// ----------------------------- // -- 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. // // 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) // - Frostbite's SIGGRAPH 2014 paper (https://seblagarde.wordpress.com/2015/07/14/siggraph-2014-moving-frostbite-to-physically-based-rendering/) // - Michał Siejak's PBR project (https://github.com/Nadrin) // - My implementation from years ago in the Sparky engine (https://github.com/TheCherno/Sparky) #type vertex #version 430 core layout(location = 0) in vec3 a_Position; layout(location = 1) in vec3 a_Normal; layout(location = 2) in vec3 a_Tangent; layout(location = 3) in vec3 a_Binormal; layout(location = 4) in vec2 a_TexCoord; layout(location = 5) in ivec4 a_BoneIndices; layout(location = 6) in vec4 a_BoneWeights; 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]; out VertexOutput { vec3 WorldPosition; vec3 Normal; vec2 TexCoord; mat3 WorldNormals; mat3 WorldTransform; vec3 Binormal; vec4 ShadowMapCoords[4]; vec3 ViewPosition; } 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]; 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.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 * localPosition; } #type fragment #version 430 core 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; }; in VertexOutput { vec3 WorldPosition; 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 DirectionalLight u_DirectionalLights; uniform vec3 u_CameraPosition; // PBR texture inputs uniform sampler2D u_AlbedoTexture; uniform sampler2D u_NormalTexture; uniform sampler2D u_MetalnessTexture; uniform sampler2D u_RoughnessTexture; // Environment maps 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 vec3 u_AlbedoColor; uniform float u_Metalness; uniform float u_Roughness; uniform float u_EnvMapRotation; // Toggles uniform float u_AlbedoTexToggle; uniform float u_NormalTexToggle; uniform float u_MetalnessTexToggle; uniform float u_RoughnessTexToggle; struct PBRParameters { 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 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 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; } // Shlick's approximation of the Fresnel factor. vec3 fresnelSchlick(vec3 F0, float cosTheta) { 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; } 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); // 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); 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; } return result; } 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; 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; // 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 ///////////////////////////////////////////// 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.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 // 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); } 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 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; } } }