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