162 lines
4.9 KiB
GLSL
162 lines
4.9 KiB
GLSL
#version 330 core
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uniform sampler3D fg_Clusters;
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uniform sampler2D fg_ClusteredIndices;
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uniform sampler2D fg_ClusteredPointLights;
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uniform sampler2D fg_ClusteredSpotLights;
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uniform int fg_ClusteredMaxPointLights;
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uniform int fg_ClusteredMaxSpotLights;
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uniform int fg_ClusteredMaxLightIndices;
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uniform int fg_ClusteredTileSize;
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uniform int fg_ClusteredDepthSlices;
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uniform float fg_ClusteredSliceScale;
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uniform float fg_ClusteredSliceBias;
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uniform int fg_ClusteredHorizontalTiles;
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uniform int fg_ClusteredVerticalTiles;
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// surface.glsl
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vec3 surface_eval_analytical(
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vec3 base_color, float metallic, float roughness, vec3 f0,
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vec3 light_intensity, float occlusion,
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vec3 N, vec3 L, vec3 V);
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struct PointLight {
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vec3 position;
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vec3 color;
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float intensity;
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float range;
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};
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struct SpotLight {
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vec3 position;
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vec3 direction;
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vec3 color;
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float intensity;
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float range;
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float cos_cutoff;
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float exponent;
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};
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PointLight unpackPointLight(int index)
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{
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float v = (float(index) + 0.5) / float(fg_ClusteredMaxPointLights);
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PointLight light;
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vec4 block;
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block = texture(fg_ClusteredPointLights, vec2(0.25, v));
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light.position = block.xyz;
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light.range = block.w;
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block = texture(fg_ClusteredPointLights, vec2(0.75, v));
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light.color = block.xyz;
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light.intensity = block.w;
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return light;
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}
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SpotLight unpackSpotLight(int index)
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{
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float v = (float(index) + 0.5) / float(fg_ClusteredMaxSpotLights);
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SpotLight light;
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vec4 block;
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block = texture(fg_ClusteredSpotLights, vec2(0.125, v));
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light.position = block.xyz;
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light.range = block.w;
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block = texture(fg_ClusteredSpotLights, vec2(0.375, v));
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light.direction = block.xyz;
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light.cos_cutoff = block.w;
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block = texture(fg_ClusteredSpotLights, vec2(0.625, v));
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light.color = block.xyz;
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light.intensity = block.w;
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block = texture(fg_ClusteredSpotLights, vec2(0.875, v));
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light.exponent = block.x;
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return light;
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}
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int getIndex(int counter)
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{
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vec2 coords = vec2(mod(float(counter), float(fg_ClusteredMaxLightIndices)) + 0.5,
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float(counter / fg_ClusteredMaxLightIndices) + 0.5);
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// Normalize
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coords /= vec2(fg_ClusteredMaxLightIndices);
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return int(texture(fg_ClusteredIndices, coords).r);
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}
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float get_square_falloff_attenuation(vec3 to_light, float inv_range)
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{
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float dd = dot(to_light, to_light);
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float factor = dd * inv_range * inv_range;
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float smooth_factor = max(1.0 - factor * factor, 0.0);
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return (smooth_factor * smooth_factor) / max(dd, 0.0001);
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}
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float get_spot_angle_attenuation(vec3 l, vec3 light_dir,
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float cos_cutoff, float exponent)
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{
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float cd = dot(-l, light_dir);
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if (cd < cos_cutoff)
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return 0.0;
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return pow(cd, exponent);
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}
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vec3 eval_scene_lights(vec3 base_color, float metallic, float roughness, vec3 f0,
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vec3 P, vec3 N, vec3 V)
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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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vec3 cluster_coords = vec3(floor(gl_FragCoord.xy / fg_ClusteredTileSize),
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slice) + vec3(0.5); // Pixel center
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// Normalize
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cluster_coords /= vec3(fg_ClusteredHorizontalTiles,
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fg_ClusteredVerticalTiles,
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fg_ClusteredDepthSlices);
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vec3 cluster = texture(fg_Clusters, cluster_coords).rgb;
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int light_index = int(cluster.r);
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int point_count = int(cluster.g);
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int spot_count = int(cluster.b);
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vec3 color = vec3(0.0);
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for (int i = 0; i < point_count; ++i) {
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int index = getIndex(light_index++);
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PointLight light = unpackPointLight(index);
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vec3 to_light = light.position - P;
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vec3 L = normalize(to_light);
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float attenuation = get_square_falloff_attenuation(
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to_light, 1.0 / light.range);
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if (attenuation <= 0.0)
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continue;
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vec3 intensity = light.color * light.intensity * attenuation;
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color += surface_eval_analytical(
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base_color, metallic, roughness, f0,
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intensity, 1.0,
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N, L, V);
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}
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for (int i = 0; i < spot_count; ++i) {
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int index = getIndex(light_index++);
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SpotLight light = unpackSpotLight(index);
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vec3 to_light = light.position - P;
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vec3 L = normalize(to_light);
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float attenuation = get_square_falloff_attenuation(
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to_light, 1.0 / light.range);
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attenuation *= get_spot_angle_attenuation(
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L, light.direction, light.cos_cutoff, light.exponent);
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if (attenuation <= 0.0)
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continue;
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vec3 intensity = light.color * light.intensity * attenuation;
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color += surface_eval_analytical(
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base_color, metallic, roughness, f0,
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intensity, 1.0,
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N, L, V);
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}
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return color;
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}
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