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fgdata/Shaders/HDR/lighting-include.frag
2021-08-19 18:20:37 +02:00

354 lines
11 KiB
GLSL

#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 Castaño 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);
float a = roughness * roughness;
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 = (F * D * G) / (4.0 * NdotV * NdotL);
vec3 material = diffuse + specular;
vec3 color = material * intensity * occlusion;
return color;
}