add infiniteGrid, rewrote the shadow , now the shadow is a simple hardware shadow

This commit is contained in:
2026-03-01 17:03:40 +08:00
parent 56da5ebef7
commit a0086020c1
12 changed files with 923 additions and 1319 deletions

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@ -1,45 +0,0 @@
// Grid Shader
#type vertex
#version 430
layout(location = 0) in vec3 a_Position;
layout(location = 1) in vec2 a_TexCoord;
uniform mat4 u_ViewProjection;
uniform mat4 u_Transform;
out vec2 v_TexCoord;
void main()
{
vec4 position = u_ViewProjection * u_Transform * vec4(a_Position, 1.0);
gl_Position = position;
v_TexCoord = a_TexCoord;
}
#type fragment
#version 430
layout(location = 0) out vec4 color;
uniform float u_Scale;
uniform float u_Res;
in vec2 v_TexCoord;
float grid(vec2 st, float res)
{
vec2 grid = fract(st);
return step(res, grid.x) * step(res, grid.y);
}
void main()
{
float scale = u_Scale;
float resolution = u_Res;
float x = grid(v_TexCoord * scale, resolution);
color = vec4(vec3(0.2), 0.5) * (1.0 - x);
}

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@ -0,0 +1,226 @@
// Infinite Grid Shader
// Based on "The Best Darn Grid Shader (Yet)" by Ben Golus
#type vertex
#version 450 core
layout(location = 0) in vec3 a_Position;
// camera
uniform mat4 u_View;
uniform mat4 u_Projection;
uniform vec3 u_CameraPosition;
out CameraData{
mat4 View;
mat4 Projection;
vec3 CameraPosition;
}CameraOutput;
out vec3 v_NearPoint;
out vec3 v_FarPoint;
vec3 unprojectPoint(float x, float y, float z) {
mat4 viewInv = inverse(u_View);
mat4 projInv = inverse(u_Projection);
vec4 unprojectedPoint = viewInv * projInv * vec4(x, y, z, 1.0);
return unprojectedPoint.xyz / unprojectedPoint.w;
}
void main() {
v_NearPoint = unprojectPoint(a_Position.x, a_Position.y, 0.0);
v_FarPoint = unprojectPoint(a_Position.x, a_Position.y, 1.0);
CameraOutput.View = u_View;
CameraOutput.Projection = u_Projection;
CameraOutput.CameraPosition = u_CameraPosition;
gl_Position = vec4(a_Position, 1.0);
}
#type fragment
#version 450 core
layout(location = 0) out vec4 o_Color;
in vec3 v_NearPoint;
in vec3 v_FarPoint;
in CameraData{
mat4 View;
mat4 Projection;
vec3 CameraPosition;
}CameraInput;
// Grid plane: 0 = XZ (Y up), 1 = XY (Z forward), 2 = YZ (X right)
uniform int u_GridPlane = 0;
uniform float u_GridScale = 1.0;
uniform vec4 u_GridColorThin = vec4(0.5, 0.5, 0.5, 0.4);
uniform vec4 u_GridColorThick = vec4(0.5, 0.5, 0.5, 0.6);
uniform vec4 u_AxisColorX = vec4(0.9, 0.2, 0.2, 1.0);
uniform vec4 u_AxisColorZ = vec4(0.2, 0.2, 0.9, 1.0);
uniform float u_FadeDistance = 500.0;
float computeDepth(vec3 pos) {
vec4 clipSpacePos = CameraInput.Projection * CameraInput.View * vec4(pos, 1.0);
return clipSpacePos.z / clipSpacePos.w;
}
// Get the plane normal based on grid plane type
vec3 getPlaneNormal() {
if (u_GridPlane == 1) return vec3(0.0, 0.0, 1.0); // XY plane, Z normal
if (u_GridPlane == 2) return vec3(1.0, 0.0, 0.0); // YZ plane, X normal
return vec3(0.0, 1.0, 0.0); // XZ plane, Y normal (default)
}
// Get 2D coordinates on the plane
vec2 getPlaneCoords(vec3 pos) {
if (u_GridPlane == 1) return pos.xy; // XY plane
if (u_GridPlane == 2) return pos.yz; // YZ plane
return pos.xz; // XZ plane (default)
}
// Get the component perpendicular to the plane (for axis drawing)
vec2 getAxisCoords(vec3 pos) {
// Returns the two coordinates used for drawing axis lines
// First component -> first axis color, Second component -> second axis color
if (u_GridPlane == 1) return vec2(pos.x, pos.y); // XY: X-axis and Y-axis
if (u_GridPlane == 2) return vec2(pos.y, pos.z); // YZ: Y-axis and Z-axis
return vec2(pos.x, pos.z); // XZ: X-axis and Z-axis
}
// Calculate t for ray-plane intersection
float rayPlaneIntersection(vec3 nearPoint, vec3 farPoint) {
vec3 rayDir = farPoint - nearPoint;
if (u_GridPlane == 1) {
// XY plane (z = 0)
if (abs(rayDir.z) < 0.0001) return -1.0;
return -nearPoint.z / rayDir.z;
}
if (u_GridPlane == 2) {
// YZ plane (x = 0)
if (abs(rayDir.x) < 0.0001) return -1.0;
return -nearPoint.x / rayDir.x;
}
// XZ plane (y = 0) - default
if (abs(rayDir.y) < 0.0001) return -1.0;
return -nearPoint.y / rayDir.y;
}
// Get view angle component for normal fade
float getViewAngleComponent(vec3 viewDir) {
if (u_GridPlane == 1) return abs(viewDir.z); // XY plane
if (u_GridPlane == 2) return abs(viewDir.x); // YZ plane
return abs(viewDir.y); // XZ plane
}
// Pristine grid - single pixel line with proper AA
float pristineGridLine(vec2 uv) {
vec2 dudv = fwidth(uv);
vec2 uvMod = fract(uv);
vec2 uvDist = min(uvMod, 1.0 - uvMod);
vec2 distInPixels = uvDist / dudv;
vec2 lineAlpha = 1.0 - smoothstep(0.0, 1.0, distInPixels);
float alpha = max(lineAlpha.x, lineAlpha.y);
float density = max(dudv.x, dudv.y);
float densityFade = 1.0 - smoothstep(0.5, 1.0, density);
return alpha * densityFade;
}
// Axis line - single pixel wide
float axisLineAA(float coord, float dudv) {
float distInPixels = abs(coord) / dudv;
return 1.0 - smoothstep(0.0, 1.5, distInPixels);
}
void main() {
float t = rayPlaneIntersection(v_NearPoint, v_FarPoint);
if (t < 0.0) {
discard;
}
vec3 fragPos3D = v_NearPoint + t * (v_FarPoint - v_NearPoint);
float depth = computeDepth(fragPos3D);
if (depth > 1.0 || depth < -1.0) {
discard;
}
vec2 worldPos = getPlaneCoords(fragPos3D);
// === Fading ===
// Radial fade
float dist = length(fragPos3D - CameraInput.CameraPosition);
float radialFade = 1.0 - smoothstep(u_FadeDistance * 0.3, u_FadeDistance, dist);
// Normal fade (view angle)
vec3 viewDir = normalize(fragPos3D - CameraInput.CameraPosition);
float viewAngle = getViewAngleComponent(viewDir);
float normalFade = smoothstep(0.0, 0.15, viewAngle);
float fadeFactor = radialFade * normalFade;
if (fadeFactor < 0.001) {
discard;
}
// === Grid calculation ===
vec2 gridCoord1 = worldPos / u_GridScale;
vec2 gridCoord10 = worldPos / (u_GridScale * 10.0);
float grid1 = pristineGridLine(gridCoord1);
float grid10 = pristineGridLine(gridCoord10);
// LOD blend
vec2 deriv1 = fwidth(gridCoord1);
float lodFactor = smoothstep(0.3, 0.6, max(deriv1.x, deriv1.y));
// Combine grids
float gridIntensity = mix(max(grid1, grid10 * 0.7), grid10, lodFactor);
// Grid color
vec3 gridColor = mix(u_GridColorThin.rgb, u_GridColorThick.rgb, lodFactor);
float baseAlpha = mix(u_GridColorThin.a, u_GridColorThick.a, lodFactor);
float gridAlpha = baseAlpha * gridIntensity * fadeFactor;
// === Axis lines ===
vec2 axisCoords = getAxisCoords(fragPos3D);
vec2 worldDeriv = fwidth(worldPos);
// First axis (uses AxisColorX - typically red)
float axis1Alpha = axisLineAA(axisCoords.y, worldDeriv.y) * fadeFactor;
// Second axis (uses AxisColorZ - typically blue)
float axis2Alpha = axisLineAA(axisCoords.x, worldDeriv.x) * fadeFactor;
// === Final composition ===
vec3 finalColor = gridColor;
float finalAlpha = gridAlpha;
// Blend axis colors
if (axis2Alpha > 0.001) {
float blend = axis2Alpha * u_AxisColorZ.a;
finalColor = mix(finalColor, u_AxisColorZ.rgb, blend);
finalAlpha = max(finalAlpha, blend);
}
if (axis1Alpha > 0.001) {
float blend = axis1Alpha * u_AxisColorX.a;
finalColor = mix(finalColor, u_AxisColorX.rgb, blend);
finalAlpha = max(finalAlpha, blend);
}
if (finalAlpha < 0.001) {
discard;
}
gl_FragDepth = depth * 0.5 + 0.5;
o_Color = vec4(finalColor, finalAlpha);
}

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@ -1,5 +1,5 @@
// -----------------------------
// -- Hazel Engine PBR shader --
// -- Based on Hazel 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.
@ -21,53 +21,48 @@ layout(location = 4) in vec2 a_TexCoord;
layout(location = 5) in ivec4 a_BoneIndices;
layout(location = 6) in vec4 a_BoneWeights;
const int MAX_BONES = 100;
uniform mat4 u_BoneTransforms[100];
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;
const int MAX_BONES = 100;
uniform mat4 u_BoneTransforms[100];
uniform mat4 u_LightSpaceMatrix;
out VertexOutput
{
vec3 WorldPosition;
vec3 Normal;
vec2 TexCoord;
mat3 WorldNormals;
mat3 WorldTransform;
vec3 Binormal;
vec4 ShadowMapCoords[4];
vec3 ViewPosition;
vec3 WorldPosition;
vec3 Normal;
vec2 TexCoord;
mat3 WorldNormals;
mat3 WorldTransform;
vec3 Binormal;
vec3 ViewPosition;
vec4 FragPosLightSpace;
} vs_Output;
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];
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);
vec4 localPosition = boneTransform * vec4(a_Position, 1.0);
vs_Output.WorldPosition = vec3(u_Transform * boneTransform * vec4(a_Position, 1.0));
vs_Output.Normal = mat3(u_Transform) * mat3(boneTransform) * 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.WorldPosition = vec3(u_Transform * boneTransform * vec4(a_Position, 1.0));
vs_Output.Normal = mat3(u_Transform) * mat3(boneTransform) * 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));
vs_Output.FragPosLightSpace = u_LightSpaceMatrix * u_Transform * vec4(a_Position, 1.0);
gl_Position = u_ViewProjectionMatrix * u_Transform * localPosition;
vs_Output.ViewPosition = vec3(u_ViewMatrix * vec4(vs_Output.WorldPosition, 1.0));
gl_Position = u_ViewProjectionMatrix * u_Transform * vec4(a_Position, 1.0);
}
#type fragment
@ -77,27 +72,25 @@ const float PI = 3.141592;
const float Epsilon = 0.00001;
const int LightCount = 1;
// Constant normal incidence Fresnel factor for all dielectrics.
const vec3 Fdielectric = vec3(0.04);
struct DirectionalLight
{
vec3 Direction;
vec3 Radiance;
float Multiplier;
vec3 Direction;
vec3 Radiance;
float Multiplier;
};
in VertexOutput
{
vec3 WorldPosition;
vec3 Normal;
vec2 TexCoord;
mat3 WorldNormals;
mat3 WorldTransform;
vec3 Binormal;
vec4 ShadowMapCoords[4];
vec3 ViewPosition;
vec3 WorldPosition;
vec3 Normal;
vec2 TexCoord;
mat3 WorldNormals;
mat3 WorldTransform;
vec3 Binormal;
vec3 ViewPosition;
vec4 FragPosLightSpace;
} vs_Input;
layout(location = 0) out vec4 color;
@ -106,533 +99,248 @@ layout(location = 1) out vec4 o_BloomColor;
uniform DirectionalLight u_DirectionalLights;
uniform vec3 u_CameraPosition;
// PBR texture inputs
// PBR
uniform sampler2D u_AlbedoTexture;
uniform sampler2D u_NormalTexture;
uniform sampler2D u_MetalnessTexture;
uniform sampler2D u_RoughnessTexture;
// Environment maps
// environment
uniform samplerCube u_EnvRadianceTex;
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 float u_EnvMapRotation;
////////////////////////////////////////
uniform vec3 u_AlbedoColor;
// baseColor
uniform vec3 u_AlbedoColor;
uniform float u_Metalness;
uniform float u_Roughness;
uniform float u_EnvMapRotation;
// Toggles
// textureToggle
uniform float u_AlbedoTexToggle;
uniform float u_NormalTexToggle;
uniform float u_MetalnessTexToggle;
uniform float u_RoughnessTexToggle;
// shadow
uniform sampler2D u_ShadowMap;
uniform float u_ShadowBias;
uniform float u_ShadowSoftness;
uniform float u_ShadowIntensity;
uniform int u_ShadowEnabled;
struct PBRParameters
{
vec3 Albedo;
float Roughness;
float Metalness;
vec3 Normal;
vec3 View;
float NdotV;
vec3 Albedo;
float Roughness;
float Metalness;
vec3 Normal;
vec3 View;
float NdotV;
};
PBRParameters m_Params;
// GGX/Towbridge-Reitz normal distribution function.
// Uses Disney's reparametrization of alpha = roughness^2
// ---------- PBR param func ----------
float ndfGGX(float cosLh, float roughness)
{
float alpha = roughness * roughness;
float alphaSq = alpha * alpha;
float denom = (cosLh * cosLh) * (alphaSq - 1.0) + 1.0;
return alphaSq / (PI * denom * denom);
}
// Single term for separable Schlick-GGX below.
float gaSchlickG1(float cosTheta, float k)
{
return cosTheta / (cosTheta * (1.0 - k) + k);
}
// Schlick-GGX approximation of geometric attenuation function using Smith's method.
float gaSchlickGGX(float cosLi, float NdotV, float roughness)
{
float r = roughness + 1.0;
float k = (r * r) / 8.0; // Epic suggests using this roughness remapping for analytic lights.
return gaSchlickG1(cosLi, k) * gaSchlickG1(NdotV, k);
float alpha = roughness * roughness;
float alphaSq = alpha * alpha;
float denom = (cosLh * cosLh) * (alphaSq - 1.0) + 1.0;
return alphaSq / (PI * denom * denom);
}
float GeometrySchlickGGX(float NdotV, float roughness)
{
float r = (roughness + 1.0);
float k = (r*r) / 8.0;
float nom = NdotV;
float denom = NdotV * (1.0 - k) + k;
return nom / denom;
float r = (roughness + 1.0);
float k = (r * r) / 8.0;
float nom = NdotV;
float denom = NdotV * (1.0 - k) + k;
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);
return ggx1 * ggx2;
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;
}
// Shlick's approximation of the Fresnel factor.
vec3 fresnelSchlick(vec3 F0, float cosTheta)
{
return F0 + (1.0 - F0) * pow(1.0 - cosTheta, 5.0);
return F0 + (1.0 - F0) * pow(1.0 - cosTheta, 5.0);
}
vec3 fresnelSchlickRoughness(vec3 F0, float cosTheta, float roughness)
{
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)
{
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));
}
vec3 ImportanceSampleGGX(vec2 Xi, float Roughness, vec3 N)
{
float a = Roughness * Roughness;
float Phi = 2 * PI * Xi.x;
float CosTheta = sqrt( (1 - Xi.y) / ( 1 + (a*a - 1) * Xi.y ) );
float SinTheta = sqrt( 1 - CosTheta * CosTheta );
vec3 H;
H.x = SinTheta * cos( Phi );
H.y = SinTheta * sin( Phi );
H.z = CosTheta;
vec3 UpVector = abs(N.z) < 0.999 ? vec3(0,0,1) : vec3(1,0,0);
vec3 TangentX = normalize( cross( UpVector, N ) );
vec3 TangentY = cross( N, TangentX );
// Tangent to world space
return TangentX * H.x + TangentY * H.y + N * H.z;
}
float TotalWeight = 0.0;
vec3 PrefilterEnvMap(float Roughness, vec3 R)
{
vec3 N = R;
vec3 V = R;
vec3 PrefilteredColor = vec3(0.0);
int NumSamples = 1024;
for(int i = 0; i < NumSamples; i++)
{
vec2 Xi = Hammersley(i, NumSamples);
vec3 H = ImportanceSampleGGX(Xi, Roughness, N);
vec3 L = 2 * dot(V, H) * H - V;
float NoL = clamp(dot(N, L), 0.0, 1.0);
if (NoL > 0)
{
PrefilteredColor += texture(u_EnvRadianceTex, L).rgb * NoL;
TotalWeight += NoL;
}
}
return PrefilteredColor / TotalWeight;
}
// ---------------------------------------------------------------------------------------------------
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;
return F0 + (max(vec3(1.0 - roughness), F0) - F0) * pow(1.0 - cosTheta, 5.0);
}
// ---------- direction light ----------
vec3 Lighting(vec3 F0)
{
vec3 result = vec3(0.0);
for(int i = 0; i < LightCount; i++)
{
vec3 Li = u_DirectionalLights.Direction;
vec3 Lradiance = u_DirectionalLights.Radiance * u_DirectionalLights.Multiplier;
vec3 Lh = normalize(Li + m_Params.View);
vec3 result = vec3(0.0);
for(int i = 0; i < LightCount; i++)
{
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.
float cosLi = max(0.0, dot(m_Params.Normal, Li));
float cosLh = max(0.0, dot(m_Params.Normal, Lh));
float cosLi = max(0.0, dot(m_Params.Normal, Li));
float cosLh = max(0.0, dot(m_Params.Normal, Lh));
vec3 F = fresnelSchlick(F0, max(0.0, dot(Lh, m_Params.View)));
float D = ndfGGX(cosLh, m_Params.Roughness);
float G = gaSchlickGGX(cosLi, m_Params.NdotV, m_Params.Roughness);
vec3 F = fresnelSchlick(F0, max(0.0, dot(Lh, m_Params.View)));
float D = ndfGGX(cosLh, m_Params.Roughness);
float G = GeometrySmith(m_Params.Normal, m_Params.View, Li, m_Params.Roughness);
vec3 kd = (1.0 - F) * (1.0 - m_Params.Metalness);
vec3 diffuseBRDF = kd * m_Params.Albedo;
vec3 kd = (1.0 - F) * (1.0 - m_Params.Metalness);
vec3 diffuseBRDF = kd * m_Params.Albedo;
// Cook-Torrance
vec3 specularBRDF = (F * D * G) / max(Epsilon, 4.0 * cosLi * m_Params.NdotV);
vec3 specularBRDF = (F * D * G) / max(Epsilon, 4.0 * cosLi * m_Params.NdotV);
result += (diffuseBRDF + specularBRDF) * Lradiance * cosLi;
}
return result;
result += (diffuseBRDF + specularBRDF) * Lradiance * cosLi;
}
return result;
}
// ---------- IBL ----------
vec3 RotateVectorAboutY(float angle, vec3 vec)
{
angle = radians(angle);
mat3 rotationMatrix = mat3(
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 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 kd = (1.0 - F) * (1.0 - m_Params.Metalness);
vec3 diffuseIBL = m_Params.Albedo * irradiance;
vec3 irradiance = texture(u_EnvIrradianceTex, m_Params.Normal).rgb;
vec3 F = fresnelSchlickRoughness(F0, m_Params.NdotV, m_Params.Roughness);
vec3 kd = (1.0 - F) * (1.0 - m_Params.Metalness);
vec3 diffuseIBL = m_Params.Albedo * irradiance;
int u_EnvRadianceTexLevels = textureQueryLevels(u_EnvRadianceTex);
float NoV = clamp(m_Params.NdotV, 0.0, 1.0);
vec3 R = 2.0 * dot(m_Params.View, m_Params.Normal) * m_Params.Normal - m_Params.View;
vec3 specularIrradiance = textureLod(u_EnvRadianceTex, RotateVectorAboutY(u_EnvMapRotation, Lr), (m_Params.Roughness) * u_EnvRadianceTexLevels).rgb;
int u_EnvRadianceTexLevels = textureQueryLevels(u_EnvRadianceTex);
vec3 specularIrradiance = textureLod(
u_EnvRadianceTex,
RotateVectorAboutY(u_EnvMapRotation, Lr),
m_Params.Roughness * u_EnvRadianceTexLevels
).rgb;
// Sample BRDF Lut, 1.0 - roughness for y-coord because texture was generated (in Sparky) for gloss model
vec2 specularBRDF = texture(u_BRDFLUTTexture, vec2(m_Params.NdotV, 1.0 - m_Params.Roughness)).rg;
vec3 specularIBL = specularIrradiance * (F * specularBRDF.x + specularBRDF.y);
vec2 specularBRDF = texture(u_BRDFLUTTexture, vec2(m_Params.NdotV, 1.0 - m_Params.Roughness)).rg;
vec3 specularIBL = specularIrradiance * (F * specularBRDF.x + specularBRDF.y);
return kd * diffuseIBL + specularIBL;
return kd * diffuseIBL + specularIBL;
}
/////////////////////////////////////////////
// PCSS
/////////////////////////////////////////////
// shadow
uint CascadeIndex = 0;
float ShadowFade = 1.0;
float GetShadowBias()
float calculateShadow(vec4 fragPosLightSpace, vec3 normal, vec3 lightDir)
{
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;
// Perspective divide
vec3 projCoords = fragPosLightSpace.xyz / fragPosLightSpace.w;
// Transform to [0,1] range
projCoords = projCoords * 0.5 + 0.5;
// If outside shadow map bounds, assume no shadow
if(projCoords.z > 1.0 || projCoords.x < 0.0 || projCoords.x > 1.0 || projCoords.y < 0.0 || projCoords.y > 1.0)
return 0.0;
// Get closest depth value from light's perspective
float closestDepth = texture(u_ShadowMap, projCoords.xy).r;
float currentDepth = projCoords.z;
// Calculate bias based on surface angle
float bias = max(u_ShadowBias * (1.0 - dot(normal, lightDir)), u_ShadowBias * 0.1);
// PCF (Percentage Closer Filtering) for soft shadows
float shadow = 0.0;
vec2 texelSize = 1.0 / textureSize(u_ShadowMap, 0);
int pcfRange = int(u_ShadowSoftness);
int sampleCount = 0;
for(int x = -pcfRange; x <= pcfRange; ++x)
{
for(int y = -pcfRange; y <= pcfRange; ++y)
{
float pcfDepth = texture(u_ShadowMap, projCoords.xy + vec2(x, y) * texelSize).r;
shadow += currentDepth - bias > pcfDepth ? 1.0 : 0.0;
sampleCount++;
}
}
shadow /= float(sampleCount);
return shadow;
}
float HardShadows_DirectionalLight(sampler2D shadowMap, vec3 shadowCoords)
float ComputeShadow(vec4 fragPosLightSpace, float NdotL)
{
float bias = GetShadowBias();
float z = texture(shadowMap, shadowCoords.xy).x;
return 1.0 - step(z + bias, shadowCoords.z) * ShadowFade;
if (u_ShadowEnabled == 0) return 1.0;
vec3 projCoords = fragPosLightSpace.xyz / fragPosLightSpace.w;
projCoords = projCoords * 0.5 + 0.5;
if (projCoords.x < 0.0 || projCoords.x > 1.0 ||
projCoords.y < 0.0 || projCoords.y > 1.0 ||
projCoords.z > 1.0) return 1.0;
float closestDepth = texture(u_ShadowMap, projCoords.xy).r;
float currentDepth = projCoords.z;
float bias = max(u_ShadowBias * (1.0 - NdotL), u_ShadowBias * 0.5);
float shadow = (currentDepth - bias) > closestDepth ? 1.0 : 0.0;
return mix(1.0, 1.0 - u_ShadowIntensity, shadow);
}
// 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.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.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);
// Normals (either from vertex or map)
m_Params.Normal = normalize(vs_Input.Normal);
if (u_NormalTexToggle > 0.5)
{
m_Params.Normal = normalize(2.0 * texture(u_NormalTexture, vs_Input.TexCoord).rgb - 1.0);
m_Params.Normal = normalize(vs_Input.WorldNormals * m_Params.Normal);
}
// normal
m_Params.Normal = normalize(vs_Input.Normal);
if (u_NormalTexToggle > 0.5)
{
m_Params.Normal = normalize(2.0 * texture(u_NormalTexture, vs_Input.TexCoord).rgb - 1.0);
m_Params.Normal = normalize(vs_Input.WorldNormals * m_Params.Normal);
}
m_Params.View = normalize(u_CameraPosition - vs_Input.WorldPosition);
m_Params.NdotV = max(dot(m_Params.Normal, m_Params.View), 0.0);
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;
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 F0 = mix(Fdielectric, m_Params.Albedo, m_Params.Metalness);
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 shadowFactor = 1.0;
if (u_ShadowEnabled > 0.5) {
float shadow = calculateShadow(vs_Input.FragPosLightSpace, m_Params.Normal, u_DirectionalLights.Direction);
shadowFactor = 1.0 - shadow;
}
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);
// directional light with shadow
vec3 lightContribution = u_DirectionalLights.Multiplier > 0.0 ? Lighting(F0) * shadowFactor : vec3(0.0);
bool fadeCascades = u_CascadeFading;
float shadowAmount = 1.0;
if (fadeCascades)
{
float cascadeTransitionFade = u_CascadeTransitionFade;
vec3 iblContribution = IBL(F0, Lr) * u_IBLContribution;
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);
color = vec4(lightContribution + iblContribution, 1.0);
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;
}
}
// Bloom
float brightness = dot(color.rgb, vec3(0.2126, 0.7152, 0.0722));
o_BloomColor = brightness > u_BloomThreshold ? color : vec4(0.0, 0.0, 0.0, 1.0);
}

View File

@ -1,5 +1,5 @@
// -----------------------------
// -- Hazel Engine PBR shader --
// -- Based on Hazel 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.
@ -22,10 +22,7 @@ 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;
uniform mat4 u_LightSpaceMatrix;
out VertexOutput
{
@ -35,8 +32,8 @@ out VertexOutput
mat3 WorldNormals;
mat3 WorldTransform;
vec3 Binormal;
vec4 ShadowMapCoords[4];
vec3 ViewPosition;
vec4 FragPosLightSpace;
} vs_Output;
void main()
@ -48,10 +45,8 @@ void main()
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.FragPosLightSpace = u_LightSpaceMatrix * u_Transform * vec4(a_Position, 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);
@ -64,8 +59,6 @@ const float PI = 3.141592;
const float Epsilon = 0.00001;
const int LightCount = 1;
// Constant normal incidence Fresnel factor for all dielectrics.
const vec3 Fdielectric = vec3(0.04);
struct DirectionalLight
@ -83,8 +76,8 @@ in VertexOutput
mat3 WorldNormals;
mat3 WorldTransform;
vec3 Binormal;
vec4 ShadowMapCoords[4];
vec3 ViewPosition;
vec4 FragPosLightSpace;
} vs_Input;
layout(location = 0) out vec4 color;
@ -93,56 +86,46 @@ layout(location = 1) out vec4 o_BloomColor;
uniform DirectionalLight u_DirectionalLights;
uniform vec3 u_CameraPosition;
// PBR texture inputs
// PBR
uniform sampler2D u_AlbedoTexture;
uniform sampler2D u_NormalTexture;
uniform sampler2D u_MetalnessTexture;
uniform sampler2D u_RoughnessTexture;
// Environment maps
// environment
uniform samplerCube u_EnvRadianceTex;
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 float u_EnvMapRotation;
////////////////////////////////////////
uniform vec3 u_AlbedoColor;
// baseColor
uniform vec3 u_AlbedoColor;
uniform float u_Metalness;
uniform float u_Roughness;
uniform float u_EnvMapRotation;
// Toggles
// textureToggle
uniform float u_AlbedoTexToggle;
uniform float u_NormalTexToggle;
uniform float u_MetalnessTexToggle;
uniform float u_RoughnessTexToggle;
// shadow
uniform sampler2D u_ShadowMap;
uniform float u_ShadowBias;
uniform float u_ShadowSoftness;
uniform float u_ShadowIntensity;
uniform int u_ShadowEnabled;
struct PBRParameters
{
vec3 Albedo;
float Roughness;
float Metalness;
vec3 Normal;
vec3 View;
float NdotV;
@ -150,39 +133,21 @@ struct PBRParameters
PBRParameters m_Params;
// GGX/Towbridge-Reitz normal distribution function.
// Uses Disney's reparametrization of alpha = roughness^2
// ---------- PBR param func ----------
float ndfGGX(float cosLh, float roughness)
{
float alpha = roughness * roughness;
float alphaSq = alpha * alpha;
float denom = (cosLh * cosLh) * (alphaSq - 1.0) + 1.0;
return alphaSq / (PI * denom * denom);
}
// Single term for separable Schlick-GGX below.
float gaSchlickG1(float cosTheta, float k)
{
return cosTheta / (cosTheta * (1.0 - k) + k);
}
// Schlick-GGX approximation of geometric attenuation function using Smith's method.
float gaSchlickGGX(float cosLi, float NdotV, float roughness)
{
float r = roughness + 1.0;
float k = (r * r) / 8.0; // Epic suggests using this roughness remapping for analytic lights.
return gaSchlickG1(cosLi, k) * gaSchlickG1(NdotV, k);
}
float GeometrySchlickGGX(float NdotV, float roughness)
{
float r = (roughness + 1.0);
float k = (r*r) / 8.0;
float nom = NdotV;
float k = (r * r) / 8.0;
float nom = NdotV;
float denom = NdotV * (1.0 - k) + k;
return nom / denom;
}
@ -192,11 +157,9 @@ float GeometrySmith(vec3 N, vec3 V, vec3 L, float roughness)
float NdotL = max(dot(N, L), 0.0);
float ggx2 = GeometrySchlickGGX(NdotV, roughness);
float ggx1 = GeometrySchlickGGX(NdotL, roughness);
return ggx1 * ggx2;
}
// Shlick's approximation of the Fresnel factor.
vec3 fresnelSchlick(vec3 F0, float cosTheta)
{
return F0 + (1.0 - F0) * pow(1.0 - cosTheta, 5.0);
@ -207,76 +170,7 @@ vec3 fresnelSchlickRoughness(vec3 F0, float cosTheta, float roughness)
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)
{
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));
}
vec3 ImportanceSampleGGX(vec2 Xi, float Roughness, vec3 N)
{
float a = Roughness * Roughness;
float Phi = 2 * PI * Xi.x;
float CosTheta = sqrt( (1 - Xi.y) / ( 1 + (a*a - 1) * Xi.y ) );
float SinTheta = sqrt( 1 - CosTheta * CosTheta );
vec3 H;
H.x = SinTheta * cos( Phi );
H.y = SinTheta * sin( Phi );
H.z = CosTheta;
vec3 UpVector = abs(N.z) < 0.999 ? vec3(0,0,1) : vec3(1,0,0);
vec3 TangentX = normalize( cross( UpVector, N ) );
vec3 TangentY = cross( N, TangentX );
// Tangent to world space
return TangentX * H.x + TangentY * H.y + N * H.z;
}
float TotalWeight = 0.0;
vec3 PrefilterEnvMap(float Roughness, vec3 R)
{
vec3 N = R;
vec3 V = R;
vec3 PrefilteredColor = vec3(0.0);
int NumSamples = 1024;
for(int i = 0; i < NumSamples; i++)
{
vec2 Xi = Hammersley(i, NumSamples);
vec3 H = ImportanceSampleGGX(Xi, Roughness, N);
vec3 L = 2 * dot(V, H) * H - V;
float NoL = clamp(dot(N, L), 0.0, 1.0);
if (NoL > 0)
{
PrefilteredColor += texture(u_EnvRadianceTex, L).rgb * NoL;
TotalWeight += NoL;
}
}
return PrefilteredColor / TotalWeight;
}
// ---------------------------------------------------------------------------------------------------
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;
}
// ---------- direction light ----------
vec3 Lighting(vec3 F0)
{
vec3 result = vec3(0.0);
@ -286,18 +180,16 @@ vec3 Lighting(vec3 F0)
vec3 Lradiance = u_DirectionalLights.Radiance * u_DirectionalLights.Multiplier;
vec3 Lh = normalize(Li + m_Params.View);
// Calculate angles between surface normal and various light vectors.
float cosLi = max(0.0, dot(m_Params.Normal, Li));
float cosLh = max(0.0, dot(m_Params.Normal, Lh));
vec3 F = fresnelSchlick(F0, max(0.0, dot(Lh, m_Params.View)));
float D = ndfGGX(cosLh, m_Params.Roughness);
float G = gaSchlickGGX(cosLi, m_Params.NdotV, m_Params.Roughness);
float G = GeometrySmith(m_Params.Normal, m_Params.View, Li, m_Params.Roughness);
vec3 kd = (1.0 - F) * (1.0 - m_Params.Metalness);
vec3 diffuseBRDF = kd * m_Params.Albedo;
// Cook-Torrance
vec3 specularBRDF = (F * D * G) / max(Epsilon, 4.0 * cosLi * m_Params.NdotV);
result += (diffuseBRDF + specularBRDF) * Lradiance * cosLi;
@ -305,6 +197,18 @@ vec3 Lighting(vec3 F0)
return result;
}
// ---------- IBL ----------
vec3 RotateVectorAboutY(float angle, vec3 vec)
{
angle = radians(angle);
mat3 rotationMatrix = mat3(
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 IBL(vec3 F0, vec3 Lr)
{
vec3 irradiance = texture(u_EnvIrradianceTex, m_Params.Normal).rgb;
@ -313,201 +217,89 @@ vec3 IBL(vec3 F0, vec3 Lr)
vec3 diffuseIBL = m_Params.Albedo * irradiance;
int u_EnvRadianceTexLevels = textureQueryLevels(u_EnvRadianceTex);
float NoV = clamp(m_Params.NdotV, 0.0, 1.0);
vec3 R = 2.0 * dot(m_Params.View, m_Params.Normal) * m_Params.Normal - m_Params.View;
vec3 specularIrradiance = textureLod(u_EnvRadianceTex, RotateVectorAboutY(u_EnvMapRotation, Lr), (m_Params.Roughness) * u_EnvRadianceTexLevels).rgb;
vec3 specularIrradiance = textureLod(
u_EnvRadianceTex,
RotateVectorAboutY(u_EnvMapRotation, Lr),
m_Params.Roughness * u_EnvRadianceTexLevels
).rgb;
// Sample BRDF Lut, 1.0 - roughness for y-coord because texture was generated (in Sparky) for gloss model
vec2 specularBRDF = texture(u_BRDFLUTTexture, vec2(m_Params.NdotV, 1.0 - m_Params.Roughness)).rg;
vec3 specularIBL = specularIrradiance * (F * specularBRDF.x + specularBRDF.y);
return kd * diffuseIBL + specularIBL;
}
/////////////////////////////////////////////
// PCSS
/////////////////////////////////////////////
// shadow
uint CascadeIndex = 0;
float ShadowFade = 1.0;
float GetShadowBias()
float calculateShadow(vec4 fragPosLightSpace, vec3 normal, vec3 lightDir)
{
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;
}
// Perspective divide
vec3 projCoords = fragPosLightSpace.xyz / fragPosLightSpace.w;
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;
}
// Transform to [0,1] range
projCoords = projCoords * 0.5 + 0.5;
// Penumbra
// If outside shadow map bounds, assume no shadow
if(projCoords.z > 1.0 || projCoords.x < 0.0 || projCoords.x > 1.0 || projCoords.y < 0.0 || projCoords.y > 1.0)
return 0.0;
// 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;
}
// Get closest depth value from light's perspective
float closestDepth = texture(u_ShadowMap, projCoords.xy).r;
float currentDepth = projCoords.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);
// Calculate bias based on surface angle
float bias = max(u_ShadowBias * (1.0 - dot(normal, lightDir)), u_ShadowBias * 0.1);
vec2 searchRegionRadiusUV(float zWorld)
{
return u_lightRadiusUV * (zWorld - u_light_zNear) / zWorld;
}
// PCF (Percentage Closer Filtering) for soft shadows
float shadow = 0.0;
vec2 texelSize = 1.0 / textureSize(u_ShadowMap, 0);
int pcfRange = int(u_ShadowSoftness);
int sampleCount = 0;
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++)
for(int x = -pcfRange; x <= pcfRange; ++x)
{
float z = texture(shadowMap, shadowCoords.xy + SamplePoisson(i) * searchWidth).r;
if (z < (shadowCoords.z - bias))
for(int y = -pcfRange; y <= pcfRange; ++y)
{
blockers++;
avgBlockerDistance += z;
float pcfDepth = texture(u_ShadowMap, projCoords.xy + vec2(x, y) * texelSize).r;
shadow += currentDepth - bias > pcfDepth ? 1.0 : 0.0;
sampleCount++;
}
}
shadow /= float(sampleCount);
if (blockers > 0)
return avgBlockerDistance / float(blockers);
return -1;
return shadow;
}
float PenumbraWidth(sampler2D shadowMap, vec3 shadowCoords, float uvLightSize)
float ComputeShadow(vec4 fragPosLightSpace, float NdotL)
{
float blockerDistance = FindBlockerDistance_DirectionalLight(shadowMap, shadowCoords, uvLightSize);
if (blockerDistance == -1)
return -1;
if (u_ShadowEnabled == 0) return 1.0;
return (shadowCoords.z - blockerDistance) / blockerDistance;
vec3 projCoords = fragPosLightSpace.xyz / fragPosLightSpace.w;
projCoords = projCoords * 0.5 + 0.5;
if (projCoords.x < 0.0 || projCoords.x > 1.0 ||
projCoords.y < 0.0 || projCoords.y > 1.0 ||
projCoords.z > 1.0) return 1.0;
float closestDepth = texture(u_ShadowMap, projCoords.xy).r;
float currentDepth = projCoords.z;
float bias = max(u_ShadowBias * (1.0 - NdotL), u_ShadowBias * 0.5);
float shadow = (currentDepth - bias) > closestDepth ? 1.0 : 0.0;
return mix(1.0, 1.0 - u_ShadowIntensity, shadow);
}
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.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 = u_RoughnessTexToggle > 0.5 ? texture(u_RoughnessTexture, vs_Input.TexCoord).r : u_Roughness;
m_Params.Roughness = max(m_Params.Roughness, 0.05);
// Normals (either from vertex or map)
// normal
m_Params.Normal = normalize(vs_Input.Normal);
if (u_NormalTexToggle > 0.5)
{
@ -518,108 +310,24 @@ 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);
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 shadowFactor = 1.0;
if (u_ShadowEnabled > 0.5) {
float shadow = calculateShadow(vs_Input.FragPosLightSpace, m_Params.Normal, u_DirectionalLights.Direction);
shadowFactor = 1.0 - shadow;
}
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);
// directional light with with shadow
vec3 lightContribution = u_DirectionalLights.Multiplier > 0.0 ? Lighting(F0) * shadowFactor : vec3(0.0);
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;
}
}
o_BloomColor = brightness > u_BloomThreshold ? color : vec4(0.0, 0.0, 0.0, 1.0);
}