lovr/etc/shaders/lovr.glsl

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16 KiB
GLSL

// Flags
#ifndef GL_COMPUTE_SHADER
layout(constant_id = 1000) const float flag_pointSize = 1.f;
layout(constant_id = 1002) const bool flag_passColor = true;
layout(constant_id = 1003) const bool flag_materialColor = true;
layout(constant_id = 1004) const bool flag_vertexColors = true;
layout(constant_id = 1005) const bool flag_uvTransform = true;
layout(constant_id = 1006) const bool flag_alphaCutoff = false;
layout(constant_id = 1007) const bool flag_glow = false;
layout(constant_id = 1008) const bool flag_normalMap = false;
layout(constant_id = 1009) const bool flag_vertexTangents = true;
layout(constant_id = 1010) const bool flag_colorTexture = true;
layout(constant_id = 1011) const bool flag_glowTexture = true;
layout(constant_id = 1012) const bool flag_metalnessTexture = true;
layout(constant_id = 1013) const bool flag_roughnessTexture = true;
layout(constant_id = 1014) const bool flag_ambientOcclusion = true;
layout(constant_id = 1015) const bool flag_clearcoatTexture = false;
layout(constant_id = 1016) const bool flag_tonemap = false;
#endif
// Resources
#ifndef GL_COMPUTE_SHADER
struct Camera {
mat4 view;
mat4 projection;
mat4 viewProjection;
mat4 inverseProjection;
};
struct Draw {
mat4x3 transform;
vec4 color;
};
layout(set = 0, binding = 0) uniform Globals { vec2 Resolution; float Time; };
layout(set = 0, binding = 1) uniform CameraBuffer { Camera Cameras[6]; };
layout(set = 0, binding = 2) uniform DrawBuffer { layout(row_major) Draw Draws[256]; };
layout(set = 0, binding = 3) uniform sampler Sampler;
struct MaterialData {
vec4 color;
vec4 glow;
vec2 uvShift;
vec2 uvScale;
vec2 sdfRange;
float metalness;
float roughness;
float clearcoat;
float clearcoatRoughness;
float occlusionStrength;
float normalScale;
float alphaCutoff;
};
layout(set = 1, binding = 0) uniform MaterialBuffer {
MaterialData Material;
};
layout(set = 1, binding = 1) uniform texture2D ColorTexture;
layout(set = 1, binding = 2) uniform texture2D GlowTexture;
layout(set = 1, binding = 3) uniform texture2D MetalnessTexture;
layout(set = 1, binding = 4) uniform texture2D RoughnessTexture;
layout(set = 1, binding = 5) uniform texture2D ClearcoatTexture;
layout(set = 1, binding = 6) uniform texture2D OcclusionTexture;
layout(set = 1, binding = 7) uniform texture2D NormalTexture;
layout(push_constant) uniform PushConstants {
uint DrawID;
};
#endif
// Attributes
#ifdef GL_VERTEX_SHADER
layout(location = 10) in vec4 VertexPosition;
layout(location = 11) in vec3 VertexNormal;
layout(location = 12) in vec2 VertexUV;
layout(location = 13) in vec4 VertexColor;
layout(location = 14) in vec4 VertexTangent;
#endif
// Framebuffer
#ifdef GL_FRAGMENT_SHADER
layout(location = 0) out vec4 PixelColor;
#endif
// Varyings
#ifdef GL_VERTEX_SHADER
layout(location = 10) out vec3 PositionWorld;
layout(location = 11) out vec3 Normal;
layout(location = 12) out vec2 UV;
layout(location = 13) out vec4 Color;
layout(location = 14) out vec4 Tangent;
#endif
#ifdef GL_FRAGMENT_SHADER
layout(location = 10) in vec3 PositionWorld;
layout(location = 11) in vec3 Normal;
layout(location = 12) in vec2 UV;
layout(location = 13) in vec4 Color;
layout(location = 14) in vec4 Tangent;
#endif
// Builtins
#ifdef GL_COMPUTE_SHADER
#define SubgroupCount gl_NumSubgroups
#define WorkgroupCount gl_NumWorkGroups
#define WorkgroupSize gl_WorkGroupSize
#define WorkgroupID gl_WorkGroupID
#define GlobalThreadID gl_GlobalInvocationID
#define LocalThreadID gl_LocalInvocationID
#define LocalThreadIndex gl_LocalInvocationIndex
#else
#define ClipDistance gl_ClipDistance
#define CullDistance gl_CullDistance
#define PrimitiveID gl_PrimitiveID
#define ViewIndex gl_ViewIndex
#endif
#ifdef GL_VERTEX_SHADER
#define BaseInstance gl_BaseInstance
#define BaseVertex gl_BaseVertex
#define DrawIndex gl_DrawIndex
#define InstanceIndex gl_InstanceIndex
#define PointSize gl_PointSize
#define Position gl_Position
#define VertexIndex gl_VertexIndex
#endif
#ifdef GL_FRAGMENT_SHADER
#define FragCoord gl_FragCoord
#define FragDepth gl_FragDepth
#define FrontFacing gl_FrontFacing
#define PointCoord gl_PointCoord
#define SampleID gl_SampleID
#define SampleMaskIn gl_SampleMaskIn
#define SampleMask gl_SampleMask
#define SamplePosition gl_SamplePosition
#endif
// Constants
#define PI 3.141592653589793238462643383279502f
#define TAU (2.f * PI)
#define PI_2 (.5f * PI)
// Helpers
#define Constants uniform DefaultUniformBlock
#ifndef GL_COMPUTE_SHADER
#define Projection Cameras[ViewIndex].projection
#define View Cameras[ViewIndex].view
#define ViewProjection Cameras[ViewIndex].viewProjection
#define InverseProjection Cameras[ViewIndex].inverseProjection
#define CameraPositionWorld (-View[3].xyz * mat3(View))
#endif
#ifdef GL_VERTEX_SHADER
#define Transform mat4(Draws[DrawID].transform)
#define NormalMatrix (cofactor3(Draws[DrawID].transform))
#define PassColor Draws[DrawID].color
#define ClipFromLocal (ViewProjection * Transform)
#define ClipFromWorld (ViewProjection)
#define ClipFromView (Projection)
#define ViewFromLocal (View * Transform)
#define ViewFromWorld (View)
#define ViewFromClip (InverseProjection)
#define WorldFromLocal (Transform)
#define WorldFromView (inverse(View))
#define WorldFromClip (inverse(ViewProjection))
#define DefaultPosition (ClipFromLocal * VertexPosition)
mat3 cofactor3(mat4x3 m) {
return mat3(vec3(
(m[1][1] * m[2][2] - m[2][1] * m[1][2]),
-(m[1][0] * m[2][2] - m[2][0] * m[1][2]),
(m[1][0] * m[2][1] - m[2][0] * m[1][1])), vec3(
-(m[0][1] * m[2][2] - m[2][1] * m[0][2]),
(m[0][0] * m[2][2] - m[2][0] * m[0][2]),
-(m[0][0] * m[2][1] - m[2][0] * m[0][1])), vec3(
(m[0][1] * m[1][2] - m[1][1] * m[0][2]),
-(m[0][0] * m[1][2] - m[1][0] * m[0][2]),
(m[0][0] * m[1][1] - m[1][0] * m[0][1])
));
}
#endif
#ifdef GL_FRAGMENT_SHADER
#define DefaultColor (flag_colorTexture ? (Color * getPixel(ColorTexture, UV)) : Color)
#endif
// Helper for sampling textures using the default sampler set using Pass:setSampler
#ifndef GL_COMPUTE_SHADER
vec4 getPixel(texture2D t, vec2 uv) { return texture(sampler2D(t, Sampler), uv); }
vec4 getPixel(texture3D t, vec3 uvw) { return texture(sampler3D(t, Sampler), uvw); }
vec4 getPixel(textureCube t, vec3 dir) { return texture(samplerCube(t, Sampler), dir); }
vec4 getPixel(texture2DArray t, vec2 uv, float layer) { return texture(sampler2DArray(t, Sampler), vec3(uv, layer)); }
vec4 getPixel(textureCubeArray t, vec4 coord) { return texture(samplerCubeArray(t, Sampler), coord); }
#endif
#ifdef GL_FRAGMENT_SHADER
// Surface contains all light-independent data needed for shading. It can be calculated once per
// pixel and reused for multiple lights. It stores information from the vertex shader and material
// inputs. The Surface can be initialized using initSurface, and is passed into the other lighting
// functions. Everything is in world space.
struct Surface {
vec3 position; // Position of fragment
vec3 normal; // Includes normal mapping
vec3 geometricNormal; // Raw normal from vertex shader
vec3 view; // The direction from the fragment to the camera
vec3 reflection; // The view vector reflected about the normal
vec3 f0;
vec3 diffuse;
vec3 emissive;
vec4 baseColor;
float metalness;
float roughness;
float roughness2;
float occlusion;
float clearcoat;
float clearcoatRoughness;
};
#define TangentMatrix getTangentMatrix()
mat3 getTangentMatrix() {
if (flag_vertexTangents) {
vec3 N = normalize(Normal);
vec3 T = normalize(Tangent.xyz);
vec3 B = cross(N, T) * Tangent.w;
return mat3(T, B, N);
} else {
// http://www.thetenthplanet.de/archives/1180
vec3 N = normalize(Normal);
vec3 dp1 = dFdx(PositionWorld);
vec3 dp2 = dFdy(PositionWorld);
vec2 duv1 = dFdx(UV);
vec2 duv2 = dFdy(UV);
vec3 dp2perp = cross(dp2, N);
vec3 dp1perp = cross(N, dp1);
vec3 T = dp2perp * duv1.x + dp1perp * duv2.x;
vec3 B = dp2perp * duv1.y + dp1perp * duv2.y;
float invmax = inversesqrt(max(dot(T, T), dot(B, B)));
return mat3(T * invmax, B * invmax, N);
}
}
Surface newSurface() {
Surface surface;
surface.position = PositionWorld;
surface.geometricNormal = normalize(Normal);
surface.normal = surface.geometricNormal;
surface.view = normalize(CameraPositionWorld - PositionWorld);
surface.emissive = vec3(0.);
surface.baseColor = Color;
surface.metalness = 1.;
surface.roughness = 1.;
surface.occlusion = 1.;
surface.clearcoat = 0.;
surface.clearcoatRoughness = 0.;
return surface;
}
vec4 getMaterialBaseColor() {
vec4 color = Color;
if (flag_colorTexture) color *= getPixel(ColorTexture, UV);
return color;
}
vec3 getMaterialEmissive() {
vec3 emissive = Material.glow.rgb * Material.glow.a;
if (flag_glow && flag_glowTexture) emissive *= getPixel(GlowTexture, UV).rgb;
return emissive;
}
float getMaterialMetalness() {
float metalness = Material.metalness;
if (flag_metalnessTexture) metalness *= getPixel(MetalnessTexture, UV).b;
return metalness;
}
float getMaterialRoughness() {
float roughness = Material.roughness;
if (flag_roughnessTexture) roughness *= getPixel(RoughnessTexture, UV).g;
return roughness;
}
float getMaterialOcclusion() {
float occlusion = 1.;
if (flag_ambientOcclusion) occlusion *= getPixel(OcclusionTexture, UV).r * Material.occlusionStrength;
return occlusion;
}
float getMaterialClearcoat() {
float clearcoat = Material.clearcoat;
if (flag_clearcoatTexture) clearcoat *= getPixel(ClearcoatTexture, UV).r;
return clearcoat;
}
float getMaterialClearcoatRoughness() {
return Material.clearcoatRoughness;
}
Surface applyMaterial(inout Surface surface) {
surface.baseColor = getMaterialBaseColor();
surface.emissive = getMaterialEmissive();
surface.metalness = getMaterialMetalness();
surface.roughness = getMaterialRoughness();
surface.occlusion = getMaterialOcclusion();
surface.clearcoat = getMaterialClearcoat();
surface.clearcoatRoughness = getMaterialClearcoatRoughness();
if (flag_normalMap) {
vec3 normalScale = vec3(Material.normalScale, Material.normalScale, 1.);
surface.normal = TangentMatrix * normalize((getPixel(NormalTexture, UV).rgb * 2. - 1.) * normalScale);
}
return surface;
}
void finalizeSurface(inout Surface surface) {
if (!FrontFacing) {
surface.normal = -surface.normal;
surface.geometricNormal = -surface.geometricNormal;
}
surface.reflection = reflect(-surface.view, surface.normal);
surface.f0 = mix(vec3(.04), surface.baseColor.rgb, surface.metalness);
surface.diffuse = mix(surface.baseColor.rgb, vec3(0.), surface.metalness);
surface.roughness = max(surface.roughness, .05);
surface.roughness2 = surface.roughness * surface.roughness;
}
Surface getDefaultSurface() {
Surface surface = newSurface();
applyMaterial(surface);
finalizeSurface(surface);
return surface;
}
// Deprecated
void initSurface(out Surface surface) {
surface = getDefaultSurface();
}
float D_GGX(const Surface surface, float NoH) {
float alpha2 = surface.roughness * surface.roughness2;
float denom = (NoH * NoH) * (alpha2 - 1.) + 1.;
return alpha2 / (PI * denom * denom);
}
float G_SmithGGXCorrelated(const Surface surface, float NoV, float NoL) {
float alpha2 = surface.roughness2 * surface.roughness2;
float GGXV = NoL * sqrt(alpha2 + (1. - alpha2) * (NoV * NoV));
float GGXL = NoV * sqrt(alpha2 + (1. - alpha2) * (NoL * NoL));
return .5 / (GGXV + GGXL);
}
vec3 F_Schlick(const Surface surface, float VoH) {
return surface.f0 + (vec3(1.) - surface.f0) * pow(1. - VoH, 5.);
}
// Evaluates a direct light for a given surface
vec3 getLighting(const Surface surface, vec3 direction, vec4 color, float visibility) {
if (visibility <= 0.) {
return vec3(0.);
}
// Parameters
vec3 N = surface.normal;
vec3 V = surface.view;
vec3 L = normalize(-direction);
vec3 H = normalize(V + L);
vec3 R = surface.reflection;
float NoV = abs(dot(N, V)) + 1e-8;
float NoL = clamp(dot(N, L), 0., 1.);
float NoH = clamp(dot(N, H), 0., 1.);
float VoH = clamp(dot(V, H), 0., 1.);
// Diffuse
float Fd_Lambert = 1. / PI;
vec3 diffuse = surface.diffuse * Fd_Lambert;
// Specular
float D = D_GGX(surface, NoH);
float G = G_SmithGGXCorrelated(surface, NoV, NoL);
vec3 F = F_Schlick(surface, VoH);
vec3 specular = vec3(D * G) * F;
return (diffuse + specular) * color.rgb * (NoL * color.a * visibility);
}
// https://www.unrealengine.com/en-US/blog/physically-based-shading-on-mobile
vec2 prefilteredBRDF(float NoV, float roughness) {
vec4 c0 = vec4(-1., -.0275, -.572, .022);
vec4 c1 = vec4(1., .0425, 1.04, -.04);
vec4 r = roughness * c0 + c1;
float a004 = min(r.x * r.x, exp2(-9.28 * NoV)) * r.x + r.y;
return vec2(-1.04, 1.04) * a004 + r.zw;
}
vec3 evaluateSphericalHarmonics(vec3 sh[9], vec3 n) {
return max(
sh[0] +
sh[1] * n.y +
sh[2] * n.z +
sh[3] * n.x +
sh[4] * n.y * n.x +
sh[5] * n.y * n.z +
sh[6] * (3. * n.z * n.z - 1.) +
sh[7] * n.z * n.x +
sh[8] * (n.x * n.x - n.y * n.y)
, 0.);
}
vec3 getIndirectLighting(const Surface surface, textureCube environment, vec3 sphericalHarmonics[9]) {
float NoV = dot(surface.normal, surface.view);
vec2 lookup = prefilteredBRDF(NoV, surface.roughness);
int mipmapCount = textureQueryLevels(samplerCube(environment, Sampler));
vec3 ibl = textureLod(samplerCube(environment, Sampler), surface.reflection, surface.roughness * mipmapCount).rgb;
vec3 specular = (surface.f0 * lookup.r + lookup.g) * ibl;
vec3 sh = evaluateSphericalHarmonics(sphericalHarmonics, surface.normal);
vec3 diffuse = surface.diffuse * surface.occlusion * sh;
return diffuse + specular;
}
vec3 tonemap(vec3 x) {
float a = 2.51;
float b = 0.03;
float c = 2.43;
float d = 0.59;
float e = 0.14;
return (x * (a * x + b)) / (x * (c * x + d) + e);
}
#endif
vec3 gammaToLinear(vec3 color) {
return mix(pow((color + .055) / 1.055, vec3(2.4)), color / 12.92, lessThanEqual(color, vec3(.04045)));
}
vec3 linearToGamma(vec3 color) {
return mix(1.055 * pow(color, vec3(1. / 2.4)) - .055, color * 12.92, lessThanEqual(color, vec3(.0031308)));
}
uint packSnorm10x3(vec4 v) {
return
((int(v.x * 511.) & 0x3ff) << 0) |
((int(v.y * 511.) & 0x3ff) << 10) |
((int(v.z * 511.) & 0x3ff) << 20) |
((int(v.w * 2.) & 0x3) << 30);
}
// The weird 22 bit shift basically does sign-extension of a 10-bit value stored in a 32-bit int
vec4 unpackSnorm10x3(uint n) {
return vec4(
max((int((n >> 0) & 0x3ff) << 22 >> 22) / 511., -1.),
max((int((n >> 10) & 0x3ff) << 22 >> 22) / 511., -1.),
max((int((n >> 20) & 0x3ff) << 22 >> 22) / 511., -1.),
max(float((n >> 30) & 0x3), -1.)
);
}
// Entrypoints
#ifndef NO_DEFAULT_MAIN
#ifdef GL_VERTEX_SHADER
vec4 lovrmain();
void main() {
PositionWorld = vec3(WorldFromLocal * VertexPosition);
Normal = NormalMatrix * VertexNormal;
UV = VertexUV;
Color = vec4(1.0);
if (flag_passColor) Color *= PassColor;
if (flag_materialColor) Color *= Material.color;
if (flag_vertexColors) Color *= VertexColor;
if (flag_vertexTangents) {
Tangent = vec4(NormalMatrix * VertexTangent.xyz, VertexTangent.w);
}
PointSize = flag_pointSize;
Position = lovrmain();
if (flag_uvTransform) {
UV *= Material.uvScale;
UV += Material.uvShift;
}
}
#endif
#ifdef GL_FRAGMENT_SHADER
vec4 lovrmain();
void main() {
PixelColor = lovrmain();
if (flag_glow) {
if (flag_glowTexture) {
PixelColor.rgb += getPixel(GlowTexture, UV).rgb * Material.glow.rgb * Material.glow.a;
} else {
PixelColor.rgb += Material.glow.rgb * Material.glow.a;
}
}
if (flag_tonemap) {
PixelColor.rgb = tonemap(PixelColor.rgb);
}
if (flag_alphaCutoff) { // Nesting the ifs instead of using && to work around a glslang bug
if (PixelColor.a <= Material.alphaCutoff) {
discard;
}
}
}
#endif
#ifdef GL_COMPUTE_SHADER
void lovrmain();
void main() {
lovrmain();
}
#endif
#endif