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lovr/etc/shaders/lovr.glsl
2022-08-12 17:59:06 -07:00

340 lines
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GLSL

// Flags
layout(constant_id = 1000) const bool enableUVTransform = true;
layout(constant_id = 1001) const bool enableAlphaCutoff = false;
layout(constant_id = 1002) const bool enableGlow = false;
layout(constant_id = 1003) const bool enableNormalMap = false;
layout(constant_id = 1004) const bool useVertexTangents = true;
layout(constant_id = 1005) const bool useColorTexture = true;
layout(constant_id = 1006) const bool useGlowTexture = false;
layout(constant_id = 1007) const bool useMetalnessTexture = true;
layout(constant_id = 1008) const bool useRoughnessTexture = true;
layout(constant_id = 1009) const bool useOcclusionTexture = false;
layout(constant_id = 1010) const bool useClearcoatTexture = false;
// Resources
#ifndef GL_COMPUTE_SHADER
struct Camera {
mat4 view;
mat4 projection;
mat4 viewProjection;
mat4 inverseProjection;
};
struct Draw {
mat4 transform;
mat4 normalMatrix;
vec4 color;
};
layout(set = 0, binding = 0) uniform Globals { vec4 Resolution; float Time; };
layout(set = 0, binding = 1) uniform CameraBuffer { Camera Cameras[6]; };
layout(set = 0, binding = 2) uniform DrawBuffer { Draw Draws[256]; };
layout(set = 0, binding = 3) uniform sampler Sampler;
layout(set = 1, binding = 0) uniform MaterialBuffer {
vec4 color;
vec4 glow;
vec2 uvShift;
vec2 uvScale;
vec2 sdfRange;
float metalness;
float roughness;
float clearcoat;
float clearcoatRoughness;
float occlusionStrength;
float normalScale;
float alphaCutoff;
} Material;
layout(set = 1, binding = 1) uniform texture2D ColorTexture;
layout(set = 1, binding = 2) uniform texture2D GlowTexture;
layout(set = 1, binding = 3) uniform texture2D OcclusionTexture;
layout(set = 1, binding = 4) uniform texture2D MetalnessTexture;
layout(set = 1, binding = 5) uniform texture2D RoughnessTexture;
layout(set = 1, binding = 6) uniform texture2D ClearcoatTexture;
layout(set = 1, binding = 7) uniform texture2D NormalTexture;
#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 vec3 VertexTangent;
#endif
// Framebuffer
#ifdef GL_FRAGMENT_SHADER
layout(location = 0) out vec4 PixelColor[1];
#endif
// Varyings
#ifdef GL_VERTEX_SHADER
layout(location = 10) out vec3 PositionWorld;
layout(location = 11) out vec3 Normal;
layout(location = 12) out vec4 Color;
layout(location = 13) out vec2 UV;
layout(location = 14) out vec3 Tangent;
#endif
#ifdef GL_FRAGMENT_SHADER
layout(location = 10) in vec3 PositionWorld;
layout(location = 11) in vec3 Normal;
layout(location = 12) in vec4 Color;
layout(location = 13) in vec2 UV;
layout(location = 14) in vec3 Tangent;
#endif
// Macros
#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 BaseInstance gl_BaseInstance
#define BaseVertex gl_BaseVertex
#define ClipDistance gl_ClipDistance
#define CullDistance gl_CullDistance
#define DrawIndex gl_DrawIndex
#define InstanceIndex (gl_InstanceIndex - gl_BaseInstance)
#define FragCoord gl_FragCoord
#define FragDepth gl_FragDepth
#define FrontFacing gl_FrontFacing
#define PointCoord gl_PointCoord
#define PointSize gl_PointSize
#define Position gl_Position
#define PrimitiveID gl_PrimitiveID
#define SampleID gl_SampleID
#define SampleMaskIn gl_SampleMaskIn
#define SampleMask gl_SampleMask
#define SamplePosition gl_SamplePosition
#define VertexIndex gl_VertexIndex
#define ViewIndex gl_ViewIndex
#define DrawID gl_BaseInstance
#define Projection Cameras[ViewIndex].projection
#define View Cameras[ViewIndex].view
#define ViewProjection Cameras[ViewIndex].viewProjection
#define InverseProjection Cameras[ViewIndex].inverseProjection
#define Transform Draws[DrawID].transform
#define NormalMatrix mat3(Draws[DrawID].normalMatrix)
#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 CameraPositionWorld (-View[3].xyz * mat3(View))
#define DefaultPosition (ClipFromLocal * VertexPosition)
#define DefaultColor (Color * getPixel(ColorTexture, UV))
#endif
// Constants
#define PI 3.141592653589793238462643383279502f
#define TAU (2.f * PI)
#define PI_2 (.5f * PI)
// Helpers
// 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, vec3 uvw) { return texture(sampler2DArray(t, Sampler), uvw); }
#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;
float roughness2;
float occlusion;
float clearcoat;
float clearcoatRoughness;
float alpha;
};
#define TangentMatrix getTangentMatrix()
mat3 getTangentMatrix() {
if (useVertexTangents) {
vec3 N = normalize(Normal);
vec3 T = normalize(Tangent);
vec3 B = cross(N, T);
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);
}
}
void initSurface(out Surface surface) {
surface.position = PositionWorld;
if (enableNormalMap) {
vec3 normalScale = vec3(Material.normalScale, Material.normalScale, 1.);
surface.normal = TangentMatrix * (normalize(getPixel(NormalTexture, UV).rgb * 2. - 1.) * normalScale);
} else {
surface.normal = normalize(Normal);
}
surface.geometricNormal = normalize(Normal);
surface.view = normalize(CameraPositionWorld - PositionWorld);
surface.reflection = reflect(-surface.view, surface.normal);
vec4 color = Color;
if (useColorTexture) color *= getPixel(ColorTexture, UV);
float metallic = Material.metalness;
if (useMetalnessTexture) metallic *= getPixel(MetalnessTexture, UV).b;
surface.f0 = mix(vec3(.04), color.rgb, metallic);
surface.diffuse = mix(color.rgb, vec3(0.), metallic);
surface.emissive = Material.glow.rgb * Material.glow.a;
if (useGlowTexture) surface.emissive *= getPixel(GlowTexture, UV).rgb;
float roughness = Material.roughness;
if (useRoughnessTexture) roughness *= getPixel(RoughnessTexture, UV).g;
surface.roughness2 = roughness * roughness;
surface.occlusion = 1.;
if (useOcclusionTexture) surface.occlusion *= getPixel(OcclusionTexture, UV).r * Material.occlusionStrength;
surface.clearcoat = Material.clearcoat;
if (useClearcoatTexture) surface.clearcoat *= getPixel(ClearcoatTexture, UV).r;
surface.clearcoatRoughness = Material.clearcoatRoughness;
surface.alpha = color.a;
}
float D_GGX(const Surface surface, float NoH) {
float alpha2 = surface.roughness2 * 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) * .5 + .5, 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);
}
#endif
// Entrypoints
#ifndef NO_DEFAULT_MAIN
#ifdef GL_VERTEX_SHADER
vec4 lovrmain();
void main() {
PositionWorld = vec3(WorldFromLocal * VertexPosition);
Normal = NormalMatrix * VertexNormal;
Color = VertexColor * Material.color * PassColor;
UV = VertexUV;
if (enableNormalMap && useVertexTangents) {
Tangent = NormalMatrix * VertexTangent;
}
PointSize = 1.f;
Position = lovrmain();
if (enableUVTransform) {
UV *= Material.uvScale;
UV += Material.uvShift;
}
}
#endif
#ifdef GL_FRAGMENT_SHADER
vec4 lovrmain();
void main() {
PixelColor[0] = lovrmain();
if (enableGlow) {
PixelColor[0].rgb += getPixel(GlowTexture, UV).rgb * Material.glow.rgb * Material.glow.a;
}
if (enableAlphaCutoff && PixelColor[0].a <= Material.alphaCutoff) {
discard;
}
}
#endif
#ifdef GL_COMPUTE_SHADER
void lovrmain();
void main() {
lovrmain();
}
#endif
#endif