloomBlur.glsl
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79
Editor/assets/shaders/BloomBlur.glsl
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@ -0,0 +1,79 @@
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#type vertex
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#version 430
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layout(location = 0) in vec3 a_Position;
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layout(location = 1) in vec2 a_TexCoord;
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out vec2 v_TexCoord;
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void main()
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{
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vec4 position = vec4(a_Position.xy, 0.0, 1.0);
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v_TexCoord = a_TexCoord;
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gl_Position = position;
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}
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#type fragment
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#version 430
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layout(location = 0) out vec4 o_Color;
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in vec2 v_TexCoord;
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uniform sampler2D u_Texture;
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uniform bool u_Horizontal;
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void main()
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{
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#if 1
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// From learnopengl.com
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float weight[5] = float[] (0.227027, 0.1945946, 0.1216216, 0.054054, 0.016216);
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vec2 tex_offset = 1.0 / textureSize(u_Texture, 0); // gets size of single texel
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vec3 result = texture(u_Texture, v_TexCoord).rgb * weight[0]; // current fragment's contribution
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if (u_Horizontal)
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{
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for(int i = 1; i < 5; ++i)
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{
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result += texture(u_Texture, v_TexCoord + vec2(tex_offset.x * i, 0.0)).rgb * weight[i];
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result += texture(u_Texture, v_TexCoord - vec2(tex_offset.x * i, 0.0)).rgb * weight[i];
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}
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}
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else
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{
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for(int i = 1; i < 5; ++i)
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{
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result += texture(u_Texture, v_TexCoord + vec2(0.0, tex_offset.y * i)).rgb * weight[i];
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result += texture(u_Texture, v_TexCoord - vec2(0.0, tex_offset.y * i)).rgb * weight[i];
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}
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}
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o_Color = vec4(result, 1.0);
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#else
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// From https://www.shadertoy.com/view/Xltfzj
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float Pi = 6.28318530718; // Pi*2
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// GAUSSIAN BLUR SETTINGS {{{
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float Directions =32.0; // BLUR DIRECTIONS (Default 16.0 - More is better but slower)
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float Quality = 6.0; // BLUR QUALITY (Default 4.0 - More is better but slower)
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float Size = 16.0; // BLUR SIZE (Radius)
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// GAUSSIAN BLUR SETTINGS }}}
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vec2 Radius = Size/textureSize(u_Texture, 0);
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vec3 result = texture(u_Texture, v_TexCoord).rgb;
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vec2 uv = v_TexCoord;
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// Blur calculations
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for( float d=0.0; d<Pi; d+=Pi/Directions)
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{
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for(float i=1.0/Quality; i<=1.0; i+=1.0/Quality)
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{
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result += texture( u_Texture, uv+vec2(cos(d),sin(d))*Radius*i).rgb;
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}
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}
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// Output to screen
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result /= Quality * Directions - 15.0;
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o_Color = vec4(result, 1.0);
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#endif
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}
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@ -4,13 +4,10 @@
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#version 430
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layout(location = 0) in vec3 a_Position;
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layout(location = 1) in vec2 a_TexCoord;
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uniform mat4 u_ViewProjection;
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uniform mat4 u_Transform;
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out vec2 v_TexCoord;
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void main()
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{
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gl_Position = u_ViewProjection * u_Transform * vec4(a_Position, 1.0);
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36
Editor/assets/shaders/Outline_Anim.glsl
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36
Editor/assets/shaders/Outline_Anim.glsl
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@ -0,0 +1,36 @@
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// Outline Shader
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#type vertex
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#version 430
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layout(location = 0) in vec3 a_Position;
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layout(location = 5) in ivec4 a_BoneIndices;
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layout(location = 6) in vec4 a_BoneWeights;
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uniform mat4 u_ViewProjection;
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uniform mat4 u_Transform;
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const int MAX_BONES = 100;
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uniform mat4 u_BoneTransforms[100];
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void main()
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{
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mat4 boneTransform = u_BoneTransforms[a_BoneIndices[0]] * a_BoneWeights[0];
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boneTransform += u_BoneTransforms[a_BoneIndices[1]] * a_BoneWeights[1];
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boneTransform += u_BoneTransforms[a_BoneIndices[2]] * a_BoneWeights[2];
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boneTransform += u_BoneTransforms[a_BoneIndices[3]] * a_BoneWeights[3];
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vec4 localPosition = boneTransform * vec4(a_Position, 1.0);
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gl_Position = u_ViewProjection * u_Transform * localPosition;
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}
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#type fragment
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#version 430
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layout(location = 0) out vec4 color;
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void main()
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{
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color = vec4(1.0, 0.5, 0.0, 1.0);
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}
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@ -1,8 +1,8 @@
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// -----------------------------
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// -- From Hazel Engine PBR shader --
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// -- Hazel Engine PBR shader --
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// -----------------------------
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// Note: this shader is still very much in progress. There are likely many bugs and future additions that will go in.
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// Currently heavily updated.
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// Currently heavily updated.
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//
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// References upon which this is based:
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// - Unreal Engine 4 PBR notes (https://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf)
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@ -22,34 +22,50 @@ layout(location = 5) in ivec4 a_BoneIndices;
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layout(location = 6) in vec4 a_BoneWeights;
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uniform mat4 u_ViewProjectionMatrix;
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uniform mat4 u_ViewMatrix;
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uniform mat4 u_Transform;
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uniform mat4 u_LightMatrixCascade0;
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uniform mat4 u_LightMatrixCascade1;
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uniform mat4 u_LightMatrixCascade2;
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uniform mat4 u_LightMatrixCascade3;
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const int MAX_BONES = 100;
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uniform mat4 u_BoneTransforms[100];
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out VertexOutput
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{
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vec3 WorldPosition;
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vec3 Normal;
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vec3 Normal;
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vec2 TexCoord;
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mat3 WorldNormals;
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mat3 WorldTransform;
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vec3 Binormal;
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vec4 ShadowMapCoords[4];
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vec3 ViewPosition;
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} vs_Output;
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void main()
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{
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mat4 boneTransform = u_BoneTransforms[a_BoneIndices[0]] * a_BoneWeights[0];
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boneTransform += u_BoneTransforms[a_BoneIndices[1]] * a_BoneWeights[1];
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boneTransform += u_BoneTransforms[a_BoneIndices[2]] * a_BoneWeights[2];
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boneTransform += u_BoneTransforms[a_BoneIndices[3]] * a_BoneWeights[3];
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mat4 boneTransform = u_BoneTransforms[a_BoneIndices[0]] * a_BoneWeights[0];
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boneTransform += u_BoneTransforms[a_BoneIndices[1]] * a_BoneWeights[1];
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boneTransform += u_BoneTransforms[a_BoneIndices[2]] * a_BoneWeights[2];
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boneTransform += u_BoneTransforms[a_BoneIndices[3]] * a_BoneWeights[3];
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vec4 localPosition = boneTransform * vec4(a_Position, 1.0);
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vs_Output.WorldPosition = vec3(u_Transform * boneTransform * vec4(a_Position, 1.0));
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vs_Output.Normal = mat3(u_Transform) * mat3(boneTransform) * a_Normal;
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vs_Output.Normal = mat3(u_Transform) * mat3(boneTransform) * a_Normal;
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vs_Output.TexCoord = vec2(a_TexCoord.x, 1.0 - a_TexCoord.y);
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vs_Output.WorldNormals = mat3(u_Transform) * mat3(a_Tangent, a_Binormal, a_Normal);
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vs_Output.Binormal = mat3(boneTransform) * a_Binormal;
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vs_Output.WorldTransform = mat3(u_Transform);
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vs_Output.Binormal = a_Binormal;
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vs_Output.ShadowMapCoords[0] = u_LightMatrixCascade0 * vec4(vs_Output.WorldPosition, 1.0);
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vs_Output.ShadowMapCoords[1] = u_LightMatrixCascade1 * vec4(vs_Output.WorldPosition, 1.0);
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vs_Output.ShadowMapCoords[2] = u_LightMatrixCascade2 * vec4(vs_Output.WorldPosition, 1.0);
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vs_Output.ShadowMapCoords[3] = u_LightMatrixCascade3 * vec4(vs_Output.WorldPosition, 1.0);
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vs_Output.ViewPosition = vec3(u_ViewMatrix * vec4(vs_Output.WorldPosition, 1.0));
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gl_Position = u_ViewProjectionMatrix * u_Transform * localPosition;
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}
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@ -65,7 +81,8 @@ const int LightCount = 1;
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// Constant normal incidence Fresnel factor for all dielectrics.
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const vec3 Fdielectric = vec3(0.04);
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struct Light {
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struct DirectionalLight
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{
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vec3 Direction;
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vec3 Radiance;
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float Multiplier;
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@ -74,15 +91,19 @@ struct Light {
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in VertexOutput
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{
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vec3 WorldPosition;
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vec3 Normal;
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vec3 Normal;
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vec2 TexCoord;
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mat3 WorldNormals;
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mat3 WorldTransform;
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vec3 Binormal;
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vec4 ShadowMapCoords[4];
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vec3 ViewPosition;
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} vs_Input;
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layout(location=0) out vec4 color;
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layout(location = 0) out vec4 color;
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layout(location = 1) out vec4 o_BloomColor;
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uniform Light lights;
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uniform DirectionalLight u_DirectionalLights;
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uniform vec3 u_CameraPosition;
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// PBR texture inputs
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@ -98,6 +119,25 @@ uniform samplerCube u_EnvIrradianceTex;
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// BRDF LUT
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uniform sampler2D u_BRDFLUTTexture;
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// PCSS
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uniform sampler2D u_ShadowMapTexture[4];
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uniform mat4 u_LightView;
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uniform bool u_ShowCascades;
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uniform bool u_SoftShadows;
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uniform float u_LightSize;
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uniform float u_MaxShadowDistance;
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uniform float u_ShadowFade;
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uniform bool u_CascadeFading;
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uniform float u_CascadeTransitionFade;
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uniform vec4 u_CascadeSplits;
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uniform float u_IBLContribution;
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uniform float u_BloomThreshold;
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////////////////////////////////////////
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uniform vec3 u_AlbedoColor;
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uniform float u_Metalness;
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uniform float u_Roughness;
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@ -105,7 +145,6 @@ uniform float u_Roughness;
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uniform float u_EnvMapRotation;
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// Toggles
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uniform float u_RadiancePrefilter;
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uniform float u_AlbedoTexToggle;
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uniform float u_NormalTexToggle;
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uniform float u_MetalnessTexToggle;
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@ -151,23 +190,23 @@ float gaSchlickGGX(float cosLi, float NdotV, float roughness)
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float GeometrySchlickGGX(float NdotV, float roughness)
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{
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float r = (roughness + 1.0);
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float k = (r*r) / 8.0;
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float r = (roughness + 1.0);
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float k = (r*r) / 8.0;
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float nom = NdotV;
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float denom = NdotV * (1.0 - k) + k;
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float nom = NdotV;
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float denom = NdotV * (1.0 - k) + k;
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return nom / denom;
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return nom / denom;
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}
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float GeometrySmith(vec3 N, vec3 V, vec3 L, float roughness)
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{
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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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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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return ggx1 * ggx2;
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}
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// Shlick's approximation of the Fresnel factor.
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@ -178,26 +217,26 @@ vec3 fresnelSchlick(vec3 F0, float cosTheta)
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vec3 fresnelSchlickRoughness(vec3 F0, float cosTheta, float roughness)
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{
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return F0 + (max(vec3(1.0 - roughness), F0) - F0) * pow(1.0 - cosTheta, 5.0);
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}
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return F0 + (max(vec3(1.0 - roughness), F0) - F0) * pow(1.0 - cosTheta, 5.0);
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}
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// ---------------------------------------------------------------------------------------------------
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// The following code (from Unreal Engine 4's paper) shows how to filter the environment map
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// for different roughnesses. This is mean to be computed offline and stored in cube map mips,
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// so turning this on online will cause poor performance
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float RadicalInverse_VdC(uint bits)
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float RadicalInverse_VdC(uint bits)
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{
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bits = (bits << 16u) | (bits >> 16u);
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bits = ((bits & 0x55555555u) << 1u) | ((bits & 0xAAAAAAAAu) >> 1u);
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bits = ((bits & 0x33333333u) << 2u) | ((bits & 0xCCCCCCCCu) >> 2u);
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bits = ((bits & 0x0F0F0F0Fu) << 4u) | ((bits & 0xF0F0F0F0u) >> 4u);
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bits = ((bits & 0x00FF00FFu) << 8u) | ((bits & 0xFF00FF00u) >> 8u);
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return float(bits) * 2.3283064365386963e-10; // / 0x100000000
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bits = (bits << 16u) | (bits >> 16u);
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bits = ((bits & 0x55555555u) << 1u) | ((bits & 0xAAAAAAAAu) >> 1u);
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bits = ((bits & 0x33333333u) << 2u) | ((bits & 0xCCCCCCCCu) >> 2u);
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bits = ((bits & 0x0F0F0F0Fu) << 4u) | ((bits & 0xF0F0F0F0u) >> 4u);
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bits = ((bits & 0x00FF00FFu) << 8u) | ((bits & 0xFF00FF00u) >> 8u);
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return float(bits) * 2.3283064365386963e-10; // / 0x100000000
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||||
}
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vec2 Hammersley(uint i, uint N)
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{
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return vec2(float(i)/float(N), RadicalInverse_VdC(i));
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return vec2(float(i)/float(N), RadicalInverse_VdC(i));
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}
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||||
vec3 ImportanceSampleGGX(vec2 Xi, float Roughness, vec3 N)
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@ -244,11 +283,11 @@ vec3 PrefilterEnvMap(float Roughness, vec3 R)
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||||
vec3 RotateVectorAboutY(float angle, vec3 vec)
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{
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angle = radians(angle);
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mat3x3 rotationMatrix ={vec3(cos(angle),0.0,sin(angle)),
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vec3(0.0,1.0,0.0),
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vec3(-sin(angle),0.0,cos(angle))};
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return rotationMatrix * vec;
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angle = radians(angle);
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mat3x3 rotationMatrix ={vec3(cos(angle),0.0,sin(angle)),
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vec3(0.0,1.0,0.0),
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vec3(-sin(angle),0.0,cos(angle))};
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return rotationMatrix * vec;
|
||||
}
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||||
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||||
vec3 Lighting(vec3 F0)
|
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@ -256,8 +295,8 @@ vec3 Lighting(vec3 F0)
|
||||
vec3 result = vec3(0.0);
|
||||
for(int i = 0; i < LightCount; i++)
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||||
{
|
||||
vec3 Li = -lights.Direction;
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||||
vec3 Lradiance = lights.Radiance * lights.Multiplier;
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||||
vec3 Li = u_DirectionalLights.Direction;
|
||||
vec3 Lradiance = u_DirectionalLights.Radiance * u_DirectionalLights.Multiplier;
|
||||
vec3 Lh = normalize(Li + m_Params.View);
|
||||
|
||||
// Calculate angles between surface normal and various light vectors.
|
||||
@ -298,13 +337,188 @@ vec3 IBL(vec3 F0, vec3 Lr)
|
||||
return kd * diffuseIBL + specularIBL;
|
||||
}
|
||||
|
||||
/////////////////////////////////////////////
|
||||
// PCSS
|
||||
/////////////////////////////////////////////
|
||||
|
||||
uint CascadeIndex = 0;
|
||||
float ShadowFade = 1.0;
|
||||
|
||||
float GetShadowBias()
|
||||
{
|
||||
const float MINIMUM_SHADOW_BIAS = 0.002;
|
||||
float bias = max(MINIMUM_SHADOW_BIAS * (1.0 - dot(m_Params.Normal, u_DirectionalLights.Direction)), MINIMUM_SHADOW_BIAS);
|
||||
return bias;
|
||||
}
|
||||
|
||||
float HardShadows_DirectionalLight(sampler2D shadowMap, vec3 shadowCoords)
|
||||
{
|
||||
float bias = GetShadowBias();
|
||||
float z = texture(shadowMap, shadowCoords.xy).x;
|
||||
return 1.0 - step(z + bias, shadowCoords.z) * ShadowFade;
|
||||
}
|
||||
|
||||
// Penumbra
|
||||
|
||||
// this search area estimation comes from the following article:
|
||||
// http://developer.download.nvidia.com/whitepapers/2008/PCSS_DirectionalLight_Integration.pdf
|
||||
float SearchWidth(float uvLightSize, float receiverDistance)
|
||||
{
|
||||
const float NEAR = 0.1;
|
||||
return uvLightSize * (receiverDistance - NEAR) / u_CameraPosition.z;
|
||||
}
|
||||
|
||||
float u_light_zNear = 0.0; // 0.01 gives artifacts? maybe because of ortho proj?
|
||||
float u_light_zFar = 10000.0;
|
||||
vec2 u_lightRadiusUV = vec2(0.05);
|
||||
|
||||
vec2 searchRegionRadiusUV(float zWorld)
|
||||
{
|
||||
return u_lightRadiusUV * (zWorld - u_light_zNear) / zWorld;
|
||||
}
|
||||
|
||||
const vec2 PoissonDistribution[64] = vec2[](
|
||||
vec2(-0.884081, 0.124488),
|
||||
vec2(-0.714377, 0.027940),
|
||||
vec2(-0.747945, 0.227922),
|
||||
vec2(-0.939609, 0.243634),
|
||||
vec2(-0.985465, 0.045534),
|
||||
vec2(-0.861367, -0.136222),
|
||||
vec2(-0.881934, 0.396908),
|
||||
vec2(-0.466938, 0.014526),
|
||||
vec2(-0.558207, 0.212662),
|
||||
vec2(-0.578447, -0.095822),
|
||||
vec2(-0.740266, -0.095631),
|
||||
vec2(-0.751681, 0.472604),
|
||||
vec2(-0.553147, -0.243177),
|
||||
vec2(-0.674762, -0.330730),
|
||||
vec2(-0.402765, -0.122087),
|
||||
vec2(-0.319776, -0.312166),
|
||||
vec2(-0.413923, -0.439757),
|
||||
vec2(-0.979153, -0.201245),
|
||||
vec2(-0.865579, -0.288695),
|
||||
vec2(-0.243704, -0.186378),
|
||||
vec2(-0.294920, -0.055748),
|
||||
vec2(-0.604452, -0.544251),
|
||||
vec2(-0.418056, -0.587679),
|
||||
vec2(-0.549156, -0.415877),
|
||||
vec2(-0.238080, -0.611761),
|
||||
vec2(-0.267004, -0.459702),
|
||||
vec2(-0.100006, -0.229116),
|
||||
vec2(-0.101928, -0.380382),
|
||||
vec2(-0.681467, -0.700773),
|
||||
vec2(-0.763488, -0.543386),
|
||||
vec2(-0.549030, -0.750749),
|
||||
vec2(-0.809045, -0.408738),
|
||||
vec2(-0.388134, -0.773448),
|
||||
vec2(-0.429392, -0.894892),
|
||||
vec2(-0.131597, 0.065058),
|
||||
vec2(-0.275002, 0.102922),
|
||||
vec2(-0.106117, -0.068327),
|
||||
vec2(-0.294586, -0.891515),
|
||||
vec2(-0.629418, 0.379387),
|
||||
vec2(-0.407257, 0.339748),
|
||||
vec2(0.071650, -0.384284),
|
||||
vec2(0.022018, -0.263793),
|
||||
vec2(0.003879, -0.136073),
|
||||
vec2(-0.137533, -0.767844),
|
||||
vec2(-0.050874, -0.906068),
|
||||
vec2(0.114133, -0.070053),
|
||||
vec2(0.163314, -0.217231),
|
||||
vec2(-0.100262, -0.587992),
|
||||
vec2(-0.004942, 0.125368),
|
||||
vec2(0.035302, -0.619310),
|
||||
vec2(0.195646, -0.459022),
|
||||
vec2(0.303969, -0.346362),
|
||||
vec2(-0.678118, 0.685099),
|
||||
vec2(-0.628418, 0.507978),
|
||||
vec2(-0.508473, 0.458753),
|
||||
vec2(0.032134, -0.782030),
|
||||
vec2(0.122595, 0.280353),
|
||||
vec2(-0.043643, 0.312119),
|
||||
vec2(0.132993, 0.085170),
|
||||
vec2(-0.192106, 0.285848),
|
||||
vec2(0.183621, -0.713242),
|
||||
vec2(0.265220, -0.596716),
|
||||
vec2(-0.009628, -0.483058),
|
||||
vec2(-0.018516, 0.435703)
|
||||
);
|
||||
|
||||
vec2 SamplePoisson(int index)
|
||||
{
|
||||
return PoissonDistribution[index % 64];
|
||||
}
|
||||
|
||||
float FindBlockerDistance_DirectionalLight(sampler2D shadowMap, vec3 shadowCoords, float uvLightSize)
|
||||
{
|
||||
float bias = GetShadowBias();
|
||||
|
||||
int numBlockerSearchSamples = 64;
|
||||
int blockers = 0;
|
||||
float avgBlockerDistance = 0;
|
||||
|
||||
float zEye = -(u_LightView * vec4(vs_Input.WorldPosition, 1.0)).z;
|
||||
vec2 searchWidth = searchRegionRadiusUV(zEye);
|
||||
for (int i = 0; i < numBlockerSearchSamples; i++)
|
||||
{
|
||||
float z = texture(shadowMap, shadowCoords.xy + SamplePoisson(i) * searchWidth).r;
|
||||
if (z < (shadowCoords.z - bias))
|
||||
{
|
||||
blockers++;
|
||||
avgBlockerDistance += z;
|
||||
}
|
||||
}
|
||||
|
||||
if (blockers > 0)
|
||||
return avgBlockerDistance / float(blockers);
|
||||
|
||||
return -1;
|
||||
}
|
||||
|
||||
float PenumbraWidth(sampler2D shadowMap, vec3 shadowCoords, float uvLightSize)
|
||||
{
|
||||
float blockerDistance = FindBlockerDistance_DirectionalLight(shadowMap, shadowCoords, uvLightSize);
|
||||
if (blockerDistance == -1)
|
||||
return -1;
|
||||
|
||||
return (shadowCoords.z - blockerDistance) / blockerDistance;
|
||||
}
|
||||
|
||||
float PCF_DirectionalLight(sampler2D shadowMap, vec3 shadowCoords, float uvRadius)
|
||||
{
|
||||
float bias = GetShadowBias();
|
||||
int numPCFSamples = 64;
|
||||
float sum = 0;
|
||||
for (int i = 0; i < numPCFSamples; i++)
|
||||
{
|
||||
float z = texture(shadowMap, shadowCoords.xy + SamplePoisson(i) * uvRadius).r;
|
||||
sum += (z < (shadowCoords.z - bias)) ? 1 : 0;
|
||||
}
|
||||
return sum / numPCFSamples;
|
||||
}
|
||||
|
||||
float PCSS_DirectionalLight(sampler2D shadowMap, vec3 shadowCoords, float uvLightSize)
|
||||
{
|
||||
float blockerDistance = FindBlockerDistance_DirectionalLight(shadowMap, shadowCoords, uvLightSize);
|
||||
if (blockerDistance == -1)
|
||||
return 1;
|
||||
|
||||
float penumbraWidth = (shadowCoords.z - blockerDistance) / blockerDistance;
|
||||
|
||||
float NEAR = 0.01; // Should this value be tweakable?
|
||||
float uvRadius = penumbraWidth * uvLightSize * NEAR / shadowCoords.z;
|
||||
return 1.0 - PCF_DirectionalLight(shadowMap, shadowCoords, uvRadius) * ShadowFade;
|
||||
}
|
||||
|
||||
/////////////////////////////////////////////
|
||||
|
||||
void main()
|
||||
{
|
||||
// Standard PBR inputs
|
||||
m_Params.Albedo = u_AlbedoTexToggle > 0.5 ? texture(u_AlbedoTexture, vs_Input.TexCoord).rgb : u_AlbedoColor;
|
||||
m_Params.Albedo = u_AlbedoTexToggle > 0.5 ? texture(u_AlbedoTexture, vs_Input.TexCoord).rgb : u_AlbedoColor;
|
||||
m_Params.Metalness = u_MetalnessTexToggle > 0.5 ? texture(u_MetalnessTexture, vs_Input.TexCoord).r : u_Metalness;
|
||||
m_Params.Roughness = u_RoughnessTexToggle > 0.5 ? texture(u_RoughnessTexture, vs_Input.TexCoord).r : u_Roughness;
|
||||
m_Params.Roughness = max(m_Params.Roughness, 0.05); // Minimum roughness of 0.05 to keep specular highlight
|
||||
m_Params.Roughness = max(m_Params.Roughness, 0.05); // Minimum roughness of 0.05 to keep specular highlight
|
||||
|
||||
// Normals (either from vertex or map)
|
||||
m_Params.Normal = normalize(vs_Input.Normal);
|
||||
@ -316,15 +530,109 @@ void main()
|
||||
|
||||
m_Params.View = normalize(u_CameraPosition - vs_Input.WorldPosition);
|
||||
m_Params.NdotV = max(dot(m_Params.Normal, m_Params.View), 0.0);
|
||||
|
||||
|
||||
// Specular reflection vector
|
||||
vec3 Lr = 2.0 * m_Params.NdotV * m_Params.Normal - m_Params.View;
|
||||
|
||||
// Fresnel reflectance, metals use albedo
|
||||
vec3 F0 = mix(Fdielectric, m_Params.Albedo, m_Params.Metalness);
|
||||
|
||||
vec3 lightContribution = Lighting(F0);
|
||||
vec3 iblContribution = IBL(F0, Lr);
|
||||
const uint SHADOW_MAP_CASCADE_COUNT = 4;
|
||||
for(uint i = 0; i < SHADOW_MAP_CASCADE_COUNT - 1; i++)
|
||||
{
|
||||
if(vs_Input.ViewPosition.z < u_CascadeSplits[i])
|
||||
CascadeIndex = i + 1;
|
||||
}
|
||||
|
||||
float shadowDistance = u_MaxShadowDistance;//u_CascadeSplits[3];
|
||||
float transitionDistance = u_ShadowFade;
|
||||
float distance = length(vs_Input.ViewPosition);
|
||||
ShadowFade = distance - (shadowDistance - transitionDistance);
|
||||
ShadowFade /= transitionDistance;
|
||||
ShadowFade = clamp(1.0 - ShadowFade, 0.0, 1.0);
|
||||
|
||||
bool fadeCascades = u_CascadeFading;
|
||||
float shadowAmount = 1.0;
|
||||
if (fadeCascades)
|
||||
{
|
||||
float cascadeTransitionFade = u_CascadeTransitionFade;
|
||||
|
||||
float c0 = smoothstep(u_CascadeSplits[0] + cascadeTransitionFade * 0.5f, u_CascadeSplits[0] - cascadeTransitionFade * 0.5f, vs_Input.ViewPosition.z);
|
||||
float c1 = smoothstep(u_CascadeSplits[1] + cascadeTransitionFade * 0.5f, u_CascadeSplits[1] - cascadeTransitionFade * 0.5f, vs_Input.ViewPosition.z);
|
||||
float c2 = smoothstep(u_CascadeSplits[2] + cascadeTransitionFade * 0.5f, u_CascadeSplits[2] - cascadeTransitionFade * 0.5f, vs_Input.ViewPosition.z);
|
||||
if (c0 > 0.0 && c0 < 1.0)
|
||||
{
|
||||
// Sample 0 & 1
|
||||
vec3 shadowMapCoords = (vs_Input.ShadowMapCoords[0].xyz / vs_Input.ShadowMapCoords[0].w);
|
||||
float shadowAmount0 = u_SoftShadows ? PCSS_DirectionalLight(u_ShadowMapTexture[0], shadowMapCoords, u_LightSize) : HardShadows_DirectionalLight(u_ShadowMapTexture[0], shadowMapCoords);
|
||||
shadowMapCoords = (vs_Input.ShadowMapCoords[1].xyz / vs_Input.ShadowMapCoords[1].w);
|
||||
float shadowAmount1 = u_SoftShadows ? PCSS_DirectionalLight(u_ShadowMapTexture[1], shadowMapCoords, u_LightSize) : HardShadows_DirectionalLight(u_ShadowMapTexture[1], shadowMapCoords);
|
||||
|
||||
shadowAmount = mix(shadowAmount0, shadowAmount1, c0);
|
||||
}
|
||||
else if (c1 > 0.0 && c1 < 1.0)
|
||||
{
|
||||
// Sample 1 & 2
|
||||
vec3 shadowMapCoords = (vs_Input.ShadowMapCoords[1].xyz / vs_Input.ShadowMapCoords[1].w);
|
||||
float shadowAmount1 = u_SoftShadows ? PCSS_DirectionalLight(u_ShadowMapTexture[1], shadowMapCoords, u_LightSize) : HardShadows_DirectionalLight(u_ShadowMapTexture[1], shadowMapCoords);
|
||||
shadowMapCoords = (vs_Input.ShadowMapCoords[2].xyz / vs_Input.ShadowMapCoords[2].w);
|
||||
float shadowAmount2 = u_SoftShadows ? PCSS_DirectionalLight(u_ShadowMapTexture[2], shadowMapCoords, u_LightSize) : HardShadows_DirectionalLight(u_ShadowMapTexture[2], shadowMapCoords);
|
||||
|
||||
shadowAmount = mix(shadowAmount1, shadowAmount2, c1);
|
||||
}
|
||||
else if (c2 > 0.0 && c2 < 1.0)
|
||||
{
|
||||
// Sample 2 & 3
|
||||
vec3 shadowMapCoords = (vs_Input.ShadowMapCoords[2].xyz / vs_Input.ShadowMapCoords[2].w);
|
||||
float shadowAmount2 = u_SoftShadows ? PCSS_DirectionalLight(u_ShadowMapTexture[2], shadowMapCoords, u_LightSize) : HardShadows_DirectionalLight(u_ShadowMapTexture[2], shadowMapCoords);
|
||||
shadowMapCoords = (vs_Input.ShadowMapCoords[3].xyz / vs_Input.ShadowMapCoords[3].w);
|
||||
float shadowAmount3 = u_SoftShadows ? PCSS_DirectionalLight(u_ShadowMapTexture[3], shadowMapCoords, u_LightSize) : HardShadows_DirectionalLight(u_ShadowMapTexture[3], shadowMapCoords);
|
||||
|
||||
shadowAmount = mix(shadowAmount2, shadowAmount3, c2);
|
||||
}
|
||||
else
|
||||
{
|
||||
vec3 shadowMapCoords = (vs_Input.ShadowMapCoords[CascadeIndex].xyz / vs_Input.ShadowMapCoords[CascadeIndex].w);
|
||||
shadowAmount = u_SoftShadows ? PCSS_DirectionalLight(u_ShadowMapTexture[CascadeIndex], shadowMapCoords, u_LightSize) : HardShadows_DirectionalLight(u_ShadowMapTexture[CascadeIndex], shadowMapCoords);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
vec3 shadowMapCoords = (vs_Input.ShadowMapCoords[CascadeIndex].xyz / vs_Input.ShadowMapCoords[CascadeIndex].w);
|
||||
shadowAmount = u_SoftShadows ? PCSS_DirectionalLight(u_ShadowMapTexture[CascadeIndex], shadowMapCoords, u_LightSize) : HardShadows_DirectionalLight(u_ShadowMapTexture[CascadeIndex], shadowMapCoords);
|
||||
}
|
||||
|
||||
float NdotL = dot(m_Params.Normal, u_DirectionalLights.Direction);
|
||||
NdotL = smoothstep(0.0, 0.4, NdotL + 0.2);
|
||||
shadowAmount *= (NdotL * 1.0);
|
||||
|
||||
vec3 iblContribution = IBL(F0, Lr) * u_IBLContribution;
|
||||
vec3 lightContribution = u_DirectionalLights.Multiplier > 0.0f ? (Lighting(F0) * shadowAmount) : vec3(0.0f);
|
||||
|
||||
color = vec4(lightContribution + iblContribution, 1.0);
|
||||
|
||||
// Bloom
|
||||
float brightness = dot(color.rgb, vec3(0.2126, 0.7152, 0.0722));
|
||||
o_BloomColor = vec4(0.0, 0.0, 0.0, 1.0);
|
||||
if (brightness > u_BloomThreshold)
|
||||
o_BloomColor = color;
|
||||
|
||||
if (u_ShowCascades)
|
||||
{
|
||||
switch(CascadeIndex)
|
||||
{
|
||||
case 0:
|
||||
color.rgb *= vec3(1.0f, 0.25f, 0.25f);
|
||||
break;
|
||||
case 1:
|
||||
color.rgb *= vec3(0.25f, 1.0f, 0.25f);
|
||||
break;
|
||||
case 2:
|
||||
color.rgb *= vec3(0.25f, 0.25f, 1.0f);
|
||||
break;
|
||||
case 3:
|
||||
color.rgb *= vec3(1.0f, 1.0f, 0.25f);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@ -1,8 +1,8 @@
|
||||
// -----------------------------
|
||||
// -- From Hazel Engine PBR shader --
|
||||
// -- Hazel Engine PBR shader --
|
||||
// -----------------------------
|
||||
// Note: this shader is still very much in progress. There are likely many bugs and future additions that will go in.
|
||||
// Currently heavily updated.
|
||||
// Currently heavily updated.
|
||||
//
|
||||
// References upon which this is based:
|
||||
// - Unreal Engine 4 PBR notes (https://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf)
|
||||
@ -19,27 +19,41 @@ layout(location = 3) in vec3 a_Binormal;
|
||||
layout(location = 4) in vec2 a_TexCoord;
|
||||
|
||||
uniform mat4 u_ViewProjectionMatrix;
|
||||
uniform mat4 u_ViewMatrix;
|
||||
uniform mat4 u_Transform;
|
||||
|
||||
uniform mat4 u_LightMatrixCascade0;
|
||||
uniform mat4 u_LightMatrixCascade1;
|
||||
uniform mat4 u_LightMatrixCascade2;
|
||||
uniform mat4 u_LightMatrixCascade3;
|
||||
|
||||
out VertexOutput
|
||||
{
|
||||
vec3 WorldPosition;
|
||||
vec3 Normal;
|
||||
vec3 Normal;
|
||||
vec2 TexCoord;
|
||||
mat3 WorldNormals;
|
||||
mat3 WorldTransform;
|
||||
vec3 Binormal;
|
||||
vec4 ShadowMapCoords[4];
|
||||
vec3 ViewPosition;
|
||||
} vs_Output;
|
||||
|
||||
void main()
|
||||
{
|
||||
vs_Output.WorldPosition = vec3(u_Transform * vec4(a_Position, 1.0));
|
||||
vs_Output.Normal = mat3(u_Transform) * a_Normal;
|
||||
vs_Output.Normal = mat3(u_Transform) * a_Normal;
|
||||
vs_Output.TexCoord = vec2(a_TexCoord.x, 1.0 - a_TexCoord.y);
|
||||
vs_Output.WorldNormals = mat3(u_Transform) * mat3(a_Tangent, a_Binormal, a_Normal);
|
||||
vs_Output.WorldTransform = mat3(u_Transform);
|
||||
vs_Output.Binormal = a_Binormal;
|
||||
|
||||
vs_Output.ShadowMapCoords[0] = u_LightMatrixCascade0 * vec4(vs_Output.WorldPosition, 1.0);
|
||||
vs_Output.ShadowMapCoords[1] = u_LightMatrixCascade1 * vec4(vs_Output.WorldPosition, 1.0);
|
||||
vs_Output.ShadowMapCoords[2] = u_LightMatrixCascade2 * vec4(vs_Output.WorldPosition, 1.0);
|
||||
vs_Output.ShadowMapCoords[3] = u_LightMatrixCascade3 * vec4(vs_Output.WorldPosition, 1.0);
|
||||
vs_Output.ViewPosition = vec3(u_ViewMatrix * vec4(vs_Output.WorldPosition, 1.0));
|
||||
|
||||
gl_Position = u_ViewProjectionMatrix * u_Transform * vec4(a_Position, 1.0);
|
||||
}
|
||||
|
||||
@ -54,7 +68,8 @@ const int LightCount = 1;
|
||||
// Constant normal incidence Fresnel factor for all dielectrics.
|
||||
const vec3 Fdielectric = vec3(0.04);
|
||||
|
||||
struct Light {
|
||||
struct DirectionalLight
|
||||
{
|
||||
vec3 Direction;
|
||||
vec3 Radiance;
|
||||
float Multiplier;
|
||||
@ -63,16 +78,19 @@ struct Light {
|
||||
in VertexOutput
|
||||
{
|
||||
vec3 WorldPosition;
|
||||
vec3 Normal;
|
||||
vec3 Normal;
|
||||
vec2 TexCoord;
|
||||
mat3 WorldNormals;
|
||||
mat3 WorldTransform;
|
||||
vec3 Binormal;
|
||||
vec4 ShadowMapCoords[4];
|
||||
vec3 ViewPosition;
|
||||
} vs_Input;
|
||||
|
||||
layout(location = 0) out vec4 color;
|
||||
layout(location = 1) out vec4 o_BloomColor;
|
||||
|
||||
uniform Light lights;
|
||||
uniform DirectionalLight u_DirectionalLights;
|
||||
uniform vec3 u_CameraPosition;
|
||||
|
||||
// PBR texture inputs
|
||||
@ -88,6 +106,25 @@ uniform samplerCube u_EnvIrradianceTex;
|
||||
// BRDF LUT
|
||||
uniform sampler2D u_BRDFLUTTexture;
|
||||
|
||||
// PCSS
|
||||
uniform sampler2D u_ShadowMapTexture[4];
|
||||
uniform mat4 u_LightView;
|
||||
uniform bool u_ShowCascades;
|
||||
uniform bool u_SoftShadows;
|
||||
uniform float u_LightSize;
|
||||
uniform float u_MaxShadowDistance;
|
||||
uniform float u_ShadowFade;
|
||||
uniform bool u_CascadeFading;
|
||||
uniform float u_CascadeTransitionFade;
|
||||
|
||||
uniform vec4 u_CascadeSplits;
|
||||
|
||||
uniform float u_IBLContribution;
|
||||
|
||||
uniform float u_BloomThreshold;
|
||||
|
||||
////////////////////////////////////////
|
||||
|
||||
uniform vec3 u_AlbedoColor;
|
||||
uniform float u_Metalness;
|
||||
uniform float u_Roughness;
|
||||
@ -95,7 +132,6 @@ uniform float u_Roughness;
|
||||
uniform float u_EnvMapRotation;
|
||||
|
||||
// Toggles
|
||||
uniform float u_RadiancePrefilter;
|
||||
uniform float u_AlbedoTexToggle;
|
||||
uniform float u_NormalTexToggle;
|
||||
uniform float u_MetalnessTexToggle;
|
||||
@ -141,23 +177,23 @@ float gaSchlickGGX(float cosLi, float NdotV, float roughness)
|
||||
|
||||
float GeometrySchlickGGX(float NdotV, float roughness)
|
||||
{
|
||||
float r = (roughness + 1.0);
|
||||
float k = (r*r) / 8.0;
|
||||
float r = (roughness + 1.0);
|
||||
float k = (r*r) / 8.0;
|
||||
|
||||
float nom = NdotV;
|
||||
float denom = NdotV * (1.0 - k) + k;
|
||||
float nom = NdotV;
|
||||
float denom = NdotV * (1.0 - k) + k;
|
||||
|
||||
return nom / denom;
|
||||
return nom / 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);
|
||||
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;
|
||||
return ggx1 * ggx2;
|
||||
}
|
||||
|
||||
// Shlick's approximation of the Fresnel factor.
|
||||
@ -168,26 +204,26 @@ vec3 fresnelSchlick(vec3 F0, float cosTheta)
|
||||
|
||||
vec3 fresnelSchlickRoughness(vec3 F0, float cosTheta, float roughness)
|
||||
{
|
||||
return F0 + (max(vec3(1.0 - roughness), F0) - F0) * pow(1.0 - cosTheta, 5.0);
|
||||
}
|
||||
return F0 + (max(vec3(1.0 - roughness), F0) - F0) * pow(1.0 - cosTheta, 5.0);
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------------------------------
|
||||
// The following code (from Unreal Engine 4's paper) shows how to filter the environment map
|
||||
// for different roughnesses. This is mean to be computed offline and stored in cube map mips,
|
||||
// so turning this on online will cause poor performance
|
||||
float RadicalInverse_VdC(uint bits)
|
||||
float RadicalInverse_VdC(uint bits)
|
||||
{
|
||||
bits = (bits << 16u) | (bits >> 16u);
|
||||
bits = ((bits & 0x55555555u) << 1u) | ((bits & 0xAAAAAAAAu) >> 1u);
|
||||
bits = ((bits & 0x33333333u) << 2u) | ((bits & 0xCCCCCCCCu) >> 2u);
|
||||
bits = ((bits & 0x0F0F0F0Fu) << 4u) | ((bits & 0xF0F0F0F0u) >> 4u);
|
||||
bits = ((bits & 0x00FF00FFu) << 8u) | ((bits & 0xFF00FF00u) >> 8u);
|
||||
return float(bits) * 2.3283064365386963e-10; // / 0x100000000
|
||||
bits = (bits << 16u) | (bits >> 16u);
|
||||
bits = ((bits & 0x55555555u) << 1u) | ((bits & 0xAAAAAAAAu) >> 1u);
|
||||
bits = ((bits & 0x33333333u) << 2u) | ((bits & 0xCCCCCCCCu) >> 2u);
|
||||
bits = ((bits & 0x0F0F0F0Fu) << 4u) | ((bits & 0xF0F0F0F0u) >> 4u);
|
||||
bits = ((bits & 0x00FF00FFu) << 8u) | ((bits & 0xFF00FF00u) >> 8u);
|
||||
return float(bits) * 2.3283064365386963e-10; // / 0x100000000
|
||||
}
|
||||
|
||||
vec2 Hammersley(uint i, uint N)
|
||||
{
|
||||
return vec2(float(i)/float(N), RadicalInverse_VdC(i));
|
||||
return vec2(float(i)/float(N), RadicalInverse_VdC(i));
|
||||
}
|
||||
|
||||
vec3 ImportanceSampleGGX(vec2 Xi, float Roughness, vec3 N)
|
||||
@ -234,11 +270,11 @@ vec3 PrefilterEnvMap(float Roughness, vec3 R)
|
||||
|
||||
vec3 RotateVectorAboutY(float angle, vec3 vec)
|
||||
{
|
||||
angle = radians(angle);
|
||||
mat3x3 rotationMatrix ={vec3(cos(angle),0.0,sin(angle)),
|
||||
vec3(0.0,1.0,0.0),
|
||||
vec3(-sin(angle),0.0,cos(angle))};
|
||||
return rotationMatrix * vec;
|
||||
angle = radians(angle);
|
||||
mat3x3 rotationMatrix ={vec3(cos(angle),0.0,sin(angle)),
|
||||
vec3(0.0,1.0,0.0),
|
||||
vec3(-sin(angle),0.0,cos(angle))};
|
||||
return rotationMatrix * vec;
|
||||
}
|
||||
|
||||
vec3 Lighting(vec3 F0)
|
||||
@ -246,8 +282,8 @@ vec3 Lighting(vec3 F0)
|
||||
vec3 result = vec3(0.0);
|
||||
for(int i = 0; i < LightCount; i++)
|
||||
{
|
||||
vec3 Li = -lights.Direction;
|
||||
vec3 Lradiance = lights.Radiance * lights.Multiplier;
|
||||
vec3 Li = u_DirectionalLights.Direction;
|
||||
vec3 Lradiance = u_DirectionalLights.Radiance * u_DirectionalLights.Multiplier;
|
||||
vec3 Lh = normalize(Li + m_Params.View);
|
||||
|
||||
// Calculate angles between surface normal and various light vectors.
|
||||
@ -273,7 +309,6 @@ vec3 IBL(vec3 F0, vec3 Lr)
|
||||
{
|
||||
vec3 irradiance = texture(u_EnvIrradianceTex, m_Params.Normal).rgb;
|
||||
vec3 F = fresnelSchlickRoughness(F0, m_Params.NdotV, m_Params.Roughness);
|
||||
// vec3 F = fresnelSchlickR(F0, m_Params.NdotV);
|
||||
vec3 kd = (1.0 - F) * (1.0 - m_Params.Metalness);
|
||||
vec3 diffuseIBL = m_Params.Albedo * irradiance;
|
||||
|
||||
@ -289,13 +324,188 @@ vec3 IBL(vec3 F0, vec3 Lr)
|
||||
return kd * diffuseIBL + specularIBL;
|
||||
}
|
||||
|
||||
/////////////////////////////////////////////
|
||||
// PCSS
|
||||
/////////////////////////////////////////////
|
||||
|
||||
uint CascadeIndex = 0;
|
||||
float ShadowFade = 1.0;
|
||||
|
||||
float GetShadowBias()
|
||||
{
|
||||
const float MINIMUM_SHADOW_BIAS = 0.002;
|
||||
float bias = max(MINIMUM_SHADOW_BIAS * (1.0 - dot(m_Params.Normal, u_DirectionalLights.Direction)), MINIMUM_SHADOW_BIAS);
|
||||
return bias;
|
||||
}
|
||||
|
||||
float HardShadows_DirectionalLight(sampler2D shadowMap, vec3 shadowCoords)
|
||||
{
|
||||
float bias = GetShadowBias();
|
||||
float z = texture(shadowMap, shadowCoords.xy).x;
|
||||
return 1.0 - step(z + bias, shadowCoords.z) * ShadowFade;
|
||||
}
|
||||
|
||||
// Penumbra
|
||||
|
||||
// this search area estimation comes from the following article:
|
||||
// http://developer.download.nvidia.com/whitepapers/2008/PCSS_DirectionalLight_Integration.pdf
|
||||
float SearchWidth(float uvLightSize, float receiverDistance)
|
||||
{
|
||||
const float NEAR = 0.1;
|
||||
return uvLightSize * (receiverDistance - NEAR) / u_CameraPosition.z;
|
||||
}
|
||||
|
||||
float u_light_zNear = 0.0; // 0.01 gives artifacts? maybe because of ortho proj?
|
||||
float u_light_zFar = 10000.0;
|
||||
vec2 u_lightRadiusUV = vec2(0.05);
|
||||
|
||||
vec2 searchRegionRadiusUV(float zWorld)
|
||||
{
|
||||
return u_lightRadiusUV * (zWorld - u_light_zNear) / zWorld;
|
||||
}
|
||||
|
||||
const vec2 PoissonDistribution[64] = vec2[](
|
||||
vec2(-0.884081, 0.124488),
|
||||
vec2(-0.714377, 0.027940),
|
||||
vec2(-0.747945, 0.227922),
|
||||
vec2(-0.939609, 0.243634),
|
||||
vec2(-0.985465, 0.045534),
|
||||
vec2(-0.861367, -0.136222),
|
||||
vec2(-0.881934, 0.396908),
|
||||
vec2(-0.466938, 0.014526),
|
||||
vec2(-0.558207, 0.212662),
|
||||
vec2(-0.578447, -0.095822),
|
||||
vec2(-0.740266, -0.095631),
|
||||
vec2(-0.751681, 0.472604),
|
||||
vec2(-0.553147, -0.243177),
|
||||
vec2(-0.674762, -0.330730),
|
||||
vec2(-0.402765, -0.122087),
|
||||
vec2(-0.319776, -0.312166),
|
||||
vec2(-0.413923, -0.439757),
|
||||
vec2(-0.979153, -0.201245),
|
||||
vec2(-0.865579, -0.288695),
|
||||
vec2(-0.243704, -0.186378),
|
||||
vec2(-0.294920, -0.055748),
|
||||
vec2(-0.604452, -0.544251),
|
||||
vec2(-0.418056, -0.587679),
|
||||
vec2(-0.549156, -0.415877),
|
||||
vec2(-0.238080, -0.611761),
|
||||
vec2(-0.267004, -0.459702),
|
||||
vec2(-0.100006, -0.229116),
|
||||
vec2(-0.101928, -0.380382),
|
||||
vec2(-0.681467, -0.700773),
|
||||
vec2(-0.763488, -0.543386),
|
||||
vec2(-0.549030, -0.750749),
|
||||
vec2(-0.809045, -0.408738),
|
||||
vec2(-0.388134, -0.773448),
|
||||
vec2(-0.429392, -0.894892),
|
||||
vec2(-0.131597, 0.065058),
|
||||
vec2(-0.275002, 0.102922),
|
||||
vec2(-0.106117, -0.068327),
|
||||
vec2(-0.294586, -0.891515),
|
||||
vec2(-0.629418, 0.379387),
|
||||
vec2(-0.407257, 0.339748),
|
||||
vec2(0.071650, -0.384284),
|
||||
vec2(0.022018, -0.263793),
|
||||
vec2(0.003879, -0.136073),
|
||||
vec2(-0.137533, -0.767844),
|
||||
vec2(-0.050874, -0.906068),
|
||||
vec2(0.114133, -0.070053),
|
||||
vec2(0.163314, -0.217231),
|
||||
vec2(-0.100262, -0.587992),
|
||||
vec2(-0.004942, 0.125368),
|
||||
vec2(0.035302, -0.619310),
|
||||
vec2(0.195646, -0.459022),
|
||||
vec2(0.303969, -0.346362),
|
||||
vec2(-0.678118, 0.685099),
|
||||
vec2(-0.628418, 0.507978),
|
||||
vec2(-0.508473, 0.458753),
|
||||
vec2(0.032134, -0.782030),
|
||||
vec2(0.122595, 0.280353),
|
||||
vec2(-0.043643, 0.312119),
|
||||
vec2(0.132993, 0.085170),
|
||||
vec2(-0.192106, 0.285848),
|
||||
vec2(0.183621, -0.713242),
|
||||
vec2(0.265220, -0.596716),
|
||||
vec2(-0.009628, -0.483058),
|
||||
vec2(-0.018516, 0.435703)
|
||||
);
|
||||
|
||||
vec2 SamplePoisson(int index)
|
||||
{
|
||||
return PoissonDistribution[index % 64];
|
||||
}
|
||||
|
||||
float FindBlockerDistance_DirectionalLight(sampler2D shadowMap, vec3 shadowCoords, float uvLightSize)
|
||||
{
|
||||
float bias = GetShadowBias();
|
||||
|
||||
int numBlockerSearchSamples = 64;
|
||||
int blockers = 0;
|
||||
float avgBlockerDistance = 0;
|
||||
|
||||
float zEye = -(u_LightView * vec4(vs_Input.WorldPosition, 1.0)).z;
|
||||
vec2 searchWidth = searchRegionRadiusUV(zEye);
|
||||
for (int i = 0; i < numBlockerSearchSamples; i++)
|
||||
{
|
||||
float z = texture(shadowMap, shadowCoords.xy + SamplePoisson(i) * searchWidth).r;
|
||||
if (z < (shadowCoords.z - bias))
|
||||
{
|
||||
blockers++;
|
||||
avgBlockerDistance += z;
|
||||
}
|
||||
}
|
||||
|
||||
if (blockers > 0)
|
||||
return avgBlockerDistance / float(blockers);
|
||||
|
||||
return -1;
|
||||
}
|
||||
|
||||
float PenumbraWidth(sampler2D shadowMap, vec3 shadowCoords, float uvLightSize)
|
||||
{
|
||||
float blockerDistance = FindBlockerDistance_DirectionalLight(shadowMap, shadowCoords, uvLightSize);
|
||||
if (blockerDistance == -1)
|
||||
return -1;
|
||||
|
||||
return (shadowCoords.z - blockerDistance) / blockerDistance;
|
||||
}
|
||||
|
||||
float PCF_DirectionalLight(sampler2D shadowMap, vec3 shadowCoords, float uvRadius)
|
||||
{
|
||||
float bias = GetShadowBias();
|
||||
int numPCFSamples = 64;
|
||||
float sum = 0;
|
||||
for (int i = 0; i < numPCFSamples; i++)
|
||||
{
|
||||
float z = texture(shadowMap, shadowCoords.xy + SamplePoisson(i) * uvRadius).r;
|
||||
sum += (z < (shadowCoords.z - bias)) ? 1 : 0;
|
||||
}
|
||||
return sum / numPCFSamples;
|
||||
}
|
||||
|
||||
float PCSS_DirectionalLight(sampler2D shadowMap, vec3 shadowCoords, float uvLightSize)
|
||||
{
|
||||
float blockerDistance = FindBlockerDistance_DirectionalLight(shadowMap, shadowCoords, uvLightSize);
|
||||
if (blockerDistance == -1)
|
||||
return 1;
|
||||
|
||||
float penumbraWidth = (shadowCoords.z - blockerDistance) / blockerDistance;
|
||||
|
||||
float NEAR = 0.01; // Should this value be tweakable?
|
||||
float uvRadius = penumbraWidth * uvLightSize * NEAR / shadowCoords.z;
|
||||
return 1.0 - PCF_DirectionalLight(shadowMap, shadowCoords, uvRadius) * ShadowFade;
|
||||
}
|
||||
|
||||
/////////////////////////////////////////////
|
||||
|
||||
void main()
|
||||
{
|
||||
// Standard PBR inputs
|
||||
m_Params.Albedo = u_AlbedoTexToggle > 0.5 ? texture(u_AlbedoTexture, vs_Input.TexCoord).rgb : u_AlbedoColor;
|
||||
m_Params.Albedo = u_AlbedoTexToggle > 0.5 ? texture(u_AlbedoTexture, vs_Input.TexCoord).rgb : u_AlbedoColor;
|
||||
m_Params.Metalness = u_MetalnessTexToggle > 0.5 ? texture(u_MetalnessTexture, vs_Input.TexCoord).r : u_Metalness;
|
||||
m_Params.Roughness = u_RoughnessTexToggle > 0.5 ? texture(u_RoughnessTexture, vs_Input.TexCoord).r : u_Roughness;
|
||||
m_Params.Roughness = max(m_Params.Roughness, 0.05); // Minimum roughness of 0.05 to keep specular highlight
|
||||
m_Params.Roughness = max(m_Params.Roughness, 0.05); // Minimum roughness of 0.05 to keep specular highlight
|
||||
|
||||
// Normals (either from vertex or map)
|
||||
m_Params.Normal = normalize(vs_Input.Normal);
|
||||
@ -307,16 +517,109 @@ void main()
|
||||
|
||||
m_Params.View = normalize(u_CameraPosition - vs_Input.WorldPosition);
|
||||
m_Params.NdotV = max(dot(m_Params.Normal, m_Params.View), 0.0);
|
||||
|
||||
|
||||
// Specular reflection vector
|
||||
vec3 Lr = 2.0 * m_Params.NdotV * m_Params.Normal - m_Params.View;
|
||||
|
||||
// Fresnel reflectance, metals use albedo
|
||||
vec3 F0 = mix(Fdielectric, m_Params.Albedo, m_Params.Metalness);
|
||||
|
||||
vec3 lightContribution = Lighting(F0);
|
||||
vec3 iblContribution = IBL(F0, Lr);
|
||||
const uint SHADOW_MAP_CASCADE_COUNT = 4;
|
||||
for(uint i = 0; i < SHADOW_MAP_CASCADE_COUNT - 1; i++)
|
||||
{
|
||||
if(vs_Input.ViewPosition.z < u_CascadeSplits[i])
|
||||
CascadeIndex = i + 1;
|
||||
}
|
||||
|
||||
float shadowDistance = u_MaxShadowDistance;//u_CascadeSplits[3];
|
||||
float transitionDistance = u_ShadowFade;
|
||||
float distance = length(vs_Input.ViewPosition);
|
||||
ShadowFade = distance - (shadowDistance - transitionDistance);
|
||||
ShadowFade /= transitionDistance;
|
||||
ShadowFade = clamp(1.0 - ShadowFade, 0.0, 1.0);
|
||||
|
||||
bool fadeCascades = u_CascadeFading;
|
||||
float shadowAmount = 1.0;
|
||||
if (fadeCascades)
|
||||
{
|
||||
float cascadeTransitionFade = u_CascadeTransitionFade;
|
||||
|
||||
float c0 = smoothstep(u_CascadeSplits[0] + cascadeTransitionFade * 0.5f, u_CascadeSplits[0] - cascadeTransitionFade * 0.5f, vs_Input.ViewPosition.z);
|
||||
float c1 = smoothstep(u_CascadeSplits[1] + cascadeTransitionFade * 0.5f, u_CascadeSplits[1] - cascadeTransitionFade * 0.5f, vs_Input.ViewPosition.z);
|
||||
float c2 = smoothstep(u_CascadeSplits[2] + cascadeTransitionFade * 0.5f, u_CascadeSplits[2] - cascadeTransitionFade * 0.5f, vs_Input.ViewPosition.z);
|
||||
if (c0 > 0.0 && c0 < 1.0)
|
||||
{
|
||||
// Sample 0 & 1
|
||||
vec3 shadowMapCoords = (vs_Input.ShadowMapCoords[0].xyz / vs_Input.ShadowMapCoords[0].w);
|
||||
float shadowAmount0 = u_SoftShadows ? PCSS_DirectionalLight(u_ShadowMapTexture[0], shadowMapCoords, u_LightSize) : HardShadows_DirectionalLight(u_ShadowMapTexture[0], shadowMapCoords);
|
||||
shadowMapCoords = (vs_Input.ShadowMapCoords[1].xyz / vs_Input.ShadowMapCoords[1].w);
|
||||
float shadowAmount1 = u_SoftShadows ? PCSS_DirectionalLight(u_ShadowMapTexture[1], shadowMapCoords, u_LightSize) : HardShadows_DirectionalLight(u_ShadowMapTexture[1], shadowMapCoords);
|
||||
|
||||
shadowAmount = mix(shadowAmount0, shadowAmount1, c0);
|
||||
}
|
||||
else if (c1 > 0.0 && c1 < 1.0)
|
||||
{
|
||||
// Sample 1 & 2
|
||||
vec3 shadowMapCoords = (vs_Input.ShadowMapCoords[1].xyz / vs_Input.ShadowMapCoords[1].w);
|
||||
float shadowAmount1 = u_SoftShadows ? PCSS_DirectionalLight(u_ShadowMapTexture[1], shadowMapCoords, u_LightSize) : HardShadows_DirectionalLight(u_ShadowMapTexture[1], shadowMapCoords);
|
||||
shadowMapCoords = (vs_Input.ShadowMapCoords[2].xyz / vs_Input.ShadowMapCoords[2].w);
|
||||
float shadowAmount2 = u_SoftShadows ? PCSS_DirectionalLight(u_ShadowMapTexture[2], shadowMapCoords, u_LightSize) : HardShadows_DirectionalLight(u_ShadowMapTexture[2], shadowMapCoords);
|
||||
|
||||
shadowAmount = mix(shadowAmount1, shadowAmount2, c1);
|
||||
}
|
||||
else if (c2 > 0.0 && c2 < 1.0)
|
||||
{
|
||||
// Sample 2 & 3
|
||||
vec3 shadowMapCoords = (vs_Input.ShadowMapCoords[2].xyz / vs_Input.ShadowMapCoords[2].w);
|
||||
float shadowAmount2 = u_SoftShadows ? PCSS_DirectionalLight(u_ShadowMapTexture[2], shadowMapCoords, u_LightSize) : HardShadows_DirectionalLight(u_ShadowMapTexture[2], shadowMapCoords);
|
||||
shadowMapCoords = (vs_Input.ShadowMapCoords[3].xyz / vs_Input.ShadowMapCoords[3].w);
|
||||
float shadowAmount3 = u_SoftShadows ? PCSS_DirectionalLight(u_ShadowMapTexture[3], shadowMapCoords, u_LightSize) : HardShadows_DirectionalLight(u_ShadowMapTexture[3], shadowMapCoords);
|
||||
|
||||
shadowAmount = mix(shadowAmount2, shadowAmount3, c2);
|
||||
}
|
||||
else
|
||||
{
|
||||
vec3 shadowMapCoords = (vs_Input.ShadowMapCoords[CascadeIndex].xyz / vs_Input.ShadowMapCoords[CascadeIndex].w);
|
||||
shadowAmount = u_SoftShadows ? PCSS_DirectionalLight(u_ShadowMapTexture[CascadeIndex], shadowMapCoords, u_LightSize) : HardShadows_DirectionalLight(u_ShadowMapTexture[CascadeIndex], shadowMapCoords);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
vec3 shadowMapCoords = (vs_Input.ShadowMapCoords[CascadeIndex].xyz / vs_Input.ShadowMapCoords[CascadeIndex].w);
|
||||
shadowAmount = u_SoftShadows ? PCSS_DirectionalLight(u_ShadowMapTexture[CascadeIndex], shadowMapCoords, u_LightSize) : HardShadows_DirectionalLight(u_ShadowMapTexture[CascadeIndex], shadowMapCoords);
|
||||
}
|
||||
|
||||
float NdotL = dot(m_Params.Normal, u_DirectionalLights.Direction);
|
||||
NdotL = smoothstep(0.0, 0.4, NdotL + 0.2);
|
||||
shadowAmount *= (NdotL * 1.0);
|
||||
|
||||
vec3 iblContribution = IBL(F0, Lr) * u_IBLContribution;
|
||||
vec3 lightContribution = u_DirectionalLights.Multiplier > 0.0f ? (Lighting(F0) * shadowAmount) : vec3(0.0f);
|
||||
|
||||
color = vec4(lightContribution + iblContribution, 1.0);
|
||||
// color = vec4(iblContribution, 1.0);
|
||||
|
||||
// Bloom
|
||||
float brightness = dot(color.rgb, vec3(0.2126, 0.7152, 0.0722));
|
||||
o_BloomColor = vec4(0.0, 0.0, 0.0, 1.0);
|
||||
if (brightness > u_BloomThreshold)
|
||||
o_BloomColor = color;
|
||||
|
||||
if (u_ShowCascades)
|
||||
{
|
||||
switch(CascadeIndex)
|
||||
{
|
||||
case 0:
|
||||
color.rgb *= vec3(1.0f, 0.25f, 0.25f);
|
||||
break;
|
||||
case 1:
|
||||
color.rgb *= vec3(0.25f, 1.0f, 0.25f);
|
||||
break;
|
||||
case 2:
|
||||
color.rgb *= vec3(0.25f, 0.25f, 1.0f);
|
||||
break;
|
||||
case 3:
|
||||
color.rgb *= vec3(1.0f, 1.0f, 0.25f);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@ -17,20 +17,34 @@ void main()
|
||||
#version 430
|
||||
|
||||
layout(location = 0) out vec4 o_Color;
|
||||
layout(location = 1) out vec4 o_BloomTexture;
|
||||
|
||||
in vec2 v_TexCoord;
|
||||
|
||||
uniform sampler2DMS u_Texture;
|
||||
|
||||
uniform float u_Exposure;
|
||||
uniform int u_TextureSamples;
|
||||
|
||||
vec4 MultiSampleTexture(sampler2DMS tex, ivec2 texCoord, int samples)
|
||||
uniform bool u_EnableBloom;
|
||||
uniform float u_BloomThreshold;
|
||||
|
||||
const float uFar = 1.0;
|
||||
|
||||
vec4 SampleTexture(sampler2D tex, vec2 texCoord)
|
||||
{
|
||||
return texture(tex, texCoord);
|
||||
}
|
||||
|
||||
vec4 MultiSampleTexture(sampler2DMS tex, vec2 tc)
|
||||
{
|
||||
ivec2 texSize = textureSize(tex);
|
||||
ivec2 texCoord = ivec2(tc * texSize);
|
||||
vec4 result = vec4(0.0);
|
||||
for (int i = 0; i < samples; i++)
|
||||
for (int i = 0; i < u_TextureSamples; i++)
|
||||
result += texelFetch(tex, texCoord, i);
|
||||
|
||||
result /= float(samples);
|
||||
result /= float(u_TextureSamples);
|
||||
return result;
|
||||
}
|
||||
|
||||
@ -39,10 +53,18 @@ void main()
|
||||
const float gamma = 2.2;
|
||||
const float pureWhite = 1.0;
|
||||
|
||||
ivec2 texSize = textureSize(u_Texture);
|
||||
ivec2 texCoord = ivec2(v_TexCoord * texSize);
|
||||
vec4 msColor = MultiSampleTexture(u_Texture, texCoord, u_TextureSamples);
|
||||
vec3 color = msColor.rgb * u_Exposure;//texture(u_Texture, v_TexCoord).rgb * u_Exposure;
|
||||
// Tonemapping
|
||||
vec4 msColor = MultiSampleTexture(u_Texture, v_TexCoord);
|
||||
|
||||
vec3 color = msColor.rgb;
|
||||
|
||||
if (u_EnableBloom)
|
||||
{
|
||||
vec3 bloomColor = MultiSampleTexture(u_Texture, v_TexCoord).rgb;
|
||||
color += bloomColor;
|
||||
}
|
||||
|
||||
color *= u_Exposure;
|
||||
|
||||
// Reinhard tonemapping operator.
|
||||
// see: "Photographic Tone Reproduction for Digital Images", eq. 4
|
||||
@ -54,4 +76,8 @@ void main()
|
||||
|
||||
// Gamma correction.
|
||||
o_Color = vec4(pow(mappedColor, vec3(1.0 / gamma)), 1.0);
|
||||
}
|
||||
|
||||
// Show over-exposed areas
|
||||
// if (o_Color.r > 1.0 || o_Color.g > 1.0 || o_Color.b > 1.0)
|
||||
// o_Color.rgb *= vec3(1.0, 0.25, 0.25);
|
||||
}
|
||||
|
||||
23
Editor/assets/shaders/ShadowMap.glsl
Normal file
23
Editor/assets/shaders/ShadowMap.glsl
Normal file
@ -0,0 +1,23 @@
|
||||
// Shadow Map shader
|
||||
|
||||
#type vertex
|
||||
#version 430
|
||||
|
||||
layout(location = 0) in vec3 a_Position;
|
||||
|
||||
uniform mat4 u_ViewProjection;
|
||||
uniform mat4 u_Transform;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = u_ViewProjection * u_Transform * vec4(a_Position, 1.0);
|
||||
}
|
||||
|
||||
#type fragment
|
||||
#version 430
|
||||
|
||||
layout(location = 0) out vec4 o_Color;
|
||||
|
||||
void main()
|
||||
{
|
||||
}
|
||||
35
Editor/assets/shaders/ShadowMap_Anim.glsl
Normal file
35
Editor/assets/shaders/ShadowMap_Anim.glsl
Normal file
@ -0,0 +1,35 @@
|
||||
// Shadow Map shader
|
||||
|
||||
#type vertex
|
||||
#version 430
|
||||
|
||||
layout(location = 0) in vec3 a_Position;
|
||||
|
||||
layout(location = 5) in ivec4 a_BoneIndices;
|
||||
layout(location = 6) in vec4 a_BoneWeights;
|
||||
|
||||
uniform mat4 u_ViewProjection;
|
||||
uniform mat4 u_Transform;
|
||||
|
||||
const int MAX_BONES = 100;
|
||||
uniform mat4 u_BoneTransforms[100];
|
||||
|
||||
void main()
|
||||
{
|
||||
mat4 boneTransform = u_BoneTransforms[a_BoneIndices[0]] * a_BoneWeights[0];
|
||||
boneTransform += u_BoneTransforms[a_BoneIndices[1]] * a_BoneWeights[1];
|
||||
boneTransform += u_BoneTransforms[a_BoneIndices[2]] * a_BoneWeights[2];
|
||||
boneTransform += u_BoneTransforms[a_BoneIndices[3]] * a_BoneWeights[3];
|
||||
|
||||
vec4 localPosition = boneTransform * vec4(a_Position, 1.0);
|
||||
gl_Position = u_ViewProjection * u_Transform * localPosition;
|
||||
}
|
||||
|
||||
#type fragment
|
||||
#version 430
|
||||
|
||||
layout(location = 0) out vec4 o_Color;
|
||||
|
||||
void main()
|
||||
{
|
||||
}
|
||||
@ -24,10 +24,13 @@ layout(location = 0) out vec4 finalColor;
|
||||
|
||||
uniform samplerCube u_Texture;
|
||||
uniform float u_TextureLod;
|
||||
uniform float u_SkyIntensity;
|
||||
|
||||
in vec3 v_Position;
|
||||
|
||||
void main()
|
||||
{
|
||||
finalColor = textureLod(u_Texture, v_Position, u_TextureLod);
|
||||
vec3 color = textureLod(u_Texture, v_Position, u_TextureLod).rgb * u_SkyIntensity;
|
||||
finalColor = vec4(color, 1.0);
|
||||
|
||||
}
|
||||
Reference in New Issue
Block a user