#version 330 core uniform sampler2D dfg_lut; uniform samplerCube prefiltered_envmap; uniform sampler2DShadow shadow_tex; uniform mat4 fg_LightMatrix_csm0; uniform mat4 fg_LightMatrix_csm1; uniform mat4 fg_LightMatrix_csm2; uniform mat4 fg_LightMatrix_csm3; // Shadow mapping constants const int sun_atlas_size = 8192; const float DEPTH_BIAS = 2.0; const float BAND_SIZE = 0.1; const vec2 BAND_BOTTOM_LEFT = vec2(BAND_SIZE); const vec2 BAND_TOP_RIGHT = vec2(1.0 - BAND_SIZE); // Ideally these should be passed as an uniform, but we don't support uniform // arrays yet const vec2 uv_shifts[4] = vec2[4]( vec2(0.0, 0.0), vec2(0.5, 0.0), vec2(0.0, 0.5), vec2(0.5, 0.5)); const vec2 uv_factor = vec2(0.5, 0.5); // BRDF constants const float PI = 3.14159265359; const float RECIPROCAL_PI = 0.31830988618; const float DIELECTRIC_SPECULAR = 0.04; const float MAX_PREFILTERED_LOD = 4.0; //------------------------------------------------------------------------------ // Shadow mapping related stuff float sampleOffset(vec4 pos, vec2 offset, vec2 invTexelSize) { return texture( shadow_tex, vec3( pos.xy + offset * invTexelSize, pos.z - DEPTH_BIAS * invTexelSize)); } // OptimizedPCF from https://github.com/TheRealMJP/Shadows // Original by Ignacio CastaƱo for The Witness // Released under The MIT License float sampleOptimizedPCF(vec4 pos) { vec2 invTexSize = vec2(1.0 / float(sun_atlas_size)); vec2 uv = pos.xy * sun_atlas_size; vec2 base_uv = floor(uv + 0.5); float s = (uv.x + 0.5 - base_uv.x); float t = (uv.y + 0.5 - base_uv.y); base_uv -= vec2(0.5); base_uv *= invTexSize; pos.xy = base_uv.xy; float sum = 0.0; float uw0 = (4.0 - 3.0 * s); float uw1 = 7.0; float uw2 = (1.0 + 3.0 * s); float u0 = (3.0 - 2.0 * s) / uw0 - 2.0; float u1 = (3.0 + s) / uw1; float u2 = s / uw2 + 2.0; float vw0 = (4.0 - 3.0 * t); float vw1 = 7.0; float vw2 = (1.0 + 3.0 * t); float v0 = (3.0 - 2.0 * t) / vw0 - 2.0; float v1 = (3.0 + t) / vw1; float v2 = t / vw2 + 2.0; sum += uw0 * vw0 * sampleOffset(pos, vec2(u0, v0), invTexSize); sum += uw1 * vw0 * sampleOffset(pos, vec2(u1, v0), invTexSize); sum += uw2 * vw0 * sampleOffset(pos, vec2(u2, v0), invTexSize); sum += uw0 * vw1 * sampleOffset(pos, vec2(u0, v1), invTexSize); sum += uw1 * vw1 * sampleOffset(pos, vec2(u1, v1), invTexSize); sum += uw2 * vw1 * sampleOffset(pos, vec2(u2, v1), invTexSize); sum += uw0 * vw2 * sampleOffset(pos, vec2(u0, v2), invTexSize); sum += uw1 * vw2 * sampleOffset(pos, vec2(u1, v2), invTexSize); sum += uw2 * vw2 * sampleOffset(pos, vec2(u2, v2), invTexSize); return sum / 144.0; } float sampleCascade(vec4 p, vec2 shift) { vec4 pos = p; pos.xy *= uv_factor; pos.xy += shift; return sampleOptimizedPCF(pos); } float sampleAndBlendBand(vec4 p1, vec4 p2, vec2 s1, vec2 s2) { vec2 s = smoothstep(vec2(0.0), BAND_BOTTOM_LEFT, p1.xy) - smoothstep(BAND_TOP_RIGHT, vec2(1.0), p1.xy); float blend = 1.0 - s.x * s.y; return mix(sampleCascade(p1, s1), sampleCascade(p2, s2), blend); } bool checkWithinBounds(vec2 coords, vec2 bottomLeft, vec2 topRight) { vec2 r = step(bottomLeft, coords) - step(topRight, coords); return bool(r.x * r.y); } bool isInsideCascade(vec4 p) { return checkWithinBounds(p.xy, vec2(0.0), vec2(1.0)) && ((p.z / p.w) <= 1.0); } bool isInsideBand(vec4 p) { return !checkWithinBounds(p.xy, BAND_BOTTOM_LEFT, BAND_TOP_RIGHT); } /** * Get the light space position of point p. * Both p and n must be in view space. The light matrix is also assumed to * transform from view space to light space. */ vec4 getLightSpacePosition(vec3 p, vec3 n, float NdotL, float bias, mat4 lightMatrix) { float sinTheta = sqrt(1.0 - NdotL * NdotL); vec3 offset = p + n * (sinTheta * bias); return lightMatrix * vec4(offset, 1.0); } /** * Get shadowing factor for a given position. 1.0 corresponds to a fragment * being completely lit, and 0.0 to a fragment being completely in shadow. * Both p and n must be in view space. */ float getShadowing(vec3 p, vec3 n, float NdotL) { // Ignore fragments that don't face the light if (NdotL <= 0.0) return 0.0; float shadow = 1.0; vec4 lightSpacePos[4]; lightSpacePos[0] = getLightSpacePosition(p, n, NdotL, 0.05, fg_LightMatrix_csm0); lightSpacePos[1] = getLightSpacePosition(p, n, NdotL, 0.1, fg_LightMatrix_csm1); lightSpacePos[2] = getLightSpacePosition(p, n, NdotL, 0.5, fg_LightMatrix_csm2); lightSpacePos[3] = getLightSpacePosition(p, n, NdotL, 1.0, fg_LightMatrix_csm3); for (int i = 0; i < 4; ++i) { // Map-based cascade selection // We test if we are inside the cascade bounds to find the tightest // map that contains the fragment. if (isInsideCascade(lightSpacePos[i])) { if (isInsideBand(lightSpacePos[i]) && ((i+1) < 4)) { // Blend between cascades if the fragment is near the // next cascade to avoid abrupt transitions. shadow = clamp(sampleAndBlendBand(lightSpacePos[i], lightSpacePos[i+1], uv_shifts[i], uv_shifts[i+1]), 0.0, 1.0); } else { // We are far away from the borders of the cascade, so // we skip the blending to avoid the performance cost // of sampling the shadow map twice. shadow = clamp(sampleCascade(lightSpacePos[i], uv_shifts[i]), 0.0, 1.0); } break; } } return shadow; } //------------------------------------------------------------------------------ // BRDF utility functions /** * Fresnel term with included roughness to get a pleasant visual result. * See https://seblagarde.wordpress.com/2011/08/17/hello-world/ */ vec3 F_SchlickRoughness(float NdotV, vec3 F0, float r) { return F0 + (max(vec3(1.0 - r), F0) - F0) * pow(max(1.0 - NdotV, 0.0), 5.0); } /** * Fresnel (specular F) * Schlick's approximation for the Cook-Torrance BRDF. */ vec3 F_Schlick(float VdotH, vec3 F0) { return F0 + (vec3(1.0) - F0) * pow(clamp(1.0 - VdotH, 0.0, 1.0), 5.0); } /** * Normal distribution function (NDF) (specular D) * Trowbridge-Reitz/GGX microfacet distribution. Includes Disney's * reparametrization of a=roughness*roughness */ float D_GGX(float NdotH, float a2) { float f = (NdotH * a2 - NdotH) * NdotH + 1.0; return a2 / (PI * f * f); } /** * Geometric attenuation (specular G) * Smith-GGX formulation. */ float G_SmithGGX(float NdotV, float NdotL, float a2) { float attV = 2.0 * NdotV / (NdotV + sqrt(a2 + (1.0 - a2) * (NdotV * NdotV))); float attL = 2.0 * NdotL / (NdotL + sqrt(a2 + (1.0 - a2) * (NdotL * NdotL))); return attV * attL; } /** * Basic Lambertian diffuse BRDF */ vec3 Fd_Lambert(vec3 c_diff) { return c_diff * RECIPROCAL_PI; } /** * Get the fresnel reflectance at 0 degrees (light hitting the surface * perpendicularly). */ vec3 getF0Reflectance(vec3 baseColor, float metallic) { return mix(vec3(DIELECTRIC_SPECULAR), baseColor, metallic); } //------------------------------------------------------------------------------ // IBL evaluation /** * Indirect diffuse irradiance * To get better results we should be precomputing the irradiance into a cubemap * or calculating spherical harmonics coefficients on the CPU. * Sampling the roughness=1 mipmap level of the prefiltered specular map * works too. :) */ vec3 evaluateDiffuseIrradianceIBL(vec3 n) { int roughnessOneLevel = int(MAX_PREFILTERED_LOD); ivec2 s = textureSize(prefiltered_envmap, roughnessOneLevel); float du = 1.0 / float(s.x); float dv = 1.0 / float(s.y); vec3 m0 = normalize(cross(n, vec3(0.0, 1.0, 0.0))); vec3 m1 = cross(m0, n); vec3 m0du = m0 * du; vec3 m1dv = m1 * dv; vec3 c; c = textureLod(prefiltered_envmap, n - m0du - m1dv, roughnessOneLevel).rgb; c += textureLod(prefiltered_envmap, n + m0du - m1dv, roughnessOneLevel).rgb; c += textureLod(prefiltered_envmap, n + m0du + m1dv, roughnessOneLevel).rgb; c += textureLod(prefiltered_envmap, n - m0du + m1dv, roughnessOneLevel).rgb; return c * 0.25; } /** * Indirect specular (ambient specular) * Sample from the prefiltered environment map. */ vec3 evaluateSpecularIBL(float NdotV, vec3 reflected, float roughness, vec3 f) { vec3 prefilteredColor = textureLod(prefiltered_envmap, reflected, roughness * MAX_PREFILTERED_LOD).rgb; vec2 envBRDF = texture(dfg_lut, vec2(NdotV, roughness)).rg; return prefilteredColor * (f * envBRDF.x + envBRDF.y); } vec3 evaluateIBL( vec3 baseColor, float metallic, float roughness, vec3 f0, // Use getF0Reflectance() to obtain this float occlusion, vec3 nWorldSpace, // Normal in world space float NdotV, // Must be positive and non-zero vec3 reflected // Reflected vector in world space: reflect(-v, n) ) { vec3 f = F_SchlickRoughness(NdotV, f0, roughness); vec3 specular = evaluateSpecularIBL(NdotV, reflected, roughness, f); vec3 diffuse = evaluateDiffuseIrradianceIBL(nWorldSpace) * baseColor * (vec3(1.0) - f) * (1.0 - metallic); return (diffuse + specular) * occlusion; } //------------------------------------------------------------------------------ // Analytical light source evaluation vec3 evaluateLight( vec3 baseColor, float metallic, float roughness, float clearcoat, float clearcoatRoughness, vec3 f0, // Use getF0Reflectance() to obtain this vec3 intensity, float occlusion, vec3 n, vec3 l, vec3 v, float NdotL, // Must not be clamped to [0,1] float NdotV // Must be positive and non-zero ) { // Skip fragments that are completely occluded or that are not facing the light if (occlusion <= 0.0 || NdotL <= 0.0) return vec3(0.0); NdotL = clamp(NdotL, 0.001, 1.0); vec3 h = normalize(v + l); float NdotH = clamp(dot(n, h), 0.0, 1.0); float VdotH = clamp(dot(v, h), 0.0, 1.0); vec3 c_diff = mix(baseColor * (1.0 - DIELECTRIC_SPECULAR), vec3(0.0), metallic); // Avoid blown out lighting by capping the roughness to a non-zero value float a = max(roughness * roughness, 0.001); float a2 = a * a; vec3 F = F_Schlick(VdotH, f0); float D = D_GGX(NdotH, a2); float G = G_SmithGGX(NdotV, NdotL, a2); // Diffuse term // Lambertian diffuse model vec3 diffuse = (vec3(1.0) - F) * Fd_Lambert(c_diff); // Specular term // Cook-Torrance specular microfacet model vec3 specular = ((D * G) * F) / (4.0 * NdotV * NdotL); vec3 material = diffuse + specular; vec3 color = material * intensity * occlusion; return color; }