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HydraV3/HydraEngine/source/ShaderFiles/deferred_output_shader.frag
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//*PIXEL*
#version 460 core
#extension GL_ARB_bindless_texture : require
uint INVALID_HYDRA_ID = 4294967295;
uint DEPTH_TEXTURE_ID = 0;
uint DIFFUSE_TEXTURE_ID = 1;
uint METAL_ROUGH_TEXTURE_ID = 2;
uint NORMAL_TEXTURE_ID = 3;
uint POSITION_TEXTIURE_ID = 4;
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uint HYDRA_LIGHT_DIRECTIONAL = 1;
uint HYDRA_LIGHT_POINT = 2;
uint HYDRA_LIGHT_SPOT = 3;
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struct light_structure
{
vec4 light_colour;
float light_intensity;
uint chunk_id;
uint light_type;
float padding[1];
};
layout(binding = 0) uniform uniform_per_frame
{
mat4 view;
mat4 proj;
vec3 viewer_pos;
uint light_count;
} ubo_per_frame;
layout(binding = 1) uniform uniform_output_textures
{
uint texture_ids[16];
};
layout(binding = 1) readonly buffer PositionsBuffer
{
mat4 model_matrix[];
};
layout( std430, binding = 3) readonly buffer TextureBuffer {
uvec2 textures[1000];
};
layout (std430, binding = 4) readonly buffer LightBuffer
{
light_structure lights[500];
};
layout (location=0) in VS_OUT
{
vec2 vsUV;
}vs_out;
layout (location=0) out vec4 uFragColor;
const float PI = 3.14159265358979323846;
const float M_INV_PI = 0.31830988618379067153776752674503;
float sqr(float x) { return x*x; }
// ----------------------------------------------------------------------------
float DistributionGGX(vec3 N, vec3 H, float roughness)
{
float a = roughness*roughness;
float a2 = a*a;
float NdotH = max(dot(N, H), 0.0);
float NdotH2 = NdotH*NdotH;
float nom = a2;
float denom = (NdotH2 * (a2 - 1.0) + 1.0);
denom = PI * denom * denom;
return nom / denom;
}
// ----------------------------------------------------------------------------
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;
}
// ----------------------------------------------------------------------------
vec3 fresnelSchlick(float cosTheta, vec3 F0)
{
return F0 + (1.0 - F0) * pow(clamp(1.0 - cosTheta, 0.0, 1.0), 5.0);
}
vec3 DirectionalShading(vec3 normal, vec3 diffuse, float roughness, float metallic, float light_intensity, vec3 lightColour, vec3 lightDir, vec3 lightPos, vec3 worldPos, vec3 viewPos)
{
vec3 N = normalize(normal);
vec3 V = normalize(viewPos - worldPos);
// calculate reflectance at normal incidence; if dia-electric (like plastic) use F0
// of 0.04 and if it's a metal, use the albedo color as F0 (metallic workflow)
vec3 F0 = vec3(0.04);
F0 = mix(F0, diffuse, metallic);
// reflectance equation
vec3 Lo = vec3(0.0);
// calculate per-light radiance
vec3 L = normalize(lightDir);
vec3 H = normalize(V + L);
float distance = length(lightPos - worldPos);
float attenuation = 1.0;
// if(light_intensity > 0)
// {
// attenuation = light_intensity / (distance * distance);
// }
vec3 radiance = lightColour * attenuation;
// Cook-Torrance BRDF
float NDF = DistributionGGX(N, H, roughness);
float G = GeometrySmith(N, V, L, roughness);
vec3 F = fresnelSchlick(clamp(dot(H, V), 0.0, 1.0), F0);
vec3 numerator = NDF * G * F;
float denominator = 4.0 * max(dot(N, V), 0.0) * max(dot(N, L), 0.0) + 0.0001; // + 0.0001 to prevent divide by zero
vec3 specular = numerator / denominator;
// kS is equal to Fresnel
vec3 kS = F;
// for energy conservation, the diffuse and specular light can't
// be above 1.0 (unless the surface emits light); to preserve this
// relationship the diffuse component (kD) should equal 1.0 - kS.
vec3 kD = vec3(1.0) - kS;
// multiply kD by the inverse metalness such that only non-metals
// have diffuse lighting, or a linear blend if partly metal (pure metals
// have no diffuse light).
kD *= 1.0 - metallic;
// scale light by NdotL
float NdotL = max(dot(N, L), 0.0);
// add to outgoing radiance Lo
Lo += (kD * diffuse / PI + specular) * radiance * NdotL; // note that we already multiplied the BRDF by the Fresnel (kS) so we won't multiply by kS again
return Lo;
}
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vec3 PointShading(vec3 normal, vec3 diffuse, float roughness, float metallic, float light_intensity, vec3 lightColour, vec3 lightDir, vec3 lightPos, vec3 worldPos, vec3 viewPos)
{
vec3 N = normalize(normal);
vec3 V = normalize(viewPos - worldPos);
// calculate reflectance at normal incidence; if dia-electric (like plastic) use F0
// of 0.04 and if it's a metal, use the albedo color as F0 (metallic workflow)
vec3 F0 = vec3(0.04);
F0 = mix(F0, diffuse, metallic);
// reflectance equation
vec3 Lo = vec3(0.0);
// calculate per-light radiance
vec3 L = normalize(lightPos - worldPos);
vec3 H = normalize(V + L);
float distance = length(lightPos - worldPos);
float attenuation = 1.0;
attenuation = light_intensity / (distance * distance);
vec3 radiance = lightColour * attenuation;
// Cook-Torrance BRDF
float NDF = DistributionGGX(N, H, roughness);
float G = GeometrySmith(N, V, L, roughness);
vec3 F = fresnelSchlick(clamp(dot(H, V), 0.0, 1.0), F0);
vec3 numerator = NDF * G * F;
float denominator = 4.0 * max(dot(N, V), 0.0) * max(dot(N, L), 0.0) + 0.0001; // + 0.0001 to prevent divide by zero
vec3 specular = numerator / denominator;
// kS is equal to Fresnel
vec3 kS = F;
// for energy conservation, the diffuse and specular light can't
// be above 1.0 (unless the surface emits light); to preserve this
// relationship the diffuse component (kD) should equal 1.0 - kS.
vec3 kD = vec3(1.0) - kS;
// multiply kD by the inverse metalness such that only non-metals
// have diffuse lighting, or a linear blend if partly metal (pure metals
// have no diffuse light).
kD *= 1.0 - metallic;
// scale light by NdotL
float NdotL = max(dot(N, L), 0.0);
// add to outgoing radiance Lo
Lo += (kD * diffuse / PI + specular) * radiance * NdotL; // note that we already multiplied the BRDF by the Fresnel (kS) so we won't multiply by kS again
return Lo;
}
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mat3 GetRotationOnlyMatrix(mat4 model_mat)
{
mat3 rot_mat;
rot_mat[0] = model_mat[0].xyz;
rot_mat[1] = model_mat[1].xyz;
rot_mat[2] = model_mat[2].xyz;
return rot_mat;
}
void main()
{
uvec2 diffuse_handle = textures[texture_ids[DIFFUSE_TEXTURE_ID]];
uvec2 normal_handle = textures[texture_ids[NORMAL_TEXTURE_ID]];
uvec2 metal_rough_handle = textures[texture_ids[METAL_ROUGH_TEXTURE_ID]];
uvec2 world_pos_handle = textures[texture_ids[POSITION_TEXTIURE_ID]];
vec4 diffuse = texture(sampler2D(diffuse_handle), vs_out.vsUV.xy);
if(diffuse[3] <= 0.1)
{
discard;
}
vec3 normal = texture(sampler2D(normal_handle), vs_out.vsUV.xy).xyz;
vec3 metal_rough = texture(sampler2D(metal_rough_handle), vs_out.vsUV.xy).xyz;
vec3 world_pos = texture(sampler2D(world_pos_handle), vs_out.vsUV.xy).xyz;
float rough = metal_rough[1];
float metal = metal_rough[2];
vec3 Lo = vec3(0,0,0);
for(int i = 0; i < ubo_per_frame.light_count; i ++)
{
mat4 model = model_matrix[lights[i].chunk_id];
mat3 rot_mat = GetRotationOnlyMatrix(model);
vec3 light_direction = rot_mat * vec3(0,0,1);
vec3 light_pos = model[3].xyz;
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if(lights[i].light_type == HYDRA_LIGHT_DIRECTIONAL)
{
Lo+= DirectionalShading(normal, diffuse.xyz, rough, metal, lights[i].light_intensity, lights[i].light_colour.xyz, light_direction, light_pos, world_pos, ubo_per_frame.viewer_pos);
}
else if(lights[i].light_type == HYDRA_LIGHT_POINT)
{
Lo+= PointShading(normal, diffuse.xyz, rough, metal, lights[i].light_intensity, lights[i].light_colour.xyz, light_direction, light_pos, world_pos, ubo_per_frame.viewer_pos);
}
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//uFragColor = vec4(light_direction, 1);
}
float lighting = 0;
// ambient lighting (note that the next IBL tutorial will replace
// this ambient lighting with environment lighting).
float ao = 1;
vec3 ambient = vec3(0.05) * diffuse.xyz * ao;
vec3 output_color = ambient + Lo;
// HDR tonemapping
output_color = output_color / (output_color + vec3(1.0));
// gamma correct
output_color = pow(output_color, vec3(1.0/2.1));
uFragColor = vec4(output_color, 1.0);
// float light = dot(lights[0].light_direction, normal);
// uFragColor = vec4(diffuse.xyz * light,1);
// uFragColor = vec4(normal, 1);
}