Shader cleanup

This commit is contained in:
luboslenco
2023-02-15 19:56:40 +01:00
parent b0ad8b9cf5
commit 7958fc20da
5 changed files with 116 additions and 250 deletions
+5 -10
View File
@@ -1,11 +1,7 @@
#version 450
// #define _AutoExposure
uniform sampler2D tex;
#ifdef _AutoExposure
uniform sampler2D histogram;
#endif
// uniform sampler2D histogram;
uniform float vignetteStrength;
@@ -27,11 +23,10 @@ void main() {
fragColor.rgb *= (1.0 - vignetteStrength) + vignetteStrength * pow(16.0 * texCoord.x * texCoord.y * (1.0 - texCoord.x) * (1.0 - texCoord.y), 0.2);
#ifdef _AutoExposure
const float autoExposureStrength = 1.0;
float expo = 2.0 - clamp(length(textureLod(histogram, vec2(0.5, 0.5), 0).rgb), 0.0, 1.0);
fragColor.rgb *= pow(expo, autoExposureStrength * 2.0);
#endif
// Auto exposure
// const float autoExposureStrength = 1.0;
// float expo = 2.0 - clamp(length(textureLod(histogram, vec2(0.5, 0.5), 0).rgb), 0.0, 1.0);
// fragColor.rgb *= pow(expo, autoExposureStrength * 2.0);
fragColor.rgb = tonemapFilmic(fragColor.rgb); // With gamma
}
+1 -112
View File
@@ -1,114 +1,3 @@
#version 450
#define _LTC
#define _VoxelShadow
#define _MicroShadowing
#define _SinglePoint
#define _SSAO
#define _Emission
#define _Rad
#define _Irr
#define _Brdf
#define _EnvTex
#include "../std/gbuffer.glsl"
#include "../std/light.glsl"
#include "../std/shirr.glsl"
#ifdef _VoxelAOvar
#include "../std/conetrace.glsl"
#endif
uniform sampler2D gbufferD;
uniform sampler2D gbuffer0;
uniform sampler2D gbuffer1;
#ifdef _VoxelAOvar
uniform sampler3D voxels;
#endif
uniform vec4 envmapData; // angle, sin(angle), cos(angle), strength
uniform vec4 shirr[7];
uniform sampler2D senvmapBrdf;
uniform sampler2D senvmapRadiance;
#ifdef SPIRV
uniform float envmapNumMipmaps;
#else
uniform int envmapNumMipmaps;
#endif
uniform sampler2D ssaotex;
uniform vec2 cameraProj;
uniform vec3 eye;
uniform vec3 eyeLook;
uniform vec3 pointPos;
uniform vec3 pointCol;
in vec2 texCoord;
in vec3 viewRay;
out vec4 fragColor;
void main() {
vec4 g0 = textureLod(gbuffer0, texCoord, 0.0); // Normal.xy, roughness, metallic/matid
vec3 n;
n.z = 1.0 - abs(g0.x) - abs(g0.y);
n.xy = n.z >= 0.0 ? g0.xy : octahedronWrap(g0.xy);
n = normalize(n);
float roughness = g0.b;
float metallic;
uint matid;
unpackFloatInt16(g0.a, metallic, matid);
vec4 g1 = textureLod(gbuffer1, texCoord, 0.0); // Basecolor.rgb, occ
float occ = g1.a;
vec3 albedo = surfaceAlbedo(g1.rgb, metallic); // g1.rgb - basecolor
vec3 f0 = surfaceF0(g1.rgb, metallic);
float depth = textureLod(gbufferD, texCoord, 0.0).r * 2.0 - 1.0;
vec3 p = getPos(eye, eyeLook, normalize(viewRay), depth, cameraProj);
vec3 v = normalize(eye - p);
float dotNV = max(0.0, dot(n, v));
occ = mix(1.0, occ, dotNV); // AO Fresnel
vec2 envBRDF = texelFetch(senvmapBrdf, ivec2(vec2(roughness, 1.0 - dotNV) * 256.0), 0).xy;
// Envmap
vec4 envmapDataLocal = envmapData; // TODO: SPIRV workaround
vec3 envl = shIrradiance(vec3(n.x * envmapDataLocal.z - n.y * envmapDataLocal.y, n.x * envmapDataLocal.y + n.y * envmapDataLocal.z, n.z), shirr);
envl /= PI;
vec3 reflectionWorld = reflect(-v, n);
float lod = getMipFromRoughness(roughness, envmapNumMipmaps);
vec3 prefilteredColor = textureLod(senvmapRadiance, envMapEquirect(reflectionWorld, envmapDataLocal.x), lod).rgb;
envl.rgb *= albedo;
// Indirect specular
envl.rgb += prefilteredColor * (f0 * envBRDF.x + envBRDF.y) * 1.5;
envl.rgb *= envmapDataLocal.w * occ;
#ifdef _VoxelAOvar
vec3 voxpos = p / voxelgiHalfExtents;
envl.rgb *= 1.0 - traceAO(voxpos, n, voxels);
#endif
fragColor.rgb = envl;
fragColor.rgb *= textureLod(ssaotex, texCoord, 0.0).r;
if (matid == 1) { // Emission
fragColor.rgb += g1.rgb; // materialid
albedo = vec3(0.0);
}
fragColor.rgb += sampleLight(p, n, v, dotNV, pointPos, pointCol, albedo, roughness, f0
#ifdef _VoxelAOvar
#ifdef _VoxelShadow
, voxels, voxpos
#endif
#endif
, occ);
fragColor.a = 1.0; // Mark as opaque
}
#include "../std/deferred_light.glsl"
@@ -1,118 +1,4 @@
#version 450
#define _VoxelAOvar
#define _Voxel
#define _LTC
#define _VoxelShadow
#define _MicroShadowing
#define _SinglePoint
#define _SSAO
#define _Emission
#define _Rad
#define _Irr
#define _Brdf
#define _EnvTex
#include "../std/gbuffer.glsl"
#include "../std/light.glsl"
#include "../std/shirr.glsl"
#ifdef _VoxelAOvar
#include "../std/conetrace.glsl"
#endif
uniform sampler2D gbufferD;
uniform sampler2D gbuffer0;
uniform sampler2D gbuffer1;
#ifdef _VoxelAOvar
uniform sampler3D voxels;
#endif
uniform vec4 envmapData; // angle, sin(angle), cos(angle), strength
uniform vec4 shirr[7];
uniform sampler2D senvmapBrdf;
uniform sampler2D senvmapRadiance;
uniform int envmapNumMipmaps;
uniform sampler2D ssaotex;
//!uniform vec3 lightArea0;
//!uniform vec3 lightArea1;
//!uniform vec3 lightArea2;
//!uniform vec3 lightArea3;
//!uniform sampler2D sltcMat;
//!uniform sampler2D sltcMag;
uniform vec2 cameraProj;
uniform vec3 eye;
uniform vec3 eyeLook;
uniform vec3 pointPos;
uniform vec3 pointCol;
in vec2 texCoord;
in vec3 viewRay;
out vec4 fragColor;
void main() {
vec4 g0 = textureLod(gbuffer0, texCoord, 0.0); // Normal.xy, roughness, metallic/matid
vec3 n;
n.z = 1.0 - abs(g0.x) - abs(g0.y);
n.xy = n.z >= 0.0 ? g0.xy : octahedronWrap(g0.xy);
n = normalize(n);
float roughness = g0.b;
float metallic;
uint matid;
unpackFloatInt16(g0.a, metallic, matid);
vec4 g1 = textureLod(gbuffer1, texCoord, 0.0); // Basecolor.rgb, occ
float occ = g1.a;
vec3 albedo = surfaceAlbedo(g1.rgb, metallic); // g1.rgb - basecolor
vec3 f0 = surfaceF0(g1.rgb, metallic);
float depth = textureLod(gbufferD, texCoord, 0.0).r * 2.0 - 1.0;
vec3 p = getPos(eye, eyeLook, normalize(viewRay), depth, cameraProj);
vec3 v = normalize(eye - p);
float dotNV = max(0.0, dot(n, v));
occ = mix(1.0, occ, dotNV); // AO Fresnel
vec2 envBRDF = texelFetch(senvmapBrdf, ivec2(vec2(roughness, 1.0 - dotNV) * 256.0), 0).xy;
// Envmap
vec4 envmapDataLocal = envmapData; // TODO: SPIRV workaround
vec3 envl = shIrradiance(vec3(n.x * envmapDataLocal.z - n.y * envmapDataLocal.y, n.x * envmapDataLocal.y + n.y * envmapDataLocal.z, n.z), shirr);
envl /= PI;
vec3 reflectionWorld = reflect(-v, n);
float lod = getMipFromRoughness(roughness, envmapNumMipmaps);
vec3 prefilteredColor = textureLod(senvmapRadiance, envMapEquirect(reflectionWorld, envmapDataLocal.x), lod).rgb;
envl.rgb *= albedo;
// Indirect specular
envl.rgb += prefilteredColor * (f0 * envBRDF.x + envBRDF.y) * 1.5;
envl.rgb *= envmapDataLocal.w * occ;
#ifdef _VoxelAOvar
vec3 voxpos = p / voxelgiHalfExtents;
envl.rgb *= 1.0 - traceAO(voxpos, n, voxels);
#endif
fragColor.rgb = envl;
fragColor.rgb *= textureLod(ssaotex, texCoord, 0.0).r;
if (g0.a == 1.0) { // Emission
fragColor.rgb += g1.rgb; // materialid
albedo = vec3(0.0);
}
fragColor.rgb += sampleLight(p, n, v, dotNV, pointPos, pointCol, albedo, roughness, f0
#ifdef _VoxelAOvar
#ifdef _VoxelShadow
, voxels, voxpos
#endif
#endif
, occ);
fragColor.a = 1.0; // Mark as opaque
}
#include "../std/deferred_light.glsl"
+101
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@@ -0,0 +1,101 @@
#ifndef _DEFERRED_LIGHT_GLSL_
#define _DEFERRED_LIGHT_GLSL_
#include "../std/gbuffer.glsl"
#include "../std/light.glsl"
#include "../std/shirr.glsl"
#ifdef _Voxel
#include "../std/conetrace.glsl"
#endif
uniform sampler2D gbufferD;
uniform sampler2D gbuffer0;
uniform sampler2D gbuffer1;
#ifdef _Voxel
uniform sampler3D voxels;
#endif
uniform vec4 envmapData; // angle, sin(angle), cos(angle), strength
uniform vec4 shirr[7];
uniform sampler2D senvmapBrdf;
uniform sampler2D senvmapRadiance;
#ifdef SPIRV
uniform float envmapNumMipmaps;
#else
uniform int envmapNumMipmaps;
#endif
uniform sampler2D ssaotex;
uniform vec2 cameraProj;
uniform vec3 eye;
uniform vec3 eyeLook;
uniform vec3 pointPos;
uniform vec3 pointCol;
in vec2 texCoord;
in vec3 viewRay;
out vec4 fragColor;
void main() {
vec4 g0 = textureLod(gbuffer0, texCoord, 0.0); // Normal.xy, roughness, metallic/matid
vec3 n;
n.z = 1.0 - abs(g0.x) - abs(g0.y);
n.xy = n.z >= 0.0 ? g0.xy : octahedronWrap(g0.xy);
n = normalize(n);
float roughness = g0.b;
float metallic;
uint matid;
unpackFloatInt16(g0.a, metallic, matid);
vec4 g1 = textureLod(gbuffer1, texCoord, 0.0); // Basecolor.rgb, occ
float occ = g1.a;
vec3 albedo = surfaceAlbedo(g1.rgb, metallic); // g1.rgb - basecolor
vec3 f0 = surfaceF0(g1.rgb, metallic);
float depth = textureLod(gbufferD, texCoord, 0.0).r * 2.0 - 1.0;
vec3 p = getPos(eye, eyeLook, normalize(viewRay), depth, cameraProj);
vec3 v = normalize(eye - p);
float dotNV = max(0.0, dot(n, v));
occ = mix(1.0, occ, dotNV); // AO Fresnel
vec2 envBRDF = texelFetch(senvmapBrdf, ivec2(vec2(roughness, 1.0 - dotNV) * 256.0), 0).xy;
// Envmap
vec4 envmapDataLocal = envmapData; // TODO: SPIRV workaround
vec3 envl = shIrradiance(vec3(n.x * envmapDataLocal.z - n.y * envmapDataLocal.y, n.x * envmapDataLocal.y + n.y * envmapDataLocal.z, n.z), shirr);
envl /= PI;
vec3 reflectionWorld = reflect(-v, n);
float lod = getMipFromRoughness(roughness, envmapNumMipmaps);
vec3 prefilteredColor = textureLod(senvmapRadiance, envMapEquirect(reflectionWorld, envmapDataLocal.x), lod).rgb;
envl.rgb *= albedo;
// Indirect specular
envl.rgb += prefilteredColor * (f0 * envBRDF.x + envBRDF.y) * 1.5;
envl.rgb *= envmapDataLocal.w * occ;
#ifdef _Voxel
vec3 voxpos = p / voxelgiHalfExtents;
envl.rgb *= 1.0 - traceAO(voxpos, n, voxels);
#endif
fragColor.rgb = envl;
fragColor.rgb *= textureLod(ssaotex, texCoord, 0.0).r;
if (matid == 1) { // Emission
fragColor.rgb += g1.rgb; // materialid
albedo = vec3(0.0);
}
fragColor.rgb += sampleLight(p, n, v, dotNV, pointPos, pointCol, albedo, roughness, f0, occ
#ifdef _Voxel
, voxels, voxpos
#endif
);
fragColor.a = 1.0; // Mark as opaque
}
#endif
+7 -12
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@@ -4,10 +4,10 @@
#include "../std/brdf.glsl"
#include "../std/math.glsl"
#ifdef _VoxelAOvar
#include "../std/ltc.glsl"
#ifdef _Voxel
#include "../std/conetrace.glsl"
#endif
#include "../std/ltc.glsl"
uniform vec3 lightArea0;
uniform vec3 lightArea1;
@@ -17,13 +17,10 @@ uniform sampler2D sltcMat;
uniform sampler2D sltcMag;
vec3 sampleLight(const vec3 p, const vec3 n, const vec3 v, const float dotNV, const vec3 lp, const vec3 lightCol,
const vec3 albedo, const float rough, const vec3 f0
#ifdef _VoxelAOvar
#ifdef _VoxelShadow
, sampler3D voxels, vec3 voxpos
#endif
#endif
, float occ
const vec3 albedo, const float rough, const vec3 f0, const float occ
#ifdef _Voxel
, sampler3D voxels, vec3 voxpos
#endif
) {
vec3 ld = lp - p;
vec3 l = normalize(ld);
@@ -46,11 +43,9 @@ vec3 sampleLight(const vec3 p, const vec3 n, const vec3 v, const float dotNV, co
direct *= lightCol;
direct *= clamp(dotNL + 2.0 * occ * occ - 1.0, 0.0, 1.0); // Micro shadowing
#ifdef _VoxelAOvar
#ifdef _VoxelShadow
#ifdef _Voxel
direct *= 1.0 - traceShadow(voxels, voxpos, l);
#endif
#endif
return direct;
}