134 lines
4 KiB
GLSL
134 lines
4 KiB
GLSL
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#version 150
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uniform usampler3D fg_ClusteredLightGrid;
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uniform usamplerBuffer fg_ClusteredLightIndices;
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uniform int fg_ClusteredTileSize;
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uniform float fg_ClusteredSliceScale;
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uniform float fg_ClusteredSliceBias;
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const bool debug = true;
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const float shininess = 16.0;
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struct PointLight {
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vec4 position;
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vec4 ambient;
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vec4 diffuse;
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vec4 specular;
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vec4 attenuation;
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};
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struct SpotLight {
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vec4 position;
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vec4 direction;
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vec4 ambient;
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vec4 diffuse;
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vec4 specular;
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vec4 attenuation;
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float cos_cutoff;
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float exponent;
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};
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layout (std140) uniform PointLightBlock {
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PointLight pointLights[256];
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};
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layout (std140) uniform SpotLightBlock {
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SpotLight spotLights[256];
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};
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vec3 addColors(vec3 a, vec3 b)
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{
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return 0.14 * log(exp(a/0.14) + exp(b/0.14));
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}
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// @param p Fragment position in view space.
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// @param n Fragment normal in view space.
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vec3 addClusteredLightsContribution(vec3 inputColor, vec3 p, vec3 n)
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{
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int slice = int(max(log2(-p.z) * fg_ClusteredSliceScale
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+ fg_ClusteredSliceBias, 0.0));
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ivec3 clusterCoord = ivec3(gl_FragCoord.xy / fg_ClusteredTileSize, slice);
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uvec3 cluster = texelFetch(fg_ClusteredLightGrid,
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clusterCoord,
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0).rgb;
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uint startIndex = cluster.r;
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uint pointCount = cluster.g;
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uint spotCount = cluster.b;
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vec3 color = vec3(0.0);
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for (uint i = uint(0); i < pointCount; ++i) {
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uint lightListIndex = texelFetch(fg_ClusteredLightIndices,
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int(startIndex + i)).r;
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PointLight light = pointLights[lightListIndex];
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float range = light.attenuation.w;
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vec3 toLight = light.position.xyz - p;
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// Ignore fragments outside the light volume
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if (dot(toLight, toLight) > (range * range))
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continue;
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////////////////////////////////////////////////////////////////////////
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// Actual lighting
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float d = length(toLight);
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float att = 1.0 / (light.attenuation.x // constant
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+ light.attenuation.y * d // linear
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+ light.attenuation.z * d * d); // quadratic
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vec3 lightDir = normalize(toLight);
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float NdotL = max(dot(n, lightDir), 0.0);
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vec3 Iamb = light.ambient.rgb;
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vec3 Idiff = light.diffuse.rgb * NdotL;
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vec3 Ispec = vec3(0.0);
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if (NdotL > 0.0) {
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vec3 halfVector = normalize(lightDir + normalize(-p));
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float NdotHV = max(dot(n, halfVector), 0.0);
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Ispec = light.specular.rgb * att * pow(NdotHV, shininess);
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}
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color += addColors(color, (Iamb + Idiff + Ispec) * att);
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}
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for (uint i = uint(0); i < spotCount; ++i) {
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uint lightListIndex = texelFetch(fg_ClusteredLightIndices,
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int(startIndex + i)).r;
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SpotLight light = spotLights[lightListIndex];
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vec3 toLight = light.position.xyz - p;
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////////////////////////////////////////////////////////////////////////
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// Actual lighting
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float d = length(toLight);
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float att = 1.0 / (light.attenuation.x // constant
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+ light.attenuation.y * d // linear
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+ light.attenuation.z * d * d); // quadratic
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vec3 lightDir = normalize(toLight);
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float spotDot = dot(-lightDir, light.direction.xyz);
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if (spotDot < light.cos_cutoff)
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continue;
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att *= pow(spotDot, light.exponent);
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float NdotL = max(dot(n, lightDir), 0.0);
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vec3 Iamb = light.ambient.rgb;
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vec3 Idiff = light.diffuse.rgb * NdotL;
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vec3 Ispec = vec3(0.0);
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if (NdotL > 0.0) {
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vec3 halfVector = normalize(lightDir + normalize(-p));
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float NdotHV = max(dot(n, halfVector), 0.0);
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Ispec = light.specular.rgb * att * pow(NdotHV, shininess);
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}
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color += (Iamb + Idiff + Ispec) * att;
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}
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return clamp(color + inputColor, 0.0, 1.0);
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}
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