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Diffstat (limited to 'servers/rendering/renderer_rd/shaders/scene_forward.glsl')
-rw-r--r-- | servers/rendering/renderer_rd/shaders/scene_forward.glsl | 2905 |
1 files changed, 2905 insertions, 0 deletions
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward.glsl b/servers/rendering/renderer_rd/shaders/scene_forward.glsl new file mode 100644 index 0000000000..5b01cb1f82 --- /dev/null +++ b/servers/rendering/renderer_rd/shaders/scene_forward.glsl @@ -0,0 +1,2905 @@ +#[vertex] + +#version 450 + +VERSION_DEFINES + +#include "scene_forward_inc.glsl" + +/* INPUT ATTRIBS */ + +layout(location = 0) in vec3 vertex_attrib; +layout(location = 1) in vec3 normal_attrib; +#if defined(TANGENT_USED) || defined(NORMALMAP_USED) || defined(LIGHT_ANISOTROPY_USED) +layout(location = 2) in vec4 tangent_attrib; +#endif + +#if defined(COLOR_USED) +layout(location = 3) in vec4 color_attrib; +#endif + +layout(location = 4) in vec2 uv_attrib; + +#if defined(UV2_USED) || defined(USE_LIGHTMAP) || defined(MODE_RENDER_MATERIAL) +layout(location = 5) in vec2 uv2_attrib; +#endif + +#if defined(CUSTOM0_USED) +layout(location = 6) in vec4 custom0_attrib; +#endif + +#if defined(CUSTOM1_USED) +layout(location = 7) in vec4 custom1_attrib; +#endif + +#if defined(CUSTOM2_USED) +layout(location = 8) in vec4 custom2_attrib; +#endif + +#if defined(CUSTOM3_USED) +layout(location = 9) in vec4 custom3_attrib; +#endif + +#if defined(BONES_USED) +layout(location = 10) in uvec4 bone_attrib; +#endif + +#if defined(WEIGHTS_USED) +layout(location = 11) in vec4 weight_attrib; +#endif + +/* Varyings */ + +layout(location = 0) out vec3 vertex_interp; +layout(location = 1) out vec3 normal_interp; + +#if defined(COLOR_USED) +layout(location = 2) out vec4 color_interp; +#endif + +layout(location = 3) out vec2 uv_interp; + +#if defined(UV2_USED) || defined(USE_LIGHTMAP) +layout(location = 4) out vec2 uv2_interp; +#endif + +#if defined(TANGENT_USED) || defined(NORMALMAP_USED) || defined(LIGHT_ANISOTROPY_USED) +layout(location = 5) out vec3 tangent_interp; +layout(location = 6) out vec3 binormal_interp; +#endif + +#ifdef USE_MATERIAL_UNIFORMS +layout(set = MATERIAL_UNIFORM_SET, binding = 0, std140) uniform MaterialUniforms{ + /* clang-format off */ +MATERIAL_UNIFORMS + /* clang-format on */ +} material; +#endif + +/* clang-format off */ + +VERTEX_SHADER_GLOBALS + +/* clang-format on */ + +invariant gl_Position; + +layout(location = 7) flat out uint instance_index; + +#ifdef MODE_DUAL_PARABOLOID + +layout(location = 8) out float dp_clip; + +#endif + +void main() { + instance_index = draw_call.instance_index; + vec4 instance_custom = vec4(0.0); +#if defined(COLOR_USED) + color_interp = color_attrib; +#endif + + mat4 world_matrix = instances.data[instance_index].transform; + mat3 world_normal_matrix = mat3(instances.data[instance_index].normal_transform); + + if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_MULTIMESH)) { + //multimesh, instances are for it + uint offset = (instances.data[instance_index].flags >> INSTANCE_FLAGS_MULTIMESH_STRIDE_SHIFT) & INSTANCE_FLAGS_MULTIMESH_STRIDE_MASK; + offset *= gl_InstanceIndex; + + mat4 matrix; + if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_MULTIMESH_FORMAT_2D)) { + matrix = mat4(transforms.data[offset + 0], transforms.data[offset + 1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0)); + offset += 2; + } else { + matrix = mat4(transforms.data[offset + 0], transforms.data[offset + 1], transforms.data[offset + 2], vec4(0.0, 0.0, 0.0, 1.0)); + offset += 3; + } + + if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_MULTIMESH_HAS_COLOR)) { +#ifdef COLOR_USED + color_interp *= transforms.data[offset]; +#endif + offset += 1; + } + + if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_MULTIMESH_HAS_CUSTOM_DATA)) { + instance_custom = transforms.data[offset]; + } + + //transpose + matrix = transpose(matrix); + world_matrix = world_matrix * matrix; + world_normal_matrix = world_normal_matrix * mat3(matrix); + + } else { + //not a multimesh, instances are for multiple draw calls + instance_index += gl_InstanceIndex; + } + + vec3 vertex = vertex_attrib; + vec3 normal = normal_attrib * 2.0 - 1.0; + +#if defined(TANGENT_USED) || defined(NORMALMAP_USED) || defined(LIGHT_ANISOTROPY_USED) + vec3 tangent = tangent_attrib.xyz * 2.0 - 1.0; + float binormalf = tangent_attrib.a * 2.0 - 1.0; + vec3 binormal = normalize(cross(normal, tangent) * binormalf); +#endif + +#if 0 + if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_SKELETON)) { + //multimesh, instances are for it + + uvec2 bones_01 = uvec2(bone_attrib.x & 0xFFFF, bone_attrib.x >> 16) * 3; + uvec2 bones_23 = uvec2(bone_attrib.y & 0xFFFF, bone_attrib.y >> 16) * 3; + vec2 weights_01 = unpackUnorm2x16(bone_attrib.z); + vec2 weights_23 = unpackUnorm2x16(bone_attrib.w); + + mat4 m = mat4(transforms.data[bones_01.x], transforms.data[bones_01.x + 1], transforms.data[bones_01.x + 2], vec4(0.0, 0.0, 0.0, 1.0)) * weights_01.x; + m += mat4(transforms.data[bones_01.y], transforms.data[bones_01.y + 1], transforms.data[bones_01.y + 2], vec4(0.0, 0.0, 0.0, 1.0)) * weights_01.y; + m += mat4(transforms.data[bones_23.x], transforms.data[bones_23.x + 1], transforms.data[bones_23.x + 2], vec4(0.0, 0.0, 0.0, 1.0)) * weights_23.x; + m += mat4(transforms.data[bones_23.y], transforms.data[bones_23.y + 1], transforms.data[bones_23.y + 2], vec4(0.0, 0.0, 0.0, 1.0)) * weights_23.y; + + //reverse order because its transposed + vertex = (vec4(vertex, 1.0) * m).xyz; + normal = (vec4(normal, 0.0) * m).xyz; + +#if defined(TANGENT_USED) || defined(NORMALMAP_USED) || defined(LIGHT_ANISOTROPY_USED) + + tangent = (vec4(tangent, 0.0) * m).xyz; + binormal = (vec4(binormal, 0.0) * m).xyz; +#endif + } +#endif + uv_interp = uv_attrib; + +#if defined(UV2_USED) || defined(USE_LIGHTMAP) + uv2_interp = uv2_attrib; +#endif + +#ifdef USE_OVERRIDE_POSITION + vec4 position; +#endif + + mat4 projection_matrix = scene_data.projection_matrix; + +//using world coordinates +#if !defined(SKIP_TRANSFORM_USED) && defined(VERTEX_WORLD_COORDS_USED) + + vertex = (world_matrix * vec4(vertex, 1.0)).xyz; + + normal = world_normal_matrix * normal; + +#if defined(TANGENT_USED) || defined(NORMALMAP_USED) || defined(LIGHT_ANISOTROPY_USED) + + tangent = world_normal_matrix * tangent; + binormal = world_normal_matrix * binormal; + +#endif +#endif + + float roughness = 1.0; + + mat4 modelview = scene_data.inv_camera_matrix * world_matrix; + mat3 modelview_normal = mat3(scene_data.inv_camera_matrix) * world_normal_matrix; + + { + /* clang-format off */ + +VERTEX_SHADER_CODE + + /* clang-format on */ + } + +// using local coordinates (default) +#if !defined(SKIP_TRANSFORM_USED) && !defined(VERTEX_WORLD_COORDS_USED) + + vertex = (modelview * vec4(vertex, 1.0)).xyz; + normal = modelview_normal * normal; +#endif + +#if defined(TANGENT_USED) || defined(NORMALMAP_USED) || defined(LIGHT_ANISOTROPY_USED) + + binormal = modelview_normal * binormal; + tangent = modelview_normal * tangent; +#endif + +//using world coordinates +#if !defined(SKIP_TRANSFORM_USED) && defined(VERTEX_WORLD_COORDS_USED) + + vertex = (scene_data.inv_camera_matrix * vec4(vertex, 1.0)).xyz; + normal = mat3(scene_data.inverse_normal_matrix) * normal; + +#if defined(TANGENT_USED) || defined(NORMALMAP_USED) || defined(LIGHT_ANISOTROPY_USED) + + binormal = mat3(scene_data.camera_inverse_binormal_matrix) * binormal; + tangent = mat3(scene_data.camera_inverse_tangent_matrix) * tangent; +#endif +#endif + + vertex_interp = vertex; + normal_interp = normal; + +#if defined(TANGENT_USED) || defined(NORMALMAP_USED) || defined(LIGHT_ANISOTROPY_USED) + tangent_interp = tangent; + binormal_interp = binormal; +#endif + +#ifdef MODE_RENDER_DEPTH + +#ifdef MODE_DUAL_PARABOLOID + + vertex_interp.z *= scene_data.dual_paraboloid_side; + normal_interp.z *= scene_data.dual_paraboloid_side; + + dp_clip = vertex_interp.z; //this attempts to avoid noise caused by objects sent to the other parabolloid side due to bias + + //for dual paraboloid shadow mapping, this is the fastest but least correct way, as it curves straight edges + + vec3 vtx = vertex_interp; + float distance = length(vtx); + vtx = normalize(vtx); + vtx.xy /= 1.0 - vtx.z; + vtx.z = (distance / scene_data.z_far); + vtx.z = vtx.z * 2.0 - 1.0; + vertex_interp = vtx; + +#endif + +#endif //MODE_RENDER_DEPTH + +#ifdef USE_OVERRIDE_POSITION + gl_Position = position; +#else + gl_Position = projection_matrix * vec4(vertex_interp, 1.0); +#endif + +#ifdef MODE_RENDER_DEPTH + if (scene_data.pancake_shadows) { + if (gl_Position.z <= 0.00001) { + gl_Position.z = 0.00001; + } + } +#endif +#ifdef MODE_RENDER_MATERIAL + if (scene_data.material_uv2_mode) { + gl_Position.xy = (uv2_attrib.xy + draw_call.bake_uv2_offset) * 2.0 - 1.0; + gl_Position.z = 0.00001; + gl_Position.w = 1.0; + } +#endif +} + +#[fragment] + +#version 450 + +VERSION_DEFINES + +#include "scene_forward_inc.glsl" + +/* Varyings */ + +layout(location = 0) in vec3 vertex_interp; +layout(location = 1) in vec3 normal_interp; + +#if defined(COLOR_USED) +layout(location = 2) in vec4 color_interp; +#endif + +layout(location = 3) in vec2 uv_interp; + +#if defined(UV2_USED) || defined(USE_LIGHTMAP) +layout(location = 4) in vec2 uv2_interp; +#endif + +#if defined(TANGENT_USED) || defined(NORMALMAP_USED) || defined(LIGHT_ANISOTROPY_USED) +layout(location = 5) in vec3 tangent_interp; +layout(location = 6) in vec3 binormal_interp; +#endif + +layout(location = 7) flat in uint instance_index; + +#ifdef MODE_DUAL_PARABOLOID + +layout(location = 8) in float dp_clip; + +#endif + +//defines to keep compatibility with vertex + +#define world_matrix instances.data[instance_index].transform +#define world_normal_matrix instances.data[instance_index].normal_transform +#define projection_matrix scene_data.projection_matrix + +#if defined(ENABLE_SSS) && defined(ENABLE_TRANSMITTANCE) +//both required for transmittance to be enabled +#define LIGHT_TRANSMITTANCE_USED +#endif + +#ifdef USE_MATERIAL_UNIFORMS +layout(set = MATERIAL_UNIFORM_SET, binding = 0, std140) uniform MaterialUniforms{ + /* clang-format off */ +MATERIAL_UNIFORMS + /* clang-format on */ +} material; +#endif + +/* clang-format off */ + +FRAGMENT_SHADER_GLOBALS + +/* clang-format on */ + +#ifdef MODE_RENDER_DEPTH + +#ifdef MODE_RENDER_MATERIAL + +layout(location = 0) out vec4 albedo_output_buffer; +layout(location = 1) out vec4 normal_output_buffer; +layout(location = 2) out vec4 orm_output_buffer; +layout(location = 3) out vec4 emission_output_buffer; +layout(location = 4) out float depth_output_buffer; + +#endif + +#ifdef MODE_RENDER_NORMAL_ROUGHNESS +layout(location = 0) out vec4 normal_roughness_output_buffer; + +#ifdef MODE_RENDER_GIPROBE +layout(location = 1) out uvec2 giprobe_buffer; +#endif + +#endif //MODE_RENDER_NORMAL +#else // RENDER DEPTH + +#ifdef MODE_MULTIPLE_RENDER_TARGETS + +layout(location = 0) out vec4 diffuse_buffer; //diffuse (rgb) and roughness +layout(location = 1) out vec4 specular_buffer; //specular and SSS (subsurface scatter) +#else + +layout(location = 0) out vec4 frag_color; +#endif + +#endif // RENDER DEPTH + +#ifdef ALPHA_HASH_USED + +float hash_2d(vec2 p) { + return fract(1.0e4 * sin(17.0 * p.x + 0.1 * p.y) * + (0.1 + abs(sin(13.0 * p.y + p.x)))); +} + +float hash_3d(vec3 p) { + return hash_2d(vec2(hash_2d(p.xy), p.z)); +} + +float compute_alpha_hash_threshold(vec3 pos, float hash_scale) { + vec3 dx = dFdx(pos); + vec3 dy = dFdx(pos); + float delta_max_sqr = max(length(dx), length(dy)); + float pix_scale = 1.0 / (hash_scale * delta_max_sqr); + + vec2 pix_scales = + vec2(exp2(floor(log2(pix_scale))), exp2(ceil(log2(pix_scale)))); + + vec2 a_thresh = vec2(hash_3d(floor(pix_scales.x * pos.xyz)), + hash_3d(floor(pix_scales.y * pos.xyz))); + + float lerp_factor = fract(log2(pix_scale)); + + float a_interp = (1.0 - lerp_factor) * a_thresh.x + lerp_factor * a_thresh.y; + + float min_lerp = min(lerp_factor, 1.0 - lerp_factor); + + vec3 cases = vec3(a_interp * a_interp / (2.0 * min_lerp * (1.0 - min_lerp)), + (a_interp - 0.5 * min_lerp) / (1.0 - min_lerp), + 1.0 - ((1.0 - a_interp) * (1.0 - a_interp) / + (2.0 * min_lerp * (1.0 - min_lerp)))); + + float alpha_hash_threshold = + (lerp_factor < (1.0 - min_lerp)) ? ((lerp_factor < min_lerp) ? cases.x : cases.y) : cases.z; + + return clamp(alpha_hash_threshold, 0.0, 1.0); +} + +#endif // ALPHA_HASH_USED + +#ifdef ALPHA_ANTIALIASING_EDGE_USED + +float calc_mip_level(vec2 texture_coord) { + vec2 dx = dFdx(texture_coord); + vec2 dy = dFdy(texture_coord); + float delta_max_sqr = max(dot(dx, dx), dot(dy, dy)); + return max(0.0, 0.5 * log2(delta_max_sqr)); +} + +float compute_alpha_antialiasing_edge(float input_alpha, vec2 texture_coord, float alpha_edge) { + input_alpha *= 1.0 + max(0, calc_mip_level(texture_coord)) * 0.25; // 0.25 mip scale, magic number + input_alpha = (input_alpha - alpha_edge) / max(fwidth(input_alpha), 0.0001) + 0.5; + return clamp(input_alpha, 0.0, 1.0); +} + +#endif // ALPHA_ANTIALIASING_USED + +// This returns the G_GGX function divided by 2 cos_theta_m, where in practice cos_theta_m is either N.L or N.V. +// We're dividing this factor off because the overall term we'll end up looks like +// (see, for example, the first unnumbered equation in B. Burley, "Physically Based Shading at Disney", SIGGRAPH 2012): +// +// F(L.V) D(N.H) G(N.L) G(N.V) / (4 N.L N.V) +// +// We're basically regouping this as +// +// F(L.V) D(N.H) [G(N.L)/(2 N.L)] [G(N.V) / (2 N.V)] +// +// and thus, this function implements the [G(N.m)/(2 N.m)] part with m = L or V. +// +// The contents of the D and G (G1) functions (GGX) are taken from +// E. Heitz, "Understanding the Masking-Shadowing Function in Microfacet-Based BRDFs", J. Comp. Graph. Tech. 3 (2) (2014). +// Eqns 71-72 and 85-86 (see also Eqns 43 and 80). + +#if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED) + +float G_GGX_2cos(float cos_theta_m, float alpha) { + // Schlick's approximation + // C. Schlick, "An Inexpensive BRDF Model for Physically-based Rendering", Computer Graphics Forum. 13 (3): 233 (1994) + // Eq. (19), although see Heitz (2014) the about the problems with his derivation. + // It nevertheless approximates GGX well with k = alpha/2. + float k = 0.5 * alpha; + return 0.5 / (cos_theta_m * (1.0 - k) + k); + + // float cos2 = cos_theta_m * cos_theta_m; + // float sin2 = (1.0 - cos2); + // return 1.0 / (cos_theta_m + sqrt(cos2 + alpha * alpha * sin2)); +} + +float D_GGX(float cos_theta_m, float alpha) { + float alpha2 = alpha * alpha; + float d = 1.0 + (alpha2 - 1.0) * cos_theta_m * cos_theta_m; + return alpha2 / (M_PI * d * d); +} + +float G_GGX_anisotropic_2cos(float cos_theta_m, float alpha_x, float alpha_y, float cos_phi, float sin_phi) { + float cos2 = cos_theta_m * cos_theta_m; + float sin2 = (1.0 - cos2); + float s_x = alpha_x * cos_phi; + float s_y = alpha_y * sin_phi; + return 1.0 / max(cos_theta_m + sqrt(cos2 + (s_x * s_x + s_y * s_y) * sin2), 0.001); +} + +float D_GGX_anisotropic(float cos_theta_m, float alpha_x, float alpha_y, float cos_phi, float sin_phi) { + float cos2 = cos_theta_m * cos_theta_m; + float sin2 = (1.0 - cos2); + float r_x = cos_phi / alpha_x; + float r_y = sin_phi / alpha_y; + float d = cos2 + sin2 * (r_x * r_x + r_y * r_y); + return 1.0 / max(M_PI * alpha_x * alpha_y * d * d, 0.001); +} + +float SchlickFresnel(float u) { + float m = 1.0 - u; + float m2 = m * m; + return m2 * m2 * m; // pow(m,5) +} + +float GTR1(float NdotH, float a) { + if (a >= 1.0) + return 1.0 / M_PI; + float a2 = a * a; + float t = 1.0 + (a2 - 1.0) * NdotH * NdotH; + return (a2 - 1.0) / (M_PI * log(a2) * t); +} + +vec3 F0(float metallic, float specular, vec3 albedo) { + float dielectric = 0.16 * specular * specular; + // use albedo * metallic as colored specular reflectance at 0 angle for metallic materials; + // see https://google.github.io/filament/Filament.md.html + return mix(vec3(dielectric), albedo, vec3(metallic)); +} + +void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, float attenuation, vec3 shadow_attenuation, vec3 diffuse_color, float roughness, float metallic, float specular, float specular_blob_intensity, +#ifdef LIGHT_BACKLIGHT_USED + vec3 backlight, +#endif +#ifdef LIGHT_TRANSMITTANCE_USED + vec4 transmittance_color, + float transmittance_depth, + float transmittance_curve, + float transmittance_boost, + float transmittance_z, +#endif +#ifdef LIGHT_RIM_USED + float rim, float rim_tint, +#endif +#ifdef LIGHT_CLEARCOAT_USED + float clearcoat, float clearcoat_gloss, +#endif +#ifdef LIGHT_ANISOTROPY_USED + vec3 B, vec3 T, float anisotropy, +#endif +#ifdef USE_SHADOW_TO_OPACITY + inout float alpha, +#endif + inout vec3 diffuse_light, inout vec3 specular_light) { + +#if defined(USE_LIGHT_SHADER_CODE) + // light is written by the light shader + + vec3 normal = N; + vec3 albedo = diffuse_color; + vec3 light = L; + vec3 view = V; + + /* clang-format off */ + +LIGHT_SHADER_CODE + + /* clang-format on */ + +#else + float NdotL = min(A + dot(N, L), 1.0); + float cNdotL = max(NdotL, 0.0); // clamped NdotL + float NdotV = dot(N, V); + float cNdotV = max(NdotV, 0.0); + +#if defined(DIFFUSE_BURLEY) || defined(SPECULAR_BLINN) || defined(SPECULAR_SCHLICK_GGX) || defined(LIGHT_CLEARCOAT_USED) + vec3 H = normalize(V + L); +#endif + +#if defined(SPECULAR_BLINN) || defined(SPECULAR_SCHLICK_GGX) || defined(LIGHT_CLEARCOAT_USED) + float cNdotH = clamp(A + dot(N, H), 0.0, 1.0); +#endif + +#if defined(DIFFUSE_BURLEY) || defined(SPECULAR_SCHLICK_GGX) || defined(LIGHT_CLEARCOAT_USED) + float cLdotH = clamp(A + dot(L, H), 0.0, 1.0); +#endif + + if (metallic < 1.0) { +#if defined(DIFFUSE_OREN_NAYAR) + vec3 diffuse_brdf_NL; +#else + float diffuse_brdf_NL; // BRDF times N.L for calculating diffuse radiance +#endif + +#if defined(DIFFUSE_LAMBERT_WRAP) + // energy conserving lambert wrap shader + diffuse_brdf_NL = max(0.0, (NdotL + roughness) / ((1.0 + roughness) * (1.0 + roughness))); + +#elif defined(DIFFUSE_OREN_NAYAR) + + { + // see http://mimosa-pudica.net/improved-oren-nayar.html + float LdotV = dot(L, V); + + float s = LdotV - NdotL * NdotV; + float t = mix(1.0, max(NdotL, NdotV), step(0.0, s)); + + float sigma2 = roughness * roughness; // TODO: this needs checking + vec3 A = 1.0 + sigma2 * (-0.5 / (sigma2 + 0.33) + 0.17 * diffuse_color / (sigma2 + 0.13)); + float B = 0.45 * sigma2 / (sigma2 + 0.09); + + diffuse_brdf_NL = cNdotL * (A + vec3(B) * s / t) * (1.0 / M_PI); + } + +#elif defined(DIFFUSE_TOON) + + diffuse_brdf_NL = smoothstep(-roughness, max(roughness, 0.01), NdotL); + +#elif defined(DIFFUSE_BURLEY) + + { + float FD90_minus_1 = 2.0 * cLdotH * cLdotH * roughness - 0.5; + float FdV = 1.0 + FD90_minus_1 * SchlickFresnel(cNdotV); + float FdL = 1.0 + FD90_minus_1 * SchlickFresnel(cNdotL); + diffuse_brdf_NL = (1.0 / M_PI) * FdV * FdL * cNdotL; + /* + float energyBias = mix(roughness, 0.0, 0.5); + float energyFactor = mix(roughness, 1.0, 1.0 / 1.51); + float fd90 = energyBias + 2.0 * VoH * VoH * roughness; + float f0 = 1.0; + float lightScatter = f0 + (fd90 - f0) * pow(1.0 - cNdotL, 5.0); + float viewScatter = f0 + (fd90 - f0) * pow(1.0 - cNdotV, 5.0); + + diffuse_brdf_NL = lightScatter * viewScatter * energyFactor; + */ + } +#else + // lambert + diffuse_brdf_NL = cNdotL * (1.0 / M_PI); +#endif + + diffuse_light += light_color * diffuse_color * shadow_attenuation * diffuse_brdf_NL * attenuation; + +#if defined(LIGHT_BACKLIGHT_USED) + diffuse_light += light_color * diffuse_color * (vec3(1.0 / M_PI) - diffuse_brdf_NL) * backlight * attenuation; +#endif + +#if defined(LIGHT_RIM_USED) + float rim_light = pow(max(0.0, 1.0 - cNdotV), max(0.0, (1.0 - roughness) * 16.0)); + diffuse_light += rim_light * rim * mix(vec3(1.0), diffuse_color, rim_tint) * light_color; +#endif + +#ifdef LIGHT_TRANSMITTANCE_USED + +#ifdef SSS_MODE_SKIN + + { + float scale = 8.25 / transmittance_depth; + float d = scale * abs(transmittance_z); + float dd = -d * d; + vec3 profile = vec3(0.233, 0.455, 0.649) * exp(dd / 0.0064) + + vec3(0.1, 0.336, 0.344) * exp(dd / 0.0484) + + vec3(0.118, 0.198, 0.0) * exp(dd / 0.187) + + vec3(0.113, 0.007, 0.007) * exp(dd / 0.567) + + vec3(0.358, 0.004, 0.0) * exp(dd / 1.99) + + vec3(0.078, 0.0, 0.0) * exp(dd / 7.41); + + diffuse_light += profile * transmittance_color.a * diffuse_color * light_color * clamp(transmittance_boost - NdotL, 0.0, 1.0) * (1.0 / M_PI) * attenuation; + } +#else + + if (transmittance_depth > 0.0) { + float fade = clamp(abs(transmittance_z / transmittance_depth), 0.0, 1.0); + + fade = pow(max(0.0, 1.0 - fade), transmittance_curve); + fade *= clamp(transmittance_boost - NdotL, 0.0, 1.0); + + diffuse_light += diffuse_color * transmittance_color.rgb * light_color * (1.0 / M_PI) * transmittance_color.a * fade * attenuation; + } + +#endif //SSS_MODE_SKIN + +#endif //LIGHT_TRANSMITTANCE_USED + } + + if (roughness > 0.0) { // FIXME: roughness == 0 should not disable specular light entirely + + // D + +#if defined(SPECULAR_BLINN) + + //normalized blinn + float shininess = exp2(15.0 * (1.0 - roughness) + 1.0) * 0.25; + float blinn = pow(cNdotH, shininess) * cNdotL; + blinn *= (shininess + 8.0) * (1.0 / (8.0 * M_PI)); + float intensity = blinn; + + specular_light += light_color * shadow_attenuation * intensity * specular_blob_intensity * attenuation; + +#elif defined(SPECULAR_PHONG) + + vec3 R = normalize(-reflect(L, N)); + float cRdotV = clamp(A + dot(R, V), 0.0, 1.0); + float shininess = exp2(15.0 * (1.0 - roughness) + 1.0) * 0.25; + float phong = pow(cRdotV, shininess); + phong *= (shininess + 8.0) * (1.0 / (8.0 * M_PI)); + float intensity = (phong) / max(4.0 * cNdotV * cNdotL, 0.75); + + specular_light += light_color * shadow_attenuation * intensity * specular_blob_intensity * attenuation; + +#elif defined(SPECULAR_TOON) + + vec3 R = normalize(-reflect(L, N)); + float RdotV = dot(R, V); + float mid = 1.0 - roughness; + mid *= mid; + float intensity = smoothstep(mid - roughness * 0.5, mid + roughness * 0.5, RdotV) * mid; + diffuse_light += light_color * shadow_attenuation * intensity * specular_blob_intensity * attenuation; // write to diffuse_light, as in toon shading you generally want no reflection + +#elif defined(SPECULAR_DISABLED) + // none.. + +#elif defined(SPECULAR_SCHLICK_GGX) + // shlick+ggx as default + +#if defined(LIGHT_ANISOTROPY_USED) + + float alpha_ggx = roughness * roughness; + float aspect = sqrt(1.0 - anisotropy * 0.9); + float ax = alpha_ggx / aspect; + float ay = alpha_ggx * aspect; + float XdotH = dot(T, H); + float YdotH = dot(B, H); + float D = D_GGX_anisotropic(cNdotH, ax, ay, XdotH, YdotH); + float G = G_GGX_anisotropic_2cos(cNdotL, ax, ay, XdotH, YdotH) * G_GGX_anisotropic_2cos(cNdotV, ax, ay, XdotH, YdotH); + +#else + float alpha_ggx = roughness * roughness; + float D = D_GGX(cNdotH, alpha_ggx); + float G = G_GGX_2cos(cNdotL, alpha_ggx) * G_GGX_2cos(cNdotV, alpha_ggx); +#endif + // F + vec3 f0 = F0(metallic, specular, diffuse_color); + float cLdotH5 = SchlickFresnel(cLdotH); + vec3 F = mix(vec3(cLdotH5), vec3(1.0), f0); + + vec3 specular_brdf_NL = cNdotL * D * F * G; + + specular_light += specular_brdf_NL * light_color * shadow_attenuation * specular_blob_intensity * attenuation; +#endif + +#if defined(LIGHT_CLEARCOAT_USED) + +#if !defined(SPECULAR_SCHLICK_GGX) + float cLdotH5 = SchlickFresnel(cLdotH); +#endif + float Dr = GTR1(cNdotH, mix(.1, .001, clearcoat_gloss)); + float Fr = mix(.04, 1.0, cLdotH5); + float Gr = G_GGX_2cos(cNdotL, .25) * G_GGX_2cos(cNdotV, .25); + + float clearcoat_specular_brdf_NL = 0.25 * clearcoat * Gr * Fr * Dr * cNdotL; + + specular_light += clearcoat_specular_brdf_NL * light_color * shadow_attenuation * specular_blob_intensity * attenuation; +#endif + } + +#ifdef USE_SHADOW_TO_OPACITY + alpha = min(alpha, clamp(1.0 - length(shadow_attenuation * attenuation), 0.0, 1.0)); +#endif + +#endif //defined(USE_LIGHT_SHADER_CODE) +} + +#ifndef USE_NO_SHADOWS + +// Produces cheap white noise, optimized for window-space +// Comes from: https://www.shadertoy.com/view/4djSRW +// Copyright: Dave Hoskins, MIT License +float quick_hash(vec2 pos) { + vec3 p3 = fract(vec3(pos.xyx) * .1031); + p3 += dot(p3, p3.yzx + 33.33); + return fract((p3.x + p3.y) * p3.z); +} + +float sample_directional_pcf_shadow(texture2D shadow, vec2 shadow_pixel_size, vec4 coord) { + vec2 pos = coord.xy; + float depth = coord.z; + + //if only one sample is taken, take it from the center + if (scene_data.directional_soft_shadow_samples == 1) { + return textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos, depth, 1.0)); + } + + mat2 disk_rotation; + { + float r = quick_hash(gl_FragCoord.xy) * 2.0 * M_PI; + float sr = sin(r); + float cr = cos(r); + disk_rotation = mat2(vec2(cr, -sr), vec2(sr, cr)); + } + + float avg = 0.0; + + for (uint i = 0; i < scene_data.directional_soft_shadow_samples; i++) { + avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + shadow_pixel_size * (disk_rotation * scene_data.directional_soft_shadow_kernel[i].xy), depth, 1.0)); + } + + return avg * (1.0 / float(scene_data.directional_soft_shadow_samples)); +} + +float sample_pcf_shadow(texture2D shadow, vec2 shadow_pixel_size, vec4 coord) { + vec2 pos = coord.xy; + float depth = coord.z; + + //if only one sample is taken, take it from the center + if (scene_data.soft_shadow_samples == 1) { + return textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos, depth, 1.0)); + } + + mat2 disk_rotation; + { + float r = quick_hash(gl_FragCoord.xy) * 2.0 * M_PI; + float sr = sin(r); + float cr = cos(r); + disk_rotation = mat2(vec2(cr, -sr), vec2(sr, cr)); + } + + float avg = 0.0; + + for (uint i = 0; i < scene_data.soft_shadow_samples; i++) { + avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + shadow_pixel_size * (disk_rotation * scene_data.soft_shadow_kernel[i].xy), depth, 1.0)); + } + + return avg * (1.0 / float(scene_data.soft_shadow_samples)); +} + +float sample_directional_soft_shadow(texture2D shadow, vec3 pssm_coord, vec2 tex_scale) { + //find blocker + float blocker_count = 0.0; + float blocker_average = 0.0; + + mat2 disk_rotation; + { + float r = quick_hash(gl_FragCoord.xy) * 2.0 * M_PI; + float sr = sin(r); + float cr = cos(r); + disk_rotation = mat2(vec2(cr, -sr), vec2(sr, cr)); + } + + for (uint i = 0; i < scene_data.directional_penumbra_shadow_samples; i++) { + vec2 suv = pssm_coord.xy + (disk_rotation * scene_data.directional_penumbra_shadow_kernel[i].xy) * tex_scale; + float d = textureLod(sampler2D(shadow, material_samplers[SAMPLER_LINEAR_CLAMP]), suv, 0.0).r; + if (d < pssm_coord.z) { + blocker_average += d; + blocker_count += 1.0; + } + } + + if (blocker_count > 0.0) { + //blockers found, do soft shadow + blocker_average /= blocker_count; + float penumbra = (pssm_coord.z - blocker_average) / blocker_average; + tex_scale *= penumbra; + + float s = 0.0; + for (uint i = 0; i < scene_data.directional_penumbra_shadow_samples; i++) { + vec2 suv = pssm_coord.xy + (disk_rotation * scene_data.directional_penumbra_shadow_kernel[i].xy) * tex_scale; + s += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(suv, pssm_coord.z, 1.0)); + } + + return s / float(scene_data.directional_penumbra_shadow_samples); + + } else { + //no blockers found, so no shadow + return 1.0; + } +} + +#endif //USE_NO_SHADOWS + +void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 vertex_ddx, vec3 vertex_ddy, vec3 albedo, float roughness, float metallic, float specular, float p_blob_intensity, +#ifdef LIGHT_BACKLIGHT_USED + vec3 backlight, +#endif +#ifdef LIGHT_TRANSMITTANCE_USED + vec4 transmittance_color, + float transmittance_depth, + float transmittance_curve, + float transmittance_boost, +#endif +#ifdef LIGHT_RIM_USED + float rim, float rim_tint, +#endif +#ifdef LIGHT_CLEARCOAT_USED + float clearcoat, float clearcoat_gloss, +#endif +#ifdef LIGHT_ANISOTROPY_USED + vec3 binormal, vec3 tangent, float anisotropy, +#endif +#ifdef USE_SHADOW_TO_OPACITY + inout float alpha, +#endif + inout vec3 diffuse_light, inout vec3 specular_light) { + vec3 light_rel_vec = lights.data[idx].position - vertex; + float light_length = length(light_rel_vec); + float normalized_distance = light_length * lights.data[idx].inv_radius; + vec2 attenuation_energy = unpackHalf2x16(lights.data[idx].attenuation_energy); + float omni_attenuation = pow(max(1.0 - normalized_distance, 0.0), attenuation_energy.x); + float light_attenuation = omni_attenuation; + vec3 shadow_attenuation = vec3(1.0); + vec4 color_specular = unpackUnorm4x8(lights.data[idx].color_specular); + color_specular.rgb *= attenuation_energy.y; + float size_A = 0.0; + + if (lights.data[idx].size > 0.0) { + float t = lights.data[idx].size / max(0.001, light_length); + size_A = max(0.0, 1.0 - 1 / sqrt(1 + t * t)); + } + +#ifdef LIGHT_TRANSMITTANCE_USED + float transmittance_z = transmittance_depth; //no transmittance by default +#endif + +#ifndef USE_NO_SHADOWS + vec4 shadow_color_enabled = unpackUnorm4x8(lights.data[idx].shadow_color_enabled); + if (shadow_color_enabled.w > 0.5) { + // there is a shadowmap + + vec4 v = vec4(vertex, 1.0); + + vec4 splane = (lights.data[idx].shadow_matrix * v); + float shadow_len = length(splane.xyz); //need to remember shadow len from here + + { + vec3 nofs = normal_interp * lights.data[idx].shadow_normal_bias / lights.data[idx].inv_radius; + nofs *= (1.0 - max(0.0, dot(normalize(light_rel_vec), normalize(normal_interp)))); + v.xyz += nofs; + splane = (lights.data[idx].shadow_matrix * v); + } + + float shadow; + + if (lights.data[idx].soft_shadow_size > 0.0) { + //soft shadow + + //find blocker + + float blocker_count = 0.0; + float blocker_average = 0.0; + + mat2 disk_rotation; + { + float r = quick_hash(gl_FragCoord.xy) * 2.0 * M_PI; + float sr = sin(r); + float cr = cos(r); + disk_rotation = mat2(vec2(cr, -sr), vec2(sr, cr)); + } + + vec3 normal = normalize(splane.xyz); + vec3 v0 = abs(normal.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(0.0, 1.0, 0.0); + vec3 tangent = normalize(cross(v0, normal)); + vec3 bitangent = normalize(cross(tangent, normal)); + float z_norm = shadow_len * lights.data[idx].inv_radius; + + tangent *= lights.data[idx].soft_shadow_size * lights.data[idx].soft_shadow_scale; + bitangent *= lights.data[idx].soft_shadow_size * lights.data[idx].soft_shadow_scale; + + for (uint i = 0; i < scene_data.penumbra_shadow_samples; i++) { + vec2 disk = disk_rotation * scene_data.penumbra_shadow_kernel[i].xy; + + vec3 pos = splane.xyz + tangent * disk.x + bitangent * disk.y; + + pos = normalize(pos); + vec4 uv_rect = lights.data[idx].atlas_rect; + + if (pos.z >= 0.0) { + pos.z += 1.0; + uv_rect.y += uv_rect.w; + } else { + pos.z = 1.0 - pos.z; + } + + pos.xy /= pos.z; + + pos.xy = pos.xy * 0.5 + 0.5; + pos.xy = uv_rect.xy + pos.xy * uv_rect.zw; + + float d = textureLod(sampler2D(shadow_atlas, material_samplers[SAMPLER_LINEAR_CLAMP]), pos.xy, 0.0).r; + if (d < z_norm) { + blocker_average += d; + blocker_count += 1.0; + } + } + + if (blocker_count > 0.0) { + //blockers found, do soft shadow + blocker_average /= blocker_count; + float penumbra = (z_norm - blocker_average) / blocker_average; + tangent *= penumbra; + bitangent *= penumbra; + + z_norm -= lights.data[idx].inv_radius * lights.data[idx].shadow_bias; + + shadow = 0.0; + for (uint i = 0; i < scene_data.penumbra_shadow_samples; i++) { + vec2 disk = disk_rotation * scene_data.penumbra_shadow_kernel[i].xy; + vec3 pos = splane.xyz + tangent * disk.x + bitangent * disk.y; + + pos = normalize(pos); + vec4 uv_rect = lights.data[idx].atlas_rect; + + if (pos.z >= 0.0) { + pos.z += 1.0; + uv_rect.y += uv_rect.w; + } else { + pos.z = 1.0 - pos.z; + } + + pos.xy /= pos.z; + + pos.xy = pos.xy * 0.5 + 0.5; + pos.xy = uv_rect.xy + pos.xy * uv_rect.zw; + shadow += textureProj(sampler2DShadow(shadow_atlas, shadow_sampler), vec4(pos.xy, z_norm, 1.0)); + } + + shadow /= float(scene_data.penumbra_shadow_samples); + + } else { + //no blockers found, so no shadow + shadow = 1.0; + } + } else { + splane.xyz = normalize(splane.xyz); + vec4 clamp_rect = lights.data[idx].atlas_rect; + + if (splane.z >= 0.0) { + splane.z += 1.0; + + clamp_rect.y += clamp_rect.w; + + } else { + splane.z = 1.0 - splane.z; + } + + splane.xy /= splane.z; + + splane.xy = splane.xy * 0.5 + 0.5; + splane.z = (shadow_len - lights.data[idx].shadow_bias) * lights.data[idx].inv_radius; + splane.xy = clamp_rect.xy + splane.xy * clamp_rect.zw; + splane.w = 1.0; //needed? i think it should be 1 already + shadow = sample_pcf_shadow(shadow_atlas, lights.data[idx].soft_shadow_scale * scene_data.shadow_atlas_pixel_size, splane); + } + +#ifdef LIGHT_TRANSMITTANCE_USED + { + vec4 clamp_rect = lights.data[idx].atlas_rect; + + //redo shadowmapping, but shrink the model a bit to avoid arctifacts + splane = (lights.data[idx].shadow_matrix * vec4(vertex - normalize(normal_interp) * lights.data[idx].transmittance_bias, 1.0)); + + shadow_len = length(splane.xyz); + splane = normalize(splane.xyz); + + if (splane.z >= 0.0) { + splane.z += 1.0; + + } else { + splane.z = 1.0 - splane.z; + } + + splane.xy /= splane.z; + splane.xy = splane.xy * 0.5 + 0.5; + splane.z = shadow_len * lights.data[idx].inv_radius; + splane.xy = clamp_rect.xy + splane.xy * clamp_rect.zw; + splane.w = 1.0; //needed? i think it should be 1 already + + float shadow_z = textureLod(sampler2D(shadow_atlas, material_samplers[SAMPLER_LINEAR_CLAMP]), splane.xy, 0.0).r; + transmittance_z = (splane.z - shadow_z) / lights.data[idx].inv_radius; + } +#endif + + vec3 no_shadow = vec3(1.0); + + if (lights.data[idx].projector_rect != vec4(0.0)) { + vec3 local_v = (lights.data[idx].shadow_matrix * vec4(vertex, 1.0)).xyz; + local_v = normalize(local_v); + + vec4 atlas_rect = lights.data[idx].projector_rect; + + if (local_v.z >= 0.0) { + local_v.z += 1.0; + atlas_rect.y += atlas_rect.w; + + } else { + local_v.z = 1.0 - local_v.z; + } + + local_v.xy /= local_v.z; + local_v.xy = local_v.xy * 0.5 + 0.5; + vec2 proj_uv = local_v.xy * atlas_rect.zw; + + vec2 proj_uv_ddx; + vec2 proj_uv_ddy; + { + vec3 local_v_ddx = (lights.data[idx].shadow_matrix * vec4(vertex + vertex_ddx, 1.0)).xyz; + local_v_ddx = normalize(local_v_ddx); + + if (local_v_ddx.z >= 0.0) { + local_v_ddx.z += 1.0; + } else { + local_v_ddx.z = 1.0 - local_v_ddx.z; + } + + local_v_ddx.xy /= local_v_ddx.z; + local_v_ddx.xy = local_v_ddx.xy * 0.5 + 0.5; + + proj_uv_ddx = local_v_ddx.xy * atlas_rect.zw - proj_uv; + + vec3 local_v_ddy = (lights.data[idx].shadow_matrix * vec4(vertex + vertex_ddy, 1.0)).xyz; + local_v_ddy = normalize(local_v_ddy); + + if (local_v_ddy.z >= 0.0) { + local_v_ddy.z += 1.0; + } else { + local_v_ddy.z = 1.0 - local_v_ddy.z; + } + + local_v_ddy.xy /= local_v_ddy.z; + local_v_ddy.xy = local_v_ddy.xy * 0.5 + 0.5; + + proj_uv_ddy = local_v_ddy.xy * atlas_rect.zw - proj_uv; + } + + vec4 proj = textureGrad(sampler2D(decal_atlas_srgb, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), proj_uv + atlas_rect.xy, proj_uv_ddx, proj_uv_ddy); + no_shadow = mix(no_shadow, proj.rgb, proj.a); + } + + shadow_attenuation = mix(shadow_color_enabled.rgb, no_shadow, shadow); + } +#endif //USE_NO_SHADOWS + + light_compute(normal, normalize(light_rel_vec), eye_vec, size_A, color_specular.rgb, light_attenuation, shadow_attenuation, albedo, roughness, metallic, specular, color_specular.a * p_blob_intensity, +#ifdef LIGHT_BACKLIGHT_USED + backlight, +#endif +#ifdef LIGHT_TRANSMITTANCE_USED + transmittance_color, + transmittance_depth, + transmittance_curve, + transmittance_boost, + transmittance_z, +#endif +#ifdef LIGHT_RIM_USED + rim * omni_attenuation, rim_tint, +#endif +#ifdef LIGHT_CLEARCOAT_USED + clearcoat, clearcoat_gloss, +#endif +#ifdef LIGHT_ANISOTROPY_USED + binormal, tangent, anisotropy, +#endif +#ifdef USE_SHADOW_TO_OPACITY + alpha, +#endif + diffuse_light, + specular_light); +} + +void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 vertex_ddx, vec3 vertex_ddy, vec3 albedo, float roughness, float metallic, float specular, float p_blob_intensity, +#ifdef LIGHT_BACKLIGHT_USED + vec3 backlight, +#endif +#ifdef LIGHT_TRANSMITTANCE_USED + vec4 transmittance_color, + float transmittance_depth, + float transmittance_curve, + float transmittance_boost, +#endif +#ifdef LIGHT_RIM_USED + float rim, float rim_tint, +#endif +#ifdef LIGHT_CLEARCOAT_USED + float clearcoat, float clearcoat_gloss, +#endif +#ifdef LIGHT_ANISOTROPY_USED + vec3 binormal, vec3 tangent, float anisotropy, +#endif +#ifdef USE_SHADOW_TO_OPACITY + inout float alpha, +#endif + inout vec3 diffuse_light, + inout vec3 specular_light) { + vec3 light_rel_vec = lights.data[idx].position - vertex; + float light_length = length(light_rel_vec); + float normalized_distance = light_length * lights.data[idx].inv_radius; + vec2 attenuation_energy = unpackHalf2x16(lights.data[idx].attenuation_energy); + float spot_attenuation = pow(max(1.0 - normalized_distance, 0.001), attenuation_energy.x); + vec3 spot_dir = lights.data[idx].direction; + vec2 spot_att_angle = unpackHalf2x16(lights.data[idx].cone_attenuation_angle); + float scos = max(dot(-normalize(light_rel_vec), spot_dir), spot_att_angle.y); + float spot_rim = max(0.0001, (1.0 - scos) / (1.0 - spot_att_angle.y)); + spot_attenuation *= 1.0 - pow(spot_rim, spot_att_angle.x); + float light_attenuation = spot_attenuation; + vec3 shadow_attenuation = vec3(1.0); + vec4 color_specular = unpackUnorm4x8(lights.data[idx].color_specular); + color_specular.rgb *= attenuation_energy.y; + + float size_A = 0.0; + + if (lights.data[idx].size > 0.0) { + float t = lights.data[idx].size / max(0.001, light_length); + size_A = max(0.0, 1.0 - 1 / sqrt(1 + t * t)); + } +/* + if (lights.data[idx].atlas_rect!=vec4(0.0)) { + //use projector texture + } + */ +#ifdef LIGHT_TRANSMITTANCE_USED + float transmittance_z = transmittance_depth; +#endif + +#ifndef USE_NO_SHADOWS + vec4 shadow_color_enabled = unpackUnorm4x8(lights.data[idx].shadow_color_enabled); + if (shadow_color_enabled.w > 0.5) { + //there is a shadowmap + vec4 v = vec4(vertex, 1.0); + + v.xyz -= spot_dir * lights.data[idx].shadow_bias; + + float z_norm = dot(spot_dir, -light_rel_vec) * lights.data[idx].inv_radius; + + float depth_bias_scale = 1.0 / (max(0.0001, z_norm)); //the closer to the light origin, the more you have to offset to reach 1px in the map + vec3 normal_bias = normalize(normal_interp) * (1.0 - max(0.0, dot(spot_dir, -normalize(normal_interp)))) * lights.data[idx].shadow_normal_bias * depth_bias_scale; + normal_bias -= spot_dir * dot(spot_dir, normal_bias); //only XY, no Z + v.xyz += normal_bias; + + //adjust with bias + z_norm = dot(spot_dir, v.xyz - lights.data[idx].position) * lights.data[idx].inv_radius; + + float shadow; + + vec4 splane = (lights.data[idx].shadow_matrix * v); + splane /= splane.w; + + if (lights.data[idx].soft_shadow_size > 0.0) { + //soft shadow + + //find blocker + + vec2 shadow_uv = splane.xy * lights.data[idx].atlas_rect.zw + lights.data[idx].atlas_rect.xy; + + float blocker_count = 0.0; + float blocker_average = 0.0; + + mat2 disk_rotation; + { + float r = quick_hash(gl_FragCoord.xy) * 2.0 * M_PI; + float sr = sin(r); + float cr = cos(r); + disk_rotation = mat2(vec2(cr, -sr), vec2(sr, cr)); + } + + float uv_size = lights.data[idx].soft_shadow_size * z_norm * lights.data[idx].soft_shadow_scale; + vec2 clamp_max = lights.data[idx].atlas_rect.xy + lights.data[idx].atlas_rect.zw; + for (uint i = 0; i < scene_data.penumbra_shadow_samples; i++) { + vec2 suv = shadow_uv + (disk_rotation * scene_data.penumbra_shadow_kernel[i].xy) * uv_size; + suv = clamp(suv, lights.data[idx].atlas_rect.xy, clamp_max); + float d = textureLod(sampler2D(shadow_atlas, material_samplers[SAMPLER_LINEAR_CLAMP]), suv, 0.0).r; + if (d < z_norm) { + blocker_average += d; + blocker_count += 1.0; + } + } + + if (blocker_count > 0.0) { + //blockers found, do soft shadow + blocker_average /= blocker_count; + float penumbra = (z_norm - blocker_average) / blocker_average; + uv_size *= penumbra; + + shadow = 0.0; + for (uint i = 0; i < scene_data.penumbra_shadow_samples; i++) { + vec2 suv = shadow_uv + (disk_rotation * scene_data.penumbra_shadow_kernel[i].xy) * uv_size; + suv = clamp(suv, lights.data[idx].atlas_rect.xy, clamp_max); + shadow += textureProj(sampler2DShadow(shadow_atlas, shadow_sampler), vec4(suv, z_norm, 1.0)); + } + + shadow /= float(scene_data.penumbra_shadow_samples); + + } else { + //no blockers found, so no shadow + shadow = 1.0; + } + + } else { + //hard shadow + vec4 shadow_uv = vec4(splane.xy * lights.data[idx].atlas_rect.zw + lights.data[idx].atlas_rect.xy, z_norm, 1.0); + + shadow = sample_pcf_shadow(shadow_atlas, lights.data[idx].soft_shadow_scale * scene_data.shadow_atlas_pixel_size, shadow_uv); + } + + vec3 no_shadow = vec3(1.0); + + if (lights.data[idx].projector_rect != vec4(0.0)) { + splane = (lights.data[idx].shadow_matrix * vec4(vertex, 1.0)); + splane /= splane.w; + + vec2 proj_uv = splane.xy * lights.data[idx].projector_rect.zw; + + //ensure we have proper mipmaps + vec4 splane_ddx = (lights.data[idx].shadow_matrix * vec4(vertex + vertex_ddx, 1.0)); + splane_ddx /= splane_ddx.w; + vec2 proj_uv_ddx = splane_ddx.xy * lights.data[idx].projector_rect.zw - proj_uv; + + vec4 splane_ddy = (lights.data[idx].shadow_matrix * vec4(vertex + vertex_ddy, 1.0)); + splane_ddy /= splane_ddy.w; + vec2 proj_uv_ddy = splane_ddy.xy * lights.data[idx].projector_rect.zw - proj_uv; + + vec4 proj = textureGrad(sampler2D(decal_atlas_srgb, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), proj_uv + lights.data[idx].projector_rect.xy, proj_uv_ddx, proj_uv_ddy); + no_shadow = mix(no_shadow, proj.rgb, proj.a); + } + + shadow_attenuation = mix(shadow_color_enabled.rgb, no_shadow, shadow); + +#ifdef LIGHT_TRANSMITTANCE_USED + { + splane = (lights.data[idx].shadow_matrix * vec4(vertex - normalize(normal_interp) * lights.data[idx].transmittance_bias, 1.0)); + splane /= splane.w; + splane.xy = splane.xy * lights.data[idx].atlas_rect.zw + lights.data[idx].atlas_rect.xy; + + float shadow_z = textureLod(sampler2D(shadow_atlas, material_samplers[SAMPLER_LINEAR_CLAMP]), splane.xy, 0.0).r; + //reconstruct depth + shadow_z /= lights.data[idx].inv_radius; + //distance to light plane + float z = dot(spot_dir, -light_rel_vec); + transmittance_z = z - shadow_z; + } +#endif //LIGHT_TRANSMITTANCE_USED + } + +#endif //USE_NO_SHADOWS + + light_compute(normal, normalize(light_rel_vec), eye_vec, size_A, color_specular.rgb, light_attenuation, shadow_attenuation, albedo, roughness, metallic, specular, color_specular.a * p_blob_intensity, +#ifdef LIGHT_BACKLIGHT_USED + backlight, +#endif +#ifdef LIGHT_TRANSMITTANCE_USED + transmittance_color, + transmittance_depth, + transmittance_curve, + transmittance_boost, + transmittance_z, +#endif +#ifdef LIGHT_RIM_USED + rim * spot_attenuation, rim_tint, +#endif +#ifdef LIGHT_CLEARCOAT_USED + clearcoat, clearcoat_gloss, +#endif +#ifdef LIGHT_ANISOTROPY_USED + binormal, tangent, anisotropy, +#endif +#ifdef USE_SHADOW_TO_OPACITY + alpha, +#endif + diffuse_light, specular_light); +} + +void reflection_process(uint ref_index, vec3 vertex, vec3 normal, float roughness, vec3 ambient_light, vec3 specular_light, inout vec4 ambient_accum, inout vec4 reflection_accum) { + vec3 box_extents = reflections.data[ref_index].box_extents; + vec3 local_pos = (reflections.data[ref_index].local_matrix * vec4(vertex, 1.0)).xyz; + + if (any(greaterThan(abs(local_pos), box_extents))) { //out of the reflection box + return; + } + + vec3 ref_vec = normalize(reflect(vertex, normal)); + + vec3 inner_pos = abs(local_pos / box_extents); + float blend = max(inner_pos.x, max(inner_pos.y, inner_pos.z)); + //make blend more rounded + blend = mix(length(inner_pos), blend, blend); + blend *= blend; + blend = max(0.0, 1.0 - blend); + + if (reflections.data[ref_index].params.x > 0.0) { // compute reflection + + vec3 local_ref_vec = (reflections.data[ref_index].local_matrix * vec4(ref_vec, 0.0)).xyz; + + if (reflections.data[ref_index].params.w > 0.5) { //box project + + vec3 nrdir = normalize(local_ref_vec); + vec3 rbmax = (box_extents - local_pos) / nrdir; + vec3 rbmin = (-box_extents - local_pos) / nrdir; + + vec3 rbminmax = mix(rbmin, rbmax, greaterThan(nrdir, vec3(0.0, 0.0, 0.0))); + + float fa = min(min(rbminmax.x, rbminmax.y), rbminmax.z); + vec3 posonbox = local_pos + nrdir * fa; + local_ref_vec = posonbox - reflections.data[ref_index].box_offset; + } + + vec4 reflection; + + reflection.rgb = textureLod(samplerCubeArray(reflection_atlas, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), vec4(local_ref_vec, reflections.data[ref_index].index), roughness * MAX_ROUGHNESS_LOD).rgb; + + if (reflections.data[ref_index].params.z < 0.5) { + reflection.rgb = mix(specular_light, reflection.rgb, blend); + } + + reflection.rgb *= reflections.data[ref_index].params.x; + reflection.a = blend; + reflection.rgb *= reflection.a; + + reflection_accum += reflection; + } + + switch (reflections.data[ref_index].ambient_mode) { + case REFLECTION_AMBIENT_DISABLED: { + //do nothing + } break; + case REFLECTION_AMBIENT_ENVIRONMENT: { + //do nothing + vec3 local_amb_vec = (reflections.data[ref_index].local_matrix * vec4(normal, 0.0)).xyz; + + vec4 ambient_out; + + ambient_out.rgb = textureLod(samplerCubeArray(reflection_atlas, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), vec4(local_amb_vec, reflections.data[ref_index].index), MAX_ROUGHNESS_LOD).rgb; + ambient_out.a = blend; + if (reflections.data[ref_index].params.z < 0.5) { //interior + ambient_out.rgb = mix(ambient_light, ambient_out.rgb, blend); + } + + ambient_out.rgb *= ambient_out.a; + ambient_accum += ambient_out; + } break; + case REFLECTION_AMBIENT_COLOR: { + vec4 ambient_out; + ambient_out.a = blend; + ambient_out.rgb = reflections.data[ref_index].ambient; + if (reflections.data[ref_index].params.z < 0.5) { + ambient_out.rgb = mix(ambient_light, ambient_out.rgb, blend); + } + ambient_out.rgb *= ambient_out.a; + ambient_accum += ambient_out; + } break; + } +} + +#ifdef USE_FORWARD_GI + +//standard voxel cone trace +vec4 voxel_cone_trace(texture3D probe, vec3 cell_size, vec3 pos, vec3 direction, float tan_half_angle, float max_distance, float p_bias) { + float dist = p_bias; + vec4 color = vec4(0.0); + + while (dist < max_distance && color.a < 0.95) { + float diameter = max(1.0, 2.0 * tan_half_angle * dist); + vec3 uvw_pos = (pos + dist * direction) * cell_size; + float half_diameter = diameter * 0.5; + //check if outside, then break + if (any(greaterThan(abs(uvw_pos - 0.5), vec3(0.5f + half_diameter * cell_size)))) { + break; + } + vec4 scolor = textureLod(sampler3D(probe, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), uvw_pos, log2(diameter)); + float a = (1.0 - color.a); + color += a * scolor; + dist += half_diameter; + } + + return color; +} + +vec4 voxel_cone_trace_45_degrees(texture3D probe, vec3 cell_size, vec3 pos, vec3 direction, float tan_half_angle, float max_distance, float p_bias) { + float dist = p_bias; + vec4 color = vec4(0.0); + float radius = max(0.5, tan_half_angle * dist); + float lod_level = log2(radius * 2.0); + + while (dist < max_distance && color.a < 0.95) { + vec3 uvw_pos = (pos + dist * direction) * cell_size; + + //check if outside, then break + if (any(greaterThan(abs(uvw_pos - 0.5), vec3(0.5f + radius * cell_size)))) { + break; + } + vec4 scolor = textureLod(sampler3D(probe, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), uvw_pos, lod_level); + lod_level += 1.0; + + float a = (1.0 - color.a); + scolor *= a; + color += scolor; + dist += radius; + radius = max(0.5, tan_half_angle * dist); + } + + return color; +} + +void gi_probe_compute(uint index, vec3 position, vec3 normal, vec3 ref_vec, mat3 normal_xform, float roughness, vec3 ambient, vec3 environment, inout vec4 out_spec, inout vec4 out_diff) { + position = (gi_probes.data[index].xform * vec4(position, 1.0)).xyz; + ref_vec = normalize((gi_probes.data[index].xform * vec4(ref_vec, 0.0)).xyz); + normal = normalize((gi_probes.data[index].xform * vec4(normal, 0.0)).xyz); + + position += normal * gi_probes.data[index].normal_bias; + + //this causes corrupted pixels, i have no idea why.. + if (any(bvec2(any(lessThan(position, vec3(0.0))), any(greaterThan(position, gi_probes.data[index].bounds))))) { + return; + } + + vec3 blendv = abs(position / gi_probes.data[index].bounds * 2.0 - 1.0); + float blend = clamp(1.0 - max(blendv.x, max(blendv.y, blendv.z)), 0.0, 1.0); + //float blend=1.0; + + float max_distance = length(gi_probes.data[index].bounds); + vec3 cell_size = 1.0 / gi_probes.data[index].bounds; + + //radiance + +#define MAX_CONE_DIRS 4 + + vec3 cone_dirs[MAX_CONE_DIRS] = vec3[]( + vec3(0.707107, 0.0, 0.707107), + vec3(0.0, 0.707107, 0.707107), + vec3(-0.707107, 0.0, 0.707107), + vec3(0.0, -0.707107, 0.707107)); + + float cone_weights[MAX_CONE_DIRS] = float[](0.25, 0.25, 0.25, 0.25); + float cone_angle_tan = 0.98269; + + vec3 light = vec3(0.0); + + for (int i = 0; i < MAX_CONE_DIRS; i++) { + vec3 dir = normalize((gi_probes.data[index].xform * vec4(normal_xform * cone_dirs[i], 0.0)).xyz); + + vec4 cone_light = voxel_cone_trace_45_degrees(gi_probe_textures[index], cell_size, position, dir, cone_angle_tan, max_distance, gi_probes.data[index].bias); + + if (gi_probes.data[index].blend_ambient) { + cone_light.rgb = mix(ambient, cone_light.rgb, min(1.0, cone_light.a / 0.95)); + } + + light += cone_weights[i] * cone_light.rgb; + } + + light *= gi_probes.data[index].dynamic_range; + out_diff += vec4(light * blend, blend); + + //irradiance + vec4 irr_light = voxel_cone_trace(gi_probe_textures[index], cell_size, position, ref_vec, tan(roughness * 0.5 * M_PI * 0.99), max_distance, gi_probes.data[index].bias); + if (gi_probes.data[index].blend_ambient) { + irr_light.rgb = mix(environment, irr_light.rgb, min(1.0, irr_light.a / 0.95)); + } + irr_light.rgb *= gi_probes.data[index].dynamic_range; + //irr_light=vec3(0.0); + + out_spec += vec4(irr_light.rgb * blend, blend); +} + +vec2 octahedron_wrap(vec2 v) { + vec2 signVal; + signVal.x = v.x >= 0.0 ? 1.0 : -1.0; + signVal.y = v.y >= 0.0 ? 1.0 : -1.0; + return (1.0 - abs(v.yx)) * signVal; +} + +vec2 octahedron_encode(vec3 n) { + // https://twitter.com/Stubbesaurus/status/937994790553227264 + n /= (abs(n.x) + abs(n.y) + abs(n.z)); + n.xy = n.z >= 0.0 ? n.xy : octahedron_wrap(n.xy); + n.xy = n.xy * 0.5 + 0.5; + return n.xy; +} + +void sdfgi_process(uint cascade, vec3 cascade_pos, vec3 cam_pos, vec3 cam_normal, vec3 cam_specular_normal, bool use_specular, float roughness, out vec3 diffuse_light, out vec3 specular_light, out float blend) { + cascade_pos += cam_normal * sdfgi.normal_bias; + + vec3 base_pos = floor(cascade_pos); + //cascade_pos += mix(vec3(0.0),vec3(0.01),lessThan(abs(cascade_pos-base_pos),vec3(0.01))) * cam_normal; + ivec3 probe_base_pos = ivec3(base_pos); + + vec4 diffuse_accum = vec4(0.0); + vec3 specular_accum; + + ivec3 tex_pos = ivec3(probe_base_pos.xy, int(cascade)); + tex_pos.x += probe_base_pos.z * sdfgi.probe_axis_size; + tex_pos.xy = tex_pos.xy * (SDFGI_OCT_SIZE + 2) + ivec2(1); + + vec3 diffuse_posf = (vec3(tex_pos) + vec3(octahedron_encode(cam_normal) * float(SDFGI_OCT_SIZE), 0.0)) * sdfgi.lightprobe_tex_pixel_size; + + vec3 specular_posf; + + if (use_specular) { + specular_accum = vec3(0.0); + specular_posf = (vec3(tex_pos) + vec3(octahedron_encode(cam_specular_normal) * float(SDFGI_OCT_SIZE), 0.0)) * sdfgi.lightprobe_tex_pixel_size; + } + + vec4 light_accum = vec4(0.0); + float weight_accum = 0.0; + + for (uint j = 0; j < 8; j++) { + ivec3 offset = (ivec3(j) >> ivec3(0, 1, 2)) & ivec3(1, 1, 1); + ivec3 probe_posi = probe_base_pos; + probe_posi += offset; + + // Compute weight + + vec3 probe_pos = vec3(probe_posi); + vec3 probe_to_pos = cascade_pos - probe_pos; + vec3 probe_dir = normalize(-probe_to_pos); + + vec3 trilinear = vec3(1.0) - abs(probe_to_pos); + float weight = trilinear.x * trilinear.y * trilinear.z * max(0.005, dot(cam_normal, probe_dir)); + + // Compute lightprobe occlusion + + if (sdfgi.use_occlusion) { + ivec3 occ_indexv = abs((sdfgi.cascades[cascade].probe_world_offset + probe_posi) & ivec3(1, 1, 1)) * ivec3(1, 2, 4); + vec4 occ_mask = mix(vec4(0.0), vec4(1.0), equal(ivec4(occ_indexv.x | occ_indexv.y), ivec4(0, 1, 2, 3))); + + vec3 occ_pos = clamp(cascade_pos, probe_pos - sdfgi.occlusion_clamp, probe_pos + sdfgi.occlusion_clamp) * sdfgi.probe_to_uvw; + occ_pos.z += float(cascade); + if (occ_indexv.z != 0) { //z bit is on, means index is >=4, so make it switch to the other half of textures + occ_pos.x += 1.0; + } + + occ_pos *= sdfgi.occlusion_renormalize; + float occlusion = dot(textureLod(sampler3D(sdfgi_occlusion_cascades, material_samplers[SAMPLER_LINEAR_CLAMP]), occ_pos, 0.0), occ_mask); + + weight *= max(occlusion, 0.01); + } + + // Compute lightprobe texture position + + vec3 diffuse; + vec3 pos_uvw = diffuse_posf; + pos_uvw.xy += vec2(offset.xy) * sdfgi.lightprobe_uv_offset.xy; + pos_uvw.x += float(offset.z) * sdfgi.lightprobe_uv_offset.z; + diffuse = textureLod(sampler2DArray(sdfgi_lightprobe_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), pos_uvw, 0.0).rgb; + + diffuse_accum += vec4(diffuse * weight, weight); + + if (use_specular) { + vec3 specular = vec3(0.0); + vec3 pos_uvw = specular_posf; + pos_uvw.xy += vec2(offset.xy) * sdfgi.lightprobe_uv_offset.xy; + pos_uvw.x += float(offset.z) * sdfgi.lightprobe_uv_offset.z; + if (roughness < 0.99) { + specular = textureLod(sampler2DArray(sdfgi_lightprobe_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), pos_uvw + vec3(0, 0, float(sdfgi.max_cascades)), 0.0).rgb; + } + if (roughness > 0.5) { + specular = mix(specular, textureLod(sampler2DArray(sdfgi_lightprobe_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), pos_uvw, 0.0).rgb, (roughness - 0.5) * 2.0); + } + + specular_accum += specular * weight; + } + } + + if (diffuse_accum.a > 0.0) { + diffuse_accum.rgb /= diffuse_accum.a; + } + + diffuse_light = diffuse_accum.rgb; + + if (use_specular) { + if (diffuse_accum.a > 0.0) { + specular_accum /= diffuse_accum.a; + } + + specular_light = specular_accum; + } + + { + //process blend + float blend_from = (float(sdfgi.probe_axis_size - 1) / 2.0) - 2.5; + float blend_to = blend_from + 2.0; + + vec3 inner_pos = cam_pos * sdfgi.cascades[cascade].to_probe; + + float len = length(inner_pos); + + inner_pos = abs(normalize(inner_pos)); + len *= max(inner_pos.x, max(inner_pos.y, inner_pos.z)); + + if (len >= blend_from) { + blend = smoothstep(blend_from, blend_to, len); + } else { + blend = 0.0; + } + } +} + +#endif //USE_FORWARD_GI + +#endif //!defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED) + +#ifndef MODE_RENDER_DEPTH + +#ifndef LOW_END_MODE + +vec4 volumetric_fog_process(vec2 screen_uv, float z) { + vec3 fog_pos = vec3(screen_uv, z * scene_data.volumetric_fog_inv_length); + if (fog_pos.z < 0.0) { + return vec4(0.0); + } else if (fog_pos.z < 1.0) { + fog_pos.z = pow(fog_pos.z, scene_data.volumetric_fog_detail_spread); + } + + return texture(sampler3D(volumetric_fog_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), fog_pos); +} +#endif + +vec4 fog_process(vec3 vertex) { + vec3 fog_color = scene_data.fog_light_color; + + if (scene_data.fog_aerial_perspective > 0.0) { + vec3 sky_fog_color = vec3(0.0); + vec3 cube_view = scene_data.radiance_inverse_xform * vertex; + // mip_level always reads from the second mipmap and higher so the fog is always slightly blurred + float mip_level = mix(1.0 / MAX_ROUGHNESS_LOD, 1.0, 1.0 - (abs(vertex.z) - scene_data.z_near) / (scene_data.z_far - scene_data.z_near)); +#ifdef USE_RADIANCE_CUBEMAP_ARRAY + float lod, blend; + blend = modf(mip_level * MAX_ROUGHNESS_LOD, lod); + sky_fog_color = texture(samplerCubeArray(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), vec4(cube_view, lod)).rgb; + sky_fog_color = mix(sky_fog_color, texture(samplerCubeArray(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), vec4(cube_view, lod + 1)).rgb, blend); +#else + sky_fog_color = textureLod(samplerCube(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), cube_view, mip_level * MAX_ROUGHNESS_LOD).rgb; +#endif //USE_RADIANCE_CUBEMAP_ARRAY + fog_color = mix(fog_color, sky_fog_color, scene_data.fog_aerial_perspective); + } + + if (scene_data.fog_sun_scatter > 0.001) { + vec4 sun_scatter = vec4(0.0); + float sun_total = 0.0; + vec3 view = normalize(vertex); + + for (uint i = 0; i < scene_data.directional_light_count; i++) { + vec3 light_color = directional_lights.data[i].color * directional_lights.data[i].energy; + float light_amount = pow(max(dot(view, directional_lights.data[i].direction), 0.0), 8.0); + fog_color += light_color * light_amount * scene_data.fog_sun_scatter; + } + } + + float fog_amount = 1.0 - exp(vertex.z * scene_data.fog_density); + + if (abs(scene_data.fog_height_density) > 0.001) { + float y = (scene_data.camera_matrix * vec4(vertex, 1.0)).y; + + float y_dist = scene_data.fog_height - y; + + float vfog_amount = clamp(exp(y_dist * scene_data.fog_height_density), 0.0, 1.0); + + fog_amount = max(vfog_amount, fog_amount); + } + + return vec4(fog_color, fog_amount); +} + +#endif + +void main() { +#ifdef MODE_DUAL_PARABOLOID + + if (dp_clip > 0.0) + discard; +#endif + + //lay out everything, whathever is unused is optimized away anyway + vec3 vertex = vertex_interp; + vec3 view = -normalize(vertex_interp); + vec3 albedo = vec3(1.0); + vec3 backlight = vec3(0.0); + vec4 transmittance_color = vec4(0.0); + float transmittance_depth = 0.0; + float transmittance_curve = 1.0; + float transmittance_boost = 0.0; + float metallic = 0.0; + float specular = 0.5; + vec3 emission = vec3(0.0); + float roughness = 1.0; + float rim = 0.0; + float rim_tint = 0.0; + float clearcoat = 0.0; + float clearcoat_gloss = 0.0; + float anisotropy = 0.0; + vec2 anisotropy_flow = vec2(1.0, 0.0); +#if defined(CUSTOM_FOG_USED) + vec4 custom_fog = vec4(0.0); +#endif +#if defined(CUSTOM_RADIANCE_USED) + vec4 custom_radiance = vec4(0.0); +#endif +#if defined(CUSTOM_IRRADIANCE_USED) + vec4 custom_irradiance = vec4(0.0); +#endif + +#if defined(AO_USED) + float ao = 1.0; + float ao_light_affect = 0.0; +#endif + + float alpha = 1.0; + +#if defined(TANGENT_USED) || defined(NORMALMAP_USED) || defined(LIGHT_ANISOTROPY_USED) + vec3 binormal = normalize(binormal_interp); + vec3 tangent = normalize(tangent_interp); +#else + vec3 binormal = vec3(0.0); + vec3 tangent = vec3(0.0); +#endif + vec3 normal = normalize(normal_interp); + +#if defined(DO_SIDE_CHECK) + if (!gl_FrontFacing) { + normal = -normal; + } +#endif + + vec2 uv = uv_interp; + +#if defined(UV2_USED) || defined(USE_LIGHTMAP) + vec2 uv2 = uv2_interp; +#endif + +#if defined(COLOR_USED) + vec4 color = color_interp; +#endif + +#if defined(NORMALMAP_USED) + + vec3 normalmap = vec3(0.5); +#endif + + float normaldepth = 1.0; + + vec2 screen_uv = gl_FragCoord.xy * scene_data.screen_pixel_size + scene_data.screen_pixel_size * 0.5; //account for center + + float sss_strength = 0.0; + +#ifdef ALPHA_SCISSOR_USED + float alpha_scissor_threshold = 1.0; +#endif // ALPHA_SCISSOR_USED + +#ifdef ALPHA_HASH_USED + float alpha_hash_scale = 1.0; +#endif // ALPHA_HASH_USED + +#ifdef ALPHA_ANTIALIASING_EDGE_USED + float alpha_antialiasing_edge = 0.0; + vec2 alpha_texture_coordinate = vec2(0.0, 0.0); +#endif // ALPHA_ANTIALIASING_EDGE_USED + + { + /* clang-format off */ + +FRAGMENT_SHADER_CODE + + /* clang-format on */ + } + +#ifdef LIGHT_TRANSMITTANCE_USED +#ifdef SSS_MODE_SKIN + transmittance_color.a = sss_strength; +#else + transmittance_color.a *= sss_strength; +#endif +#endif + +#ifndef USE_SHADOW_TO_OPACITY + +#ifdef ALPHA_SCISSOR_USED + if (alpha < alpha_scissor_threshold) { + discard; + } +#endif // ALPHA_SCISSOR_USED + +// alpha hash can be used in unison with alpha antialiasing +#ifdef ALPHA_HASH_USED + if (alpha < compute_alpha_hash_threshold(vertex, alpha_hash_scale)) { + discard; + } +#endif // ALPHA_HASH_USED + +// If we are not edge antialiasing, we need to remove the output alpha channel from scissor and hash +#if (defined(ALPHA_SCISSOR_USED) || defined(ALPHA_HASH_USED)) && !defined(ALPHA_ANTIALIASING_EDGE_USED) + alpha = 1.0; +#endif + +#ifdef ALPHA_ANTIALIASING_EDGE_USED +// If alpha scissor is used, we must further the edge threshold, otherwise we wont get any edge feather +#ifdef ALPHA_SCISSOR_USED + alpha_antialiasing_edge = clamp(alpha_scissor_threshold + alpha_antialiasing_edge, 0.0, 1.0); +#endif + alpha = compute_alpha_antialiasing_edge(alpha, alpha_texture_coordinate, alpha_antialiasing_edge); +#endif // ALPHA_ANTIALIASING_EDGE_USED + +#ifdef USE_OPAQUE_PREPASS + if (alpha < opaque_prepass_threshold) { + discard; + } +#endif // USE_OPAQUE_PREPASS + +#endif // !USE_SHADOW_TO_OPACITY + +#ifdef NORMALMAP_USED + + normalmap.xy = normalmap.xy * 2.0 - 1.0; + normalmap.z = sqrt(max(0.0, 1.0 - dot(normalmap.xy, normalmap.xy))); //always ignore Z, as it can be RG packed, Z may be pos/neg, etc. + + normal = normalize(mix(normal, tangent * normalmap.x + binormal * normalmap.y + normal * normalmap.z, normaldepth)); + +#endif + +#ifdef LIGHT_ANISOTROPY_USED + + if (anisotropy > 0.01) { + //rotation matrix + mat3 rot = mat3(tangent, binormal, normal); + //make local to space + tangent = normalize(rot * vec3(anisotropy_flow.x, anisotropy_flow.y, 0.0)); + binormal = normalize(rot * vec3(-anisotropy_flow.y, anisotropy_flow.x, 0.0)); + } + +#endif + +#ifdef ENABLE_CLIP_ALPHA + if (albedo.a < 0.99) { + //used for doublepass and shadowmapping + discard; + } +#endif + /////////////////////// DECALS //////////////////////////////// + +#ifndef MODE_RENDER_DEPTH + + uvec4 cluster_cell = texture(usampler3D(cluster_texture, material_samplers[SAMPLER_NEAREST_CLAMP]), vec3(screen_uv, (abs(vertex.z) - scene_data.z_near) / (scene_data.z_far - scene_data.z_near))); + //used for interpolating anything cluster related + vec3 vertex_ddx = dFdx(vertex); + vec3 vertex_ddy = dFdy(vertex); + + { // process decals + + uint decal_count = cluster_cell.w >> CLUSTER_COUNTER_SHIFT; + uint decal_pointer = cluster_cell.w & CLUSTER_POINTER_MASK; + + //do outside for performance and avoiding arctifacts + + for (uint i = 0; i < decal_count; i++) { + uint decal_index = cluster_data.indices[decal_pointer + i]; + if (!bool(decals.data[decal_index].mask & instances.data[instance_index].layer_mask)) { + continue; //not masked + } + + vec3 uv_local = (decals.data[decal_index].xform * vec4(vertex, 1.0)).xyz; + if (any(lessThan(uv_local, vec3(0.0, -1.0, 0.0))) || any(greaterThan(uv_local, vec3(1.0)))) { + continue; //out of decal + } + + //we need ddx/ddy for mipmaps, so simulate them + vec2 ddx = (decals.data[decal_index].xform * vec4(vertex_ddx, 0.0)).xz; + vec2 ddy = (decals.data[decal_index].xform * vec4(vertex_ddy, 0.0)).xz; + + float fade = pow(1.0 - (uv_local.y > 0.0 ? uv_local.y : -uv_local.y), uv_local.y > 0.0 ? decals.data[decal_index].upper_fade : decals.data[decal_index].lower_fade); + + if (decals.data[decal_index].normal_fade > 0.0) { + fade *= smoothstep(decals.data[decal_index].normal_fade, 1.0, dot(normal_interp, decals.data[decal_index].normal) * 0.5 + 0.5); + } + + if (decals.data[decal_index].albedo_rect != vec4(0.0)) { + //has albedo + vec4 decal_albedo = textureGrad(sampler2D(decal_atlas_srgb, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), uv_local.xz * decals.data[decal_index].albedo_rect.zw + decals.data[decal_index].albedo_rect.xy, ddx * decals.data[decal_index].albedo_rect.zw, ddy * decals.data[decal_index].albedo_rect.zw); + decal_albedo *= decals.data[decal_index].modulate; + decal_albedo.a *= fade; + albedo = mix(albedo, decal_albedo.rgb, decal_albedo.a * decals.data[decal_index].albedo_mix); + + if (decals.data[decal_index].normal_rect != vec4(0.0)) { + vec3 decal_normal = textureGrad(sampler2D(decal_atlas, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), uv_local.xz * decals.data[decal_index].normal_rect.zw + decals.data[decal_index].normal_rect.xy, ddx * decals.data[decal_index].normal_rect.zw, ddy * decals.data[decal_index].normal_rect.zw).xyz; + decal_normal.xy = decal_normal.xy * vec2(2.0, -2.0) - vec2(1.0, -1.0); //users prefer flipped y normal maps in most authoring software + decal_normal.z = sqrt(max(0.0, 1.0 - dot(decal_normal.xy, decal_normal.xy))); + //convert to view space, use xzy because y is up + decal_normal = (decals.data[decal_index].normal_xform * decal_normal.xzy).xyz; + + normal = normalize(mix(normal, decal_normal, decal_albedo.a)); + } + + if (decals.data[decal_index].orm_rect != vec4(0.0)) { + vec3 decal_orm = textureGrad(sampler2D(decal_atlas, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), uv_local.xz * decals.data[decal_index].orm_rect.zw + decals.data[decal_index].orm_rect.xy, ddx * decals.data[decal_index].orm_rect.zw, ddy * decals.data[decal_index].orm_rect.zw).xyz; +#if defined(AO_USED) + ao = mix(ao, decal_orm.r, decal_albedo.a); +#endif + roughness = mix(roughness, decal_orm.g, decal_albedo.a); + metallic = mix(metallic, decal_orm.b, decal_albedo.a); + } + } + + if (decals.data[decal_index].emission_rect != vec4(0.0)) { + //emission is additive, so its independent from albedo + emission += textureGrad(sampler2D(decal_atlas_srgb, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), uv_local.xz * decals.data[decal_index].emission_rect.zw + decals.data[decal_index].emission_rect.xy, ddx * decals.data[decal_index].emission_rect.zw, ddy * decals.data[decal_index].emission_rect.zw).xyz * decals.data[decal_index].emission_energy * fade; + } + } + } + +#endif //not render depth + /////////////////////// LIGHTING ////////////////////////////// + + if (scene_data.roughness_limiter_enabled) { + //http://www.jp.square-enix.com/tech/library/pdf/ImprovedGeometricSpecularAA.pdf + float roughness2 = roughness * roughness; + vec3 dndu = dFdx(normal), dndv = dFdx(normal); + float variance = scene_data.roughness_limiter_amount * (dot(dndu, dndu) + dot(dndv, dndv)); + float kernelRoughness2 = min(2.0 * variance, scene_data.roughness_limiter_limit); //limit effect + float filteredRoughness2 = min(1.0, roughness2 + kernelRoughness2); + roughness = sqrt(filteredRoughness2); + } + //apply energy conservation + + vec3 specular_light = vec3(0.0, 0.0, 0.0); + vec3 diffuse_light = vec3(0.0, 0.0, 0.0); + vec3 ambient_light = vec3(0.0, 0.0, 0.0); + +#if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED) + + if (scene_data.use_reflection_cubemap) { + vec3 ref_vec = reflect(-view, normal); + ref_vec = scene_data.radiance_inverse_xform * ref_vec; +#ifdef USE_RADIANCE_CUBEMAP_ARRAY + + float lod, blend; + blend = modf(roughness * MAX_ROUGHNESS_LOD, lod); + specular_light = texture(samplerCubeArray(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), vec4(ref_vec, lod)).rgb; + specular_light = mix(specular_light, texture(samplerCubeArray(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), vec4(ref_vec, lod + 1)).rgb, blend); + +#else + specular_light = textureLod(samplerCube(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), ref_vec, roughness * MAX_ROUGHNESS_LOD).rgb; + +#endif //USE_RADIANCE_CUBEMAP_ARRAY + specular_light *= scene_data.ambient_light_color_energy.a; + } + +#if defined(CUSTOM_RADIANCE_USED) + specular_light = mix(specular_light, custom_radiance.rgb, custom_radiance.a); +#endif + +#ifndef USE_LIGHTMAP + //lightmap overrides everything + if (scene_data.use_ambient_light) { + ambient_light = scene_data.ambient_light_color_energy.rgb; + + if (scene_data.use_ambient_cubemap) { + vec3 ambient_dir = scene_data.radiance_inverse_xform * normal; +#ifdef USE_RADIANCE_CUBEMAP_ARRAY + vec3 cubemap_ambient = texture(samplerCubeArray(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), vec4(ambient_dir, MAX_ROUGHNESS_LOD)).rgb; +#else + vec3 cubemap_ambient = textureLod(samplerCube(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), ambient_dir, MAX_ROUGHNESS_LOD).rgb; +#endif //USE_RADIANCE_CUBEMAP_ARRAY + + ambient_light = mix(ambient_light, cubemap_ambient * scene_data.ambient_light_color_energy.a, scene_data.ambient_color_sky_mix); + } + } +#endif // USE_LIGHTMAP +#if defined(CUSTOM_IRRADIANCE_USED) + ambient_light = mix(specular_light, custom_irradiance.rgb, custom_irradiance.a); +#endif +#endif //!defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED) + + //radiance + + float specular_blob_intensity = 1.0; + +#if defined(SPECULAR_TOON) + specular_blob_intensity *= specular * 2.0; +#endif + +#if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED) + +#ifdef USE_LIGHTMAP + + //lightmap + if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_LIGHTMAP_CAPTURE)) { //has lightmap capture + uint index = instances.data[instance_index].gi_offset; + + vec3 wnormal = mat3(scene_data.camera_matrix) * normal; + const float c1 = 0.429043; + const float c2 = 0.511664; + const float c3 = 0.743125; + const float c4 = 0.886227; + const float c5 = 0.247708; + ambient_light += (c1 * lightmap_captures.data[index].sh[8].rgb * (wnormal.x * wnormal.x - wnormal.y * wnormal.y) + + c3 * lightmap_captures.data[index].sh[6].rgb * wnormal.z * wnormal.z + + c4 * lightmap_captures.data[index].sh[0].rgb - + c5 * lightmap_captures.data[index].sh[6].rgb + + 2.0 * c1 * lightmap_captures.data[index].sh[4].rgb * wnormal.x * wnormal.y + + 2.0 * c1 * lightmap_captures.data[index].sh[7].rgb * wnormal.x * wnormal.z + + 2.0 * c1 * lightmap_captures.data[index].sh[5].rgb * wnormal.y * wnormal.z + + 2.0 * c2 * lightmap_captures.data[index].sh[3].rgb * wnormal.x + + 2.0 * c2 * lightmap_captures.data[index].sh[1].rgb * wnormal.y + + 2.0 * c2 * lightmap_captures.data[index].sh[2].rgb * wnormal.z); + + } else if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_LIGHTMAP)) { // has actual lightmap + bool uses_sh = bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_SH_LIGHTMAP); + uint ofs = instances.data[instance_index].gi_offset & 0xFFF; + vec3 uvw; + uvw.xy = uv2 * instances.data[instance_index].lightmap_uv_scale.zw + instances.data[instance_index].lightmap_uv_scale.xy; + uvw.z = float((instances.data[instance_index].gi_offset >> 12) & 0xFF); + + if (uses_sh) { + uvw.z *= 4.0; //SH textures use 4 times more data + vec3 lm_light_l0 = textureLod(sampler2DArray(lightmap_textures[ofs], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw + vec3(0.0, 0.0, 0.0), 0.0).rgb; + vec3 lm_light_l1n1 = textureLod(sampler2DArray(lightmap_textures[ofs], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw + vec3(0.0, 0.0, 1.0), 0.0).rgb; + vec3 lm_light_l1_0 = textureLod(sampler2DArray(lightmap_textures[ofs], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw + vec3(0.0, 0.0, 2.0), 0.0).rgb; + vec3 lm_light_l1p1 = textureLod(sampler2DArray(lightmap_textures[ofs], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw + vec3(0.0, 0.0, 3.0), 0.0).rgb; + + uint idx = instances.data[instance_index].gi_offset >> 20; + vec3 n = normalize(lightmaps.data[idx].normal_xform * normal); + + ambient_light += lm_light_l0 * 0.282095f; + ambient_light += lm_light_l1n1 * 0.32573 * n.y; + ambient_light += lm_light_l1_0 * 0.32573 * n.z; + ambient_light += lm_light_l1p1 * 0.32573 * n.x; + if (metallic > 0.01) { // since the more direct bounced light is lost, we can kind of fake it with this trick + vec3 r = reflect(normalize(-vertex), normal); + specular_light += lm_light_l1n1 * 0.32573 * r.y; + specular_light += lm_light_l1_0 * 0.32573 * r.z; + specular_light += lm_light_l1p1 * 0.32573 * r.x; + } + + } else { + ambient_light += textureLod(sampler2DArray(lightmap_textures[ofs], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw, 0.0).rgb; + } + } +#elif defined(USE_FORWARD_GI) + + if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_SDFGI)) { //has lightmap capture + + //make vertex orientation the world one, but still align to camera + vec3 cam_pos = mat3(scene_data.camera_matrix) * vertex; + vec3 cam_normal = mat3(scene_data.camera_matrix) * normal; + vec3 cam_reflection = mat3(scene_data.camera_matrix) * reflect(-view, normal); + + //apply y-mult + cam_pos.y *= sdfgi.y_mult; + cam_normal.y *= sdfgi.y_mult; + cam_normal = normalize(cam_normal); + cam_reflection.y *= sdfgi.y_mult; + cam_normal = normalize(cam_normal); + cam_reflection = normalize(cam_reflection); + + vec4 light_accum = vec4(0.0); + float weight_accum = 0.0; + + vec4 light_blend_accum = vec4(0.0); + float weight_blend_accum = 0.0; + + float blend = -1.0; + + // helper constants, compute once + + uint cascade = 0xFFFFFFFF; + vec3 cascade_pos; + vec3 cascade_normal; + + for (uint i = 0; i < sdfgi.max_cascades; i++) { + cascade_pos = (cam_pos - sdfgi.cascades[i].position) * sdfgi.cascades[i].to_probe; + + if (any(lessThan(cascade_pos, vec3(0.0))) || any(greaterThanEqual(cascade_pos, sdfgi.cascade_probe_size))) { + continue; //skip cascade + } + + cascade = i; + break; + } + + if (cascade < SDFGI_MAX_CASCADES) { + bool use_specular = true; + float blend; + vec3 diffuse, specular; + sdfgi_process(cascade, cascade_pos, cam_pos, cam_normal, cam_reflection, use_specular, roughness, diffuse, specular, blend); + + if (blend > 0.0) { + //blend + if (cascade == sdfgi.max_cascades - 1) { + diffuse = mix(diffuse, ambient_light, blend); + if (use_specular) { + specular = mix(specular, specular_light, blend); + } + } else { + vec3 diffuse2, specular2; + float blend2; + cascade_pos = (cam_pos - sdfgi.cascades[cascade + 1].position) * sdfgi.cascades[cascade + 1].to_probe; + sdfgi_process(cascade + 1, cascade_pos, cam_pos, cam_normal, cam_reflection, use_specular, roughness, diffuse2, specular2, blend2); + diffuse = mix(diffuse, diffuse2, blend); + if (use_specular) { + specular = mix(specular, specular2, blend); + } + } + } + + ambient_light = diffuse; + if (use_specular) { + specular_light = specular; + } + } + } + + if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_GIPROBE)) { // process giprobes + + uint index1 = instances.data[instance_index].gi_offset & 0xFFFF; + vec3 ref_vec = normalize(reflect(normalize(vertex), normal)); + //find arbitrary tangent and bitangent, then build a matrix + vec3 v0 = abs(normal.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(0.0, 1.0, 0.0); + vec3 tangent = normalize(cross(v0, normal)); + vec3 bitangent = normalize(cross(tangent, normal)); + mat3 normal_mat = mat3(tangent, bitangent, normal); + + vec4 amb_accum = vec4(0.0); + vec4 spec_accum = vec4(0.0); + gi_probe_compute(index1, vertex, normal, ref_vec, normal_mat, roughness * roughness, ambient_light, specular_light, spec_accum, amb_accum); + + uint index2 = instances.data[instance_index].gi_offset >> 16; + + if (index2 != 0xFFFF) { + gi_probe_compute(index2, vertex, normal, ref_vec, normal_mat, roughness * roughness, ambient_light, specular_light, spec_accum, amb_accum); + } + + if (amb_accum.a > 0.0) { + amb_accum.rgb /= amb_accum.a; + } + + if (spec_accum.a > 0.0) { + spec_accum.rgb /= spec_accum.a; + } + + specular_light = spec_accum.rgb; + ambient_light = amb_accum.rgb; + } +#elif !defined(LOW_END_MODE) + + if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_GI_BUFFERS)) { //use GI buffers + + ivec2 coord; + + if (scene_data.gi_upscale_for_msaa) { + ivec2 base_coord = ivec2(gl_FragCoord.xy); + ivec2 closest_coord = base_coord; + float closest_ang = dot(normal, texelFetch(sampler2D(normal_roughness_buffer, material_samplers[SAMPLER_LINEAR_CLAMP]), base_coord, 0).xyz * 2.0 - 1.0); + + for (int i = 0; i < 4; i++) { + const ivec2 neighbours[4] = ivec2[](ivec2(-1, 0), ivec2(1, 0), ivec2(0, -1), ivec2(0, 1)); + ivec2 neighbour_coord = base_coord + neighbours[i]; + float neighbour_ang = dot(normal, texelFetch(sampler2D(normal_roughness_buffer, material_samplers[SAMPLER_LINEAR_CLAMP]), neighbour_coord, 0).xyz * 2.0 - 1.0); + if (neighbour_ang > closest_ang) { + closest_ang = neighbour_ang; + closest_coord = neighbour_coord; + } + } + + coord = closest_coord; + + } else { + coord = ivec2(gl_FragCoord.xy); + } + + vec4 buffer_ambient = texelFetch(sampler2D(ambient_buffer, material_samplers[SAMPLER_LINEAR_CLAMP]), coord, 0); + vec4 buffer_reflection = texelFetch(sampler2D(reflection_buffer, material_samplers[SAMPLER_LINEAR_CLAMP]), coord, 0); + + ambient_light = mix(ambient_light, buffer_ambient.rgb, buffer_ambient.a); + specular_light = mix(specular_light, buffer_reflection.rgb, buffer_reflection.a); + } +#endif + + { // process reflections + + vec4 reflection_accum = vec4(0.0, 0.0, 0.0, 0.0); + vec4 ambient_accum = vec4(0.0, 0.0, 0.0, 0.0); + + uint reflection_probe_count = cluster_cell.z >> CLUSTER_COUNTER_SHIFT; + uint reflection_probe_pointer = cluster_cell.z & CLUSTER_POINTER_MASK; + + for (uint i = 0; i < reflection_probe_count; i++) { + uint ref_index = cluster_data.indices[reflection_probe_pointer + i]; + reflection_process(ref_index, vertex, normal, roughness, ambient_light, specular_light, ambient_accum, reflection_accum); + } + + if (reflection_accum.a > 0.0) { + specular_light = reflection_accum.rgb / reflection_accum.a; + } + +#if !defined(USE_LIGHTMAP) + if (ambient_accum.a > 0.0) { + ambient_light = ambient_accum.rgb / ambient_accum.a; + } +#endif + } + + { +#if defined(DIFFUSE_TOON) + //simplify for toon, as + specular_light *= specular * metallic * albedo * 2.0; +#else + + // scales the specular reflections, needs to be be computed before lighting happens, + // but after environment, GI, and reflection probes are added + // Environment brdf approximation (Lazarov 2013) + // see https://www.unrealengine.com/en-US/blog/physically-based-shading-on-mobile + const vec4 c0 = vec4(-1.0, -0.0275, -0.572, 0.022); + const vec4 c1 = vec4(1.0, 0.0425, 1.04, -0.04); + vec4 r = roughness * c0 + c1; + float ndotv = clamp(dot(normal, view), 0.0, 1.0); + float a004 = min(r.x * r.x, exp2(-9.28 * ndotv)) * r.x + r.y; + vec2 env = vec2(-1.04, 1.04) * a004 + r.zw; + + vec3 f0 = F0(metallic, specular, albedo); + specular_light *= env.x * f0 + env.y; +#endif + } + + { //directional light + + for (uint i = 0; i < scene_data.directional_light_count; i++) { + if (!bool(directional_lights.data[i].mask & instances.data[instance_index].layer_mask)) { + continue; //not masked + } + + vec3 shadow_attenuation = vec3(1.0); + +#ifdef LIGHT_TRANSMITTANCE_USED + float transmittance_z = transmittance_depth; +#endif + + if (directional_lights.data[i].shadow_enabled) { + float depth_z = -vertex.z; + + vec4 pssm_coord; + vec3 shadow_color = vec3(0.0); + vec3 light_dir = directional_lights.data[i].direction; + +#define BIAS_FUNC(m_var, m_idx) \ + m_var.xyz += light_dir * directional_lights.data[i].shadow_bias[m_idx]; \ + vec3 normal_bias = normalize(normal_interp) * (1.0 - max(0.0, dot(light_dir, -normalize(normal_interp)))) * directional_lights.data[i].shadow_normal_bias[m_idx]; \ + normal_bias -= light_dir * dot(light_dir, normal_bias); \ + m_var.xyz += normal_bias; + + float shadow = 0.0; + + if (depth_z < directional_lights.data[i].shadow_split_offsets.x) { + vec4 v = vec4(vertex, 1.0); + + BIAS_FUNC(v, 0) + + pssm_coord = (directional_lights.data[i].shadow_matrix1 * v); + pssm_coord /= pssm_coord.w; + + if (directional_lights.data[i].softshadow_angle > 0) { + float range_pos = dot(directional_lights.data[i].direction, v.xyz); + float range_begin = directional_lights.data[i].shadow_range_begin.x; + float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle; + vec2 tex_scale = directional_lights.data[i].uv_scale1 * test_radius; + shadow = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale); + } else { + shadow = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord); + } + + shadow_color = directional_lights.data[i].shadow_color1.rgb; + +#ifdef LIGHT_TRANSMITTANCE_USED + { + vec4 trans_vertex = vec4(vertex - normalize(normal_interp) * directional_lights.data[i].shadow_transmittance_bias.x, 1.0); + vec4 trans_coord = directional_lights.data[i].shadow_matrix1 * trans_vertex; + trans_coord /= trans_coord.w; + + float shadow_z = textureLod(sampler2D(directional_shadow_atlas, material_samplers[SAMPLER_LINEAR_CLAMP]), trans_coord.xy, 0.0).r; + shadow_z *= directional_lights.data[i].shadow_z_range.x; + float z = trans_coord.z * directional_lights.data[i].shadow_z_range.x; + + transmittance_z = z - shadow_z; + } +#endif + } else if (depth_z < directional_lights.data[i].shadow_split_offsets.y) { + vec4 v = vec4(vertex, 1.0); + + BIAS_FUNC(v, 1) + + pssm_coord = (directional_lights.data[i].shadow_matrix2 * v); + pssm_coord /= pssm_coord.w; + + if (directional_lights.data[i].softshadow_angle > 0) { + float range_pos = dot(directional_lights.data[i].direction, v.xyz); + float range_begin = directional_lights.data[i].shadow_range_begin.y; + float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle; + vec2 tex_scale = directional_lights.data[i].uv_scale2 * test_radius; + shadow = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale); + } else { + shadow = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord); + } + + shadow_color = directional_lights.data[i].shadow_color2.rgb; +#ifdef LIGHT_TRANSMITTANCE_USED + { + vec4 trans_vertex = vec4(vertex - normalize(normal_interp) * directional_lights.data[i].shadow_transmittance_bias.y, 1.0); + vec4 trans_coord = directional_lights.data[i].shadow_matrix2 * trans_vertex; + trans_coord /= trans_coord.w; + + float shadow_z = textureLod(sampler2D(directional_shadow_atlas, material_samplers[SAMPLER_LINEAR_CLAMP]), trans_coord.xy, 0.0).r; + shadow_z *= directional_lights.data[i].shadow_z_range.y; + float z = trans_coord.z * directional_lights.data[i].shadow_z_range.y; + + transmittance_z = z - shadow_z; + } +#endif + } else if (depth_z < directional_lights.data[i].shadow_split_offsets.z) { + vec4 v = vec4(vertex, 1.0); + + BIAS_FUNC(v, 2) + + pssm_coord = (directional_lights.data[i].shadow_matrix3 * v); + pssm_coord /= pssm_coord.w; + + if (directional_lights.data[i].softshadow_angle > 0) { + float range_pos = dot(directional_lights.data[i].direction, v.xyz); + float range_begin = directional_lights.data[i].shadow_range_begin.z; + float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle; + vec2 tex_scale = directional_lights.data[i].uv_scale3 * test_radius; + shadow = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale); + } else { + shadow = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord); + } + + shadow_color = directional_lights.data[i].shadow_color3.rgb; +#ifdef LIGHT_TRANSMITTANCE_USED + { + vec4 trans_vertex = vec4(vertex - normalize(normal_interp) * directional_lights.data[i].shadow_transmittance_bias.z, 1.0); + vec4 trans_coord = directional_lights.data[i].shadow_matrix3 * trans_vertex; + trans_coord /= trans_coord.w; + + float shadow_z = textureLod(sampler2D(directional_shadow_atlas, material_samplers[SAMPLER_LINEAR_CLAMP]), trans_coord.xy, 0.0).r; + shadow_z *= directional_lights.data[i].shadow_z_range.z; + float z = trans_coord.z * directional_lights.data[i].shadow_z_range.z; + + transmittance_z = z - shadow_z; + } +#endif + + } else { + vec4 v = vec4(vertex, 1.0); + + BIAS_FUNC(v, 3) + + pssm_coord = (directional_lights.data[i].shadow_matrix4 * v); + pssm_coord /= pssm_coord.w; + + if (directional_lights.data[i].softshadow_angle > 0) { + float range_pos = dot(directional_lights.data[i].direction, v.xyz); + float range_begin = directional_lights.data[i].shadow_range_begin.w; + float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle; + vec2 tex_scale = directional_lights.data[i].uv_scale4 * test_radius; + shadow = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale); + } else { + shadow = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord); + } + + shadow_color = directional_lights.data[i].shadow_color4.rgb; + +#ifdef LIGHT_TRANSMITTANCE_USED + { + vec4 trans_vertex = vec4(vertex - normalize(normal_interp) * directional_lights.data[i].shadow_transmittance_bias.w, 1.0); + vec4 trans_coord = directional_lights.data[i].shadow_matrix4 * trans_vertex; + trans_coord /= trans_coord.w; + + float shadow_z = textureLod(sampler2D(directional_shadow_atlas, material_samplers[SAMPLER_LINEAR_CLAMP]), trans_coord.xy, 0.0).r; + shadow_z *= directional_lights.data[i].shadow_z_range.w; + float z = trans_coord.z * directional_lights.data[i].shadow_z_range.w; + + transmittance_z = z - shadow_z; + } +#endif + } + + if (directional_lights.data[i].blend_splits) { + vec3 shadow_color_blend = vec3(0.0); + float pssm_blend; + float shadow2; + + if (depth_z < directional_lights.data[i].shadow_split_offsets.x) { + vec4 v = vec4(vertex, 1.0); + BIAS_FUNC(v, 1) + pssm_coord = (directional_lights.data[i].shadow_matrix2 * v); + pssm_coord /= pssm_coord.w; + + if (directional_lights.data[i].softshadow_angle > 0) { + float range_pos = dot(directional_lights.data[i].direction, v.xyz); + float range_begin = directional_lights.data[i].shadow_range_begin.y; + float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle; + vec2 tex_scale = directional_lights.data[i].uv_scale2 * test_radius; + shadow2 = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale); + } else { + shadow2 = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord); + } + + pssm_blend = smoothstep(0.0, directional_lights.data[i].shadow_split_offsets.x, depth_z); + shadow_color_blend = directional_lights.data[i].shadow_color2.rgb; + } else if (depth_z < directional_lights.data[i].shadow_split_offsets.y) { + vec4 v = vec4(vertex, 1.0); + BIAS_FUNC(v, 2) + pssm_coord = (directional_lights.data[i].shadow_matrix3 * v); + pssm_coord /= pssm_coord.w; + + if (directional_lights.data[i].softshadow_angle > 0) { + float range_pos = dot(directional_lights.data[i].direction, v.xyz); + float range_begin = directional_lights.data[i].shadow_range_begin.z; + float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle; + vec2 tex_scale = directional_lights.data[i].uv_scale3 * test_radius; + shadow2 = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale); + } else { + shadow2 = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord); + } + + pssm_blend = smoothstep(directional_lights.data[i].shadow_split_offsets.x, directional_lights.data[i].shadow_split_offsets.y, depth_z); + + shadow_color_blend = directional_lights.data[i].shadow_color3.rgb; + } else if (depth_z < directional_lights.data[i].shadow_split_offsets.z) { + vec4 v = vec4(vertex, 1.0); + BIAS_FUNC(v, 3) + pssm_coord = (directional_lights.data[i].shadow_matrix4 * v); + pssm_coord /= pssm_coord.w; + if (directional_lights.data[i].softshadow_angle > 0) { + float range_pos = dot(directional_lights.data[i].direction, v.xyz); + float range_begin = directional_lights.data[i].shadow_range_begin.w; + float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle; + vec2 tex_scale = directional_lights.data[i].uv_scale4 * test_radius; + shadow2 = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale); + } else { + shadow2 = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord); + } + + pssm_blend = smoothstep(directional_lights.data[i].shadow_split_offsets.y, directional_lights.data[i].shadow_split_offsets.z, depth_z); + shadow_color_blend = directional_lights.data[i].shadow_color4.rgb; + } else { + pssm_blend = 0.0; //if no blend, same coord will be used (divide by z will result in same value, and already cached) + } + + pssm_blend = sqrt(pssm_blend); + + shadow = mix(shadow, shadow2, pssm_blend); + shadow_color = mix(shadow_color, shadow_color_blend, pssm_blend); + } + + shadow = mix(shadow, 1.0, smoothstep(directional_lights.data[i].fade_from, directional_lights.data[i].fade_to, vertex.z)); //done with negative values for performance + + shadow_attenuation = mix(shadow_color, vec3(1.0), shadow); + +#undef BIAS_FUNC + } + + light_compute(normal, directional_lights.data[i].direction, normalize(view), directional_lights.data[i].size, directional_lights.data[i].color * directional_lights.data[i].energy, 1.0, shadow_attenuation, albedo, roughness, metallic, specular, directional_lights.data[i].specular * specular_blob_intensity, +#ifdef LIGHT_BACKLIGHT_USED + backlight, +#endif +#ifdef LIGHT_TRANSMITTANCE_USED + transmittance_color, + transmittance_depth, + transmittance_curve, + transmittance_boost, + transmittance_z, +#endif +#ifdef LIGHT_RIM_USED + rim, rim_tint, +#endif +#ifdef LIGHT_CLEARCOAT_USED + clearcoat, clearcoat_gloss, +#endif +#ifdef LIGHT_ANISOTROPY_USED + binormal, tangent, anisotropy, +#endif +#ifdef USE_SHADOW_TO_OPACITY + alpha, +#endif + diffuse_light, + specular_light); + } + } + + { //omni lights + + uint omni_light_count = cluster_cell.x >> CLUSTER_COUNTER_SHIFT; + uint omni_light_pointer = cluster_cell.x & CLUSTER_POINTER_MASK; + + for (uint i = 0; i < omni_light_count; i++) { + uint light_index = cluster_data.indices[omni_light_pointer + i]; + + if (!bool(lights.data[light_index].mask & instances.data[instance_index].layer_mask)) { + continue; //not masked + } + + light_process_omni(light_index, vertex, view, normal, vertex_ddx, vertex_ddy, albedo, roughness, metallic, specular, specular_blob_intensity, +#ifdef LIGHT_BACKLIGHT_USED + backlight, +#endif +#ifdef LIGHT_TRANSMITTANCE_USED + transmittance_color, + transmittance_depth, + transmittance_curve, + transmittance_boost, +#endif +#ifdef LIGHT_RIM_USED + rim, + rim_tint, +#endif +#ifdef LIGHT_CLEARCOAT_USED + clearcoat, clearcoat_gloss, +#endif +#ifdef LIGHT_ANISOTROPY_USED + tangent, binormal, anisotropy, +#endif +#ifdef USE_SHADOW_TO_OPACITY + alpha, +#endif + diffuse_light, specular_light); + } + } + + { //spot lights + uint spot_light_count = cluster_cell.y >> CLUSTER_COUNTER_SHIFT; + uint spot_light_pointer = cluster_cell.y & CLUSTER_POINTER_MASK; + + for (uint i = 0; i < spot_light_count; i++) { + uint light_index = cluster_data.indices[spot_light_pointer + i]; + + if (!bool(lights.data[light_index].mask & instances.data[instance_index].layer_mask)) { + continue; //not masked + } + + light_process_spot(light_index, vertex, view, normal, vertex_ddx, vertex_ddy, albedo, roughness, metallic, specular, specular_blob_intensity, +#ifdef LIGHT_BACKLIGHT_USED + backlight, +#endif +#ifdef LIGHT_TRANSMITTANCE_USED + transmittance_color, + transmittance_depth, + transmittance_curve, + transmittance_boost, +#endif +#ifdef LIGHT_RIM_USED + rim, + rim_tint, +#endif +#ifdef LIGHT_CLEARCOAT_USED + clearcoat, clearcoat_gloss, +#endif +#ifdef LIGHT_ANISOTROPY_USED + tangent, binormal, anisotropy, +#endif +#ifdef USE_SHADOW_TO_OPACITY + alpha, +#endif + diffuse_light, specular_light); + } + } + +#ifdef USE_SHADOW_TO_OPACITY + alpha = min(alpha, clamp(length(ambient_light), 0.0, 1.0)); + +#if defined(ALPHA_SCISSOR_USED) + if (alpha < alpha_scissor) { + discard; + } +#endif // ALPHA_SCISSOR_USED + +#ifdef USE_OPAQUE_PREPASS + + if (alpha < opaque_prepass_threshold) { + discard; + } + +#endif // USE_OPAQUE_PREPASS + +#endif // USE_SHADOW_TO_OPACITY + +#endif //!defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED) + +#ifdef MODE_RENDER_DEPTH + +#ifdef MODE_RENDER_SDF + + { + vec3 local_pos = (scene_data.sdf_to_bounds * vec4(vertex, 1.0)).xyz; + ivec3 grid_pos = scene_data.sdf_offset + ivec3(local_pos * vec3(scene_data.sdf_size)); + + uint albedo16 = 0x1; //solid flag + albedo16 |= clamp(uint(albedo.r * 31.0), 0, 31) << 11; + albedo16 |= clamp(uint(albedo.g * 31.0), 0, 31) << 6; + albedo16 |= clamp(uint(albedo.b * 31.0), 0, 31) << 1; + + imageStore(albedo_volume_grid, grid_pos, uvec4(albedo16)); + + uint facing_bits = 0; + const vec3 aniso_dir[6] = vec3[]( + vec3(1, 0, 0), + vec3(0, 1, 0), + vec3(0, 0, 1), + vec3(-1, 0, 0), + vec3(0, -1, 0), + vec3(0, 0, -1)); + + vec3 cam_normal = mat3(scene_data.camera_matrix) * normalize(normal_interp); + + float closest_dist = -1e20; + + for (uint i = 0; i < 6; i++) { + float d = dot(cam_normal, aniso_dir[i]); + if (d > closest_dist) { + closest_dist = d; + facing_bits = (1 << i); + } + } + + imageAtomicOr(geom_facing_grid, grid_pos, facing_bits); //store facing bits + + if (length(emission) > 0.001) { + float lumas[6]; + vec3 light_total = vec3(0); + + for (int i = 0; i < 6; i++) { + float strength = max(0.0, dot(cam_normal, aniso_dir[i])); + vec3 light = emission * strength; + light_total += light; + lumas[i] = max(light.r, max(light.g, light.b)); + } + + float luma_total = max(light_total.r, max(light_total.g, light_total.b)); + + uint light_aniso = 0; + + for (int i = 0; i < 6; i++) { + light_aniso |= min(31, uint((lumas[i] / luma_total) * 31.0)) << (i * 5); + } + + //compress to RGBE9995 to save space + + const float pow2to9 = 512.0f; + const float B = 15.0f; + const float N = 9.0f; + const float LN2 = 0.6931471805599453094172321215; + + float cRed = clamp(light_total.r, 0.0, 65408.0); + float cGreen = clamp(light_total.g, 0.0, 65408.0); + float cBlue = clamp(light_total.b, 0.0, 65408.0); + + float cMax = max(cRed, max(cGreen, cBlue)); + + float expp = max(-B - 1.0f, floor(log(cMax) / LN2)) + 1.0f + B; + + float sMax = floor((cMax / pow(2.0f, expp - B - N)) + 0.5f); + + float exps = expp + 1.0f; + + if (0.0 <= sMax && sMax < pow2to9) { + exps = expp; + } + + float sRed = floor((cRed / pow(2.0f, exps - B - N)) + 0.5f); + float sGreen = floor((cGreen / pow(2.0f, exps - B - N)) + 0.5f); + float sBlue = floor((cBlue / pow(2.0f, exps - B - N)) + 0.5f); + //store as 8985 to have 2 extra neighbour bits + uint light_rgbe = ((uint(sRed) & 0x1FF) >> 1) | ((uint(sGreen) & 0x1FF) << 8) | (((uint(sBlue) & 0x1FF) >> 1) << 17) | ((uint(exps) & 0x1F) << 25); + + imageStore(emission_grid, grid_pos, uvec4(light_rgbe)); + imageStore(emission_aniso_grid, grid_pos, uvec4(light_aniso)); + } + } + +#endif + +#ifdef MODE_RENDER_MATERIAL + + albedo_output_buffer.rgb = albedo; + albedo_output_buffer.a = alpha; + + normal_output_buffer.rgb = normal * 0.5 + 0.5; + normal_output_buffer.a = 0.0; + depth_output_buffer.r = -vertex.z; + +#if defined(AO_USED) + orm_output_buffer.r = ao; +#else + orm_output_buffer.r = 0.0; +#endif + orm_output_buffer.g = roughness; + orm_output_buffer.b = metallic; + orm_output_buffer.a = sss_strength; + + emission_output_buffer.rgb = emission; + emission_output_buffer.a = 0.0; +#endif + +#ifdef MODE_RENDER_NORMAL_ROUGHNESS + normal_roughness_output_buffer = vec4(normal * 0.5 + 0.5, roughness); + +#ifdef MODE_RENDER_GIPROBE + if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_GIPROBE)) { // process giprobes + uint index1 = instances.data[instance_index].gi_offset & 0xFFFF; + uint index2 = instances.data[instance_index].gi_offset >> 16; + giprobe_buffer.x = index1 & 0xFF; + giprobe_buffer.y = index2 & 0xFF; + } else { + giprobe_buffer.x = 0xFF; + giprobe_buffer.y = 0xFF; + } +#endif + +#endif //MODE_RENDER_NORMAL + +//nothing happens, so a tree-ssa optimizer will result in no fragment shader :) +#else + + specular_light *= scene_data.reflection_multiplier; + ambient_light *= albedo; //ambient must be multiplied by albedo at the end + +//ambient occlusion +#if defined(AO_USED) + +#ifndef LOW_END_MODE + if (scene_data.ssao_enabled && scene_data.ssao_ao_affect > 0.0) { + float ssao = texture(sampler2D(ao_buffer, material_samplers[SAMPLER_LINEAR_CLAMP]), screen_uv).r; + ao = mix(ao, min(ao, ssao), scene_data.ssao_ao_affect); + ao_light_affect = mix(ao_light_affect, max(ao_light_affect, scene_data.ssao_light_affect), scene_data.ssao_ao_affect); + } +#endif //LOW_END_MODE + + ambient_light = mix(scene_data.ao_color.rgb, ambient_light, ao); + ao_light_affect = mix(1.0, ao, ao_light_affect); + specular_light = mix(scene_data.ao_color.rgb, specular_light, ao_light_affect); + diffuse_light = mix(scene_data.ao_color.rgb, diffuse_light, ao_light_affect); +#else + +#ifndef LOW_END_MODE + if (scene_data.ssao_enabled) { + float ao = texture(sampler2D(ao_buffer, material_samplers[SAMPLER_LINEAR_CLAMP]), screen_uv).r; + ambient_light = mix(scene_data.ao_color.rgb, ambient_light, ao); + float ao_light_affect = mix(1.0, ao, scene_data.ssao_light_affect); + specular_light = mix(scene_data.ao_color.rgb, specular_light, ao_light_affect); + diffuse_light = mix(scene_data.ao_color.rgb, diffuse_light, ao_light_affect); + } +#endif //LOW_END_MODE + +#endif // AO_USED + + // base color remapping + diffuse_light *= 1.0 - metallic; // TODO: avoid all diffuse and ambient light calculations when metallic == 1 up to this point + ambient_light *= 1.0 - metallic; + +#ifdef MODE_MULTIPLE_RENDER_TARGETS + +#ifdef MODE_UNSHADED + diffuse_buffer = vec4(albedo.rgb, 0.0); + specular_buffer = vec4(0.0); + +#else + +#ifdef SSS_MODE_SKIN + sss_strength = -sss_strength; +#endif + diffuse_buffer = vec4(emission + diffuse_light + ambient_light, sss_strength); + specular_buffer = vec4(specular_light, metallic); +#endif + + // Draw "fixed" fog before volumetric fog to ensure volumetric fog can appear in front of the sky. + if (scene_data.fog_enabled) { + vec4 fog = fog_process(vertex); + diffuse_buffer.rgb = mix(diffuse_buffer.rgb, fog.rgb, fog.a); + specular_buffer.rgb = mix(specular_buffer.rgb, vec3(0.0), fog.a); + } + +#ifndef LOW_END_MODE + if (scene_data.volumetric_fog_enabled) { + vec4 fog = volumetric_fog_process(screen_uv, -vertex.z); + diffuse_buffer.rgb = mix(diffuse_buffer.rgb, fog.rgb, fog.a); + specular_buffer.rgb = mix(specular_buffer.rgb, vec3(0.0), fog.a); + } +#endif // LOW_END_MODE + +#if defined(CUSTOM_FOG_USED) + diffuse_buffer.rgb = mix(diffuse_buffer.rgb, custom_fog.rgb, custom_fog.a); + specular_buffer.rgb = mix(specular_buffer.rgb, vec3(0.0), custom_fog.a); +#endif //CUSTOM_FOG_USED + +#else //MODE_MULTIPLE_RENDER_TARGETS + +#ifdef MODE_UNSHADED + frag_color = vec4(albedo, alpha); +#else + frag_color = vec4(emission + ambient_light + diffuse_light + specular_light, alpha); + //frag_color = vec4(1.0); +#endif //USE_NO_SHADING + + // Draw "fixed" fog before volumetric fog to ensure volumetric fog can appear in front of the sky. + if (scene_data.fog_enabled) { + vec4 fog = fog_process(vertex); + frag_color.rgb = mix(frag_color.rgb, fog.rgb, fog.a); + } +#ifndef LOW_END_MODE + if (scene_data.volumetric_fog_enabled) { + vec4 fog = volumetric_fog_process(screen_uv, -vertex.z); + frag_color.rgb = mix(frag_color.rgb, fog.rgb, fog.a); + } +#endif + +#if defined(CUSTOM_FOG_USED) + frag_color.rgb = mix(frag_color.rgb, custom_fog.rgb, custom_fog.a); +#endif //CUSTOM_FOG_USED + +#endif //MODE_MULTIPLE_RENDER_TARGETS + +#endif //MODE_RENDER_DEPTH +} |