#version 430 #include "Shaders/Util/CommonNormalFunc.glsl" #define MIN_AMBIENT_LIGHT 0.3 #define MAX_SPLITS 4 uniform mat4 M; uniform mat4 V; uniform mat4 P; uniform vec2 ScreenDimensions; uniform float FillPercentage; uniform vec4 DiffuseColor; uniform vec4 FillColor; uniform vec4 Color; uniform vec4 AmbientColor; uniform int SSAOQuality; uniform float FarDistance[MAX_SPLITS]; layout (binding = 0) uniform sampler2D AOTexture; layout (binding = 30) uniform sampler2DArrayShadow DepthMap; //Get bineded at the same time as the textures uniform int NormalTextureType1; uniform int NormalTextureType2; uniform int NormalTextureType3; uniform vec2 DiffuseUVRepeat1; uniform vec2 DiffuseUVRepeat2; uniform vec2 DiffuseUVRepeat3; uniform vec2 NormalUVRepeat1; uniform vec2 NormalUVRepeat2; uniform vec2 NormalUVRepeat3; uniform vec2 SpecularUVRepeat1; uniform vec2 SpecularUVRepeat2; uniform vec2 SpecularUVRepeat3; uniform vec2 GlowUVRepeat1; uniform vec2 GlowUVRepeat2; uniform vec2 GlowUVRepeat3; layout (binding = 1) uniform sampler2D SplatMapTexture; layout (binding = 2) uniform sampler2D DiffuseTexture1; layout (binding = 3) uniform sampler2D DiffuseTexture2; layout (binding = 4) uniform sampler2D DiffuseTexture3; layout (binding = 5) uniform sampler2D NormalMapTexture1; layout (binding = 6) uniform sampler2D NormalMapTexture2; layout (binding = 7) uniform sampler2D NormalMapTexture3; layout (binding = 8) uniform sampler2D SpecularMapTexture1; layout (binding = 9) uniform sampler2D SpecularMapTexture2; layout (binding = 10) uniform sampler2D SpecularMapTexture3; layout (binding = 11) uniform sampler2D GlowMapTexture1; layout (binding = 12) uniform sampler2D GlowMapTexture2; layout (binding = 13) uniform sampler2D GlowMapTexture3; #define TILE_SIZE 16 struct LightSource { vec4 Position; vec4 Direction; vec4 Color; float Radius; float Intensity; float Falloff; int Type; }; layout (std430, binding = 1) buffer LightBuffer { LightSource List[]; } LightSources; struct LightGrid { float Start; float Amount; vec2 Padding; }; layout (std430, binding = 2) buffer LightGridBuffer { LightGrid Data[]; } LightGrids; layout (std430, binding = 4) buffer LightIndexBuffer { float LightIndex[]; }; in VertexData{ vec3 Position; vec4 ViewSpacePosition; vec3 Normal; vec3 Tangent; vec3 BiTangent; vec2 TextureCoordinate; vec4 ExplosionColor; float ExplosionPercentageElapsed; vec4 PositionLightSpace[MAX_SPLITS]; }Input; out vec4 sceneColor; out vec4 bloomColor; struct LightResult { vec4 Diffuse; vec4 Specular; }; vec2 poissonDisk[16] = vec2[]( vec2( -0.94201624, -0.39906216 ), vec2( 0.94558609, -0.76890725 ), vec2( -0.094184101, -0.92938870 ), vec2( 0.34495938, 0.29387760 ), vec2( -0.91588581, 0.45771432 ), vec2( -0.81544232, -0.87912464 ), vec2( -0.38277543, 0.27676845 ), vec2( 0.97484398, 0.75648379 ), vec2( 0.44323325, -0.97511554 ), vec2( 0.53742981, -0.47373420 ), vec2( -0.26496911, -0.41893023 ), vec2( 0.79197514, 0.19090188 ), vec2( -0.24188840, 0.99706507 ), vec2( -0.81409955, 0.91437590 ), vec2( 0.19984126, 0.78641367 ), vec2( 0.14383161, -0.14100790 ) ); float CalcAttenuation(float radius, float dist, float falloff) { return 1.0 - smoothstep(radius * 0.3, radius, dist); } vec4 CalcSpecular(vec4 lightColor, vec4 viewVec, vec4 lightVec, vec4 normal) { vec4 R = normalize( reflect(-lightVec, normal)); float RdotV = max( dot(R, viewVec), 0.0); return lightColor * pow(RdotV, 90.0); } vec4 CalcDiffuse(vec4 lightColor, vec4 lightVec, vec4 normal) { float power = max( dot(normal, lightVec), 0.0); return lightColor * power; } LightResult CalcPointLightSource(vec4 lightPos, float lightRadius, vec4 lightColor, float intensity, vec4 viewVec, vec4 position, vec4 normal, float falloff) { vec4 L = lightPos - position; float dist = length(L); L = normalize(L); float attenuation = CalcAttenuation(lightRadius, dist, falloff); LightResult result; result.Diffuse = CalcDiffuse(lightColor, L, normal) * attenuation * intensity; result.Specular = CalcSpecular(lightColor, viewVec, L, normal) * attenuation * intensity; return result; } LightResult CalcDirectionalLightSource(vec4 direction, vec4 color, float intensity, vec4 viewVec, vec4 vertNormal) { vec4 L = normalize( -vec4(direction.xyz, 0) ); LightResult result; result.Diffuse = CalcDiffuse(color, L, vertNormal) * intensity; result.Specular = CalcSpecular(color, viewVec, L, vertNormal) * intensity; return result; } vec4 CalcNormalMappedValue(vec3 normal, vec3 tangent, vec3 bitangent, vec2 textureCoordinate, sampler2D normalMap) { mat3 TBN = mat3(tangent, bitangent, normal); vec3 NormalMap = texture(normalMap, textureCoordinate).xyz * 2.0 - vec3(1.0); return vec4(TBN * normalize(NormalMap), 0.0); } vec4 CalcBlendedTexel(vec4 blendValue, sampler2D R, sampler2D G, sampler2D B, vec2 R_TileValues, vec2 G_TileValues, vec2 B_TileValues){ vec4 R_Channel = texture2D(R, Input.TextureCoordinate * R_TileValues); vec4 G_Channel = texture2D(G, Input.TextureCoordinate * G_TileValues); vec4 B_Channel = texture2D(B, Input.TextureCoordinate * B_TileValues); float total = blendValue.r + blendValue.g + blendValue.b; float totalDiv = 1.0f / total; blendValue.r = blendValue.r * totalDiv; blendValue.g = blendValue.g * totalDiv; blendValue.b = blendValue.b * totalDiv; return blendValue.r * R_Channel + blendValue.g * G_Channel + blendValue.b * B_Channel; } vec4 CalcBlendedNormal(vec4 blendValue, sampler2D R, sampler2D G, sampler2D B, vec2 R_TileValues, vec2 G_TileValues, vec2 B_TileValues, int R_TextureType, int G_TextureType, int B_TextureType) { mat3 TBN = mat3(Input.Tangent, Input.BiTangent, Input.Normal); vec3 R_Channel = NormalMapValue(Input.TextureCoordinate * R_TileValues, R, R_TextureType); vec3 G_Channel = NormalMapValue(Input.TextureCoordinate * G_TileValues, G, G_TextureType); vec3 B_Channel = NormalMapValue(Input.TextureCoordinate * B_TileValues, B, B_TextureType); float total = blendValue.r + blendValue.g + blendValue.b + blendValue.a; float totalDiv = 1 / total; blendValue.r = blendValue.r * totalDiv; blendValue.g = blendValue.g * totalDiv; blendValue.b = blendValue.b * totalDiv; vec3 Normal_result = blendValue.r * R_Channel + blendValue.g * G_Channel + blendValue.b * B_Channel; return vec4(TBN * normalize(Normal_result), 0.0); } // Returns a "random" value. float Random(vec3 seed, int i) { vec4 seed4 = vec4(seed, i); float dot_product = dot(seed4, vec4(12.9898, 78.233, 45.164, 94.673)); return fract(sin(dot_product) * 43758.5453); } int getShadowIndex(float far_distance[1]) { return 0; } int getShadowIndex(float far_distance[2]) { float depth = gl_FragCoord.z / gl_FragCoord.w; int index = 1; if ( depth < far_distance[0] ) { index = 0; } return index; } int getShadowIndex(float far_distance[3]) { float depth = gl_FragCoord.z / gl_FragCoord.w; int index = 2; if ( depth < far_distance[0] ) { index = 0; } else if ( depth < far_distance[1] && depth > far_distance[0] ) { index = 1; } return index; } int getShadowIndex(float far_distance[4]) { float depth = gl_FragCoord.z / gl_FragCoord.w; int index = 3; if ( depth < far_distance[0] ) { index = 0; } else if ( depth < far_distance[1] && depth > far_distance[0] ) { index = 1; } else if ( depth < far_distance[2] && depth > far_distance[1] ) { index = 2; } return index; } // Standard hardware-calculated PCF method float PCFShadow(sampler2DArrayShadow depth_texture_array, vec3 projection_coords, int layer_index) { return texture(depth_texture_array, vec4(projection_coords.xy, layer_index, projection_coords.z)); } // PCF + Poisson model method float PoissonShadow(sampler2DArrayShadow depth_texture_array, vec3 projection_coords, int layer_index, int taps, float spread) { int loop; float multiplier = 1.0 / float(taps); float shadowMapDepth; for (int i = 0; i < taps; i++) { loop = i; vec3 newProjCoords = projection_coords + vec3(poissonDisk[loop], 0.0) / (spread * (1.0 + layer_index)); shadowMapDepth += multiplier * texture(depth_texture_array, vec4(newProjCoords.xy, layer_index, newProjCoords.z)); } return shadowMapDepth; } // PCF + Poisson + RandomSample model method float PoissonDotShadow(sampler2DArrayShadow depth_texture_array, vec3 projection_coords, int layer_index, int taps, float spread) { int loop; float multiplier = 1.0 / float(taps); float shadowMapDepth; for (int i = 0; i < taps; i++) { loop = int(16.0 * Random(gl_FragCoord.xyy, i)) % 16; vec3 newProjCoords = projection_coords + vec3(poissonDisk[loop], 0.0) / (spread * (1.0 + layer_index)); shadowMapDepth += multiplier * texture(depth_texture_array, vec4(newProjCoords.xy, layer_index, newProjCoords.z)); } return shadowMapDepth; } // Hardware PCF + Additional software PCF method float SoftwarePCF(sampler2DArrayShadow depth_texture_array, vec3 projection_coords, int layer_index, float bias) { float shadow = 0.0; vec3 texelSize = 1.0 / textureSize(depth_texture_array, 0); for(int x = -1; x <= 1; x++) { for(int y = -1; y <= 1; y++) { shadow += texture(depth_texture_array, vec4(projection_coords.xy + vec2(x, y) * texelSize.xy / (1.0 + layer_index), layer_index, projection_coords.z)); } } return shadow / 9.0; } float CalcShadowValue(vec4 light_space_pos, vec3 normal, vec3 light_dir, sampler2DArrayShadow depth_texture_array, int layer_index) { float shadowMapDepth; float bias = 0.005; // Various bias methods. //bias = max(0.05 * (1.0 - dot(normal, light_dir)), bias); //bias = bias * tan(acos(clamp(dot(normal, -light_dir), 0.0, 1.0))); bias = bias + bias * tan(acos(clamp(dot(normal, -light_dir), 0.0, 1.0))); // Calculate coordinates in projection space. vec3 projCoords = vec3(light_space_pos.xy, light_space_pos.z + bias) / light_space_pos.w; projCoords = projCoords * 0.5 + 0.5; //projCoords = (floor(projCoords * 255.0)) / 255.0; // Various methods for shadow calculation in fastest to slowest order. //shadowMapDepth = PCFShadow(depth_texture_array, projCoords, layer_index); //shadowMapDepth = PoissonShadow(depth_texture_array, projCoords, layer_index, 4, 25.0 * FarDistance[MAX_SPLITS - 1]); //shadowMapDepth = PoissonDotShadow(depth_texture_array, projCoords, layer_index, 4, 25.0 * FarDistance[MAX_SPLITS - 1]); shadowMapDepth = SoftwarePCF(depth_texture_array, projCoords, layer_index, bias); return shadowMapDepth; } void main() { float ao = texelFetch(AOTexture, ivec2(gl_FragCoord.xy) >> int(SSAOQuality), 0).r; ao = (clamp(1.0 - (1.0 - ao), 0.0, 1.0) + MIN_AMBIENT_LIGHT) / (1.0 + MIN_AMBIENT_LIGHT); vec4 splatTexel = texture2D(SplatMapTexture, Input.TextureCoordinate); vec4 diffuseTexel = CalcBlendedTexel(splatTexel, DiffuseTexture1, DiffuseTexture2, DiffuseTexture3, DiffuseUVRepeat1, DiffuseUVRepeat2, DiffuseUVRepeat3); vec4 glowTexel = CalcBlendedTexel(splatTexel, GlowMapTexture1, GlowMapTexture2, GlowMapTexture3, GlowUVRepeat1, GlowUVRepeat2, GlowUVRepeat3); vec4 specularTexel = CalcBlendedTexel(splatTexel, SpecularMapTexture1, SpecularMapTexture2, SpecularMapTexture3, SpecularUVRepeat1, SpecularUVRepeat2, SpecularUVRepeat3); //vec4 normal = V * CalcNormalMappedValue(Input.Normal, Input.Tangent, Input.BiTangent, Input.TextureCoordinate, SplatMapTexture); vec4 normal = V * CalcBlendedNormal(splatTexel, NormalMapTexture1, NormalMapTexture2, NormalMapTexture3, NormalUVRepeat1, NormalUVRepeat2, NormalUVRepeat3, NormalTextureType1, NormalTextureType2, NormalTextureType3); normal = normalize(normal); //vec4 normal = normalize(V * vec4(Input.Normal, 0.0)); vec4 viewVec = normalize(-Input.ViewSpacePosition); vec2 tilePos; tilePos.x = int(gl_FragCoord.x/TILE_SIZE); tilePos.y = int(gl_FragCoord.y/TILE_SIZE); LightResult totalLighting; totalLighting.Diffuse = vec4(AmbientColor.rgb * ao, 1.0); int currentTile = int(floor(gl_FragCoord.x/TILE_SIZE) + (floor(gl_FragCoord.y/TILE_SIZE) * int(ScreenDimensions.x/TILE_SIZE))); int start = int(LightGrids.Data[currentTile].Start); int amount = int(LightGrids.Data[currentTile].Amount); float shadowFactor = 0.0; for(int i = start; i < start + amount; i++) { int l = int(LightIndex[i]); LightSource light = LightSources.List[l]; LightResult light_result; //These if statements should be removed. if(light.Type == 1) { // point light_result = CalcPointLightSource(V * light.Position, light.Radius, light.Color, light.Intensity, viewVec, Input.ViewSpacePosition, normal, light.Falloff); } else if (light.Type == 2) { //Directional int DepthMapIndex = getShadowIndex(FarDistance); light_result = CalcDirectionalLightSource(V * light.Direction, light.Color, light.Intensity, viewVec, normal); shadowFactor = CalcShadowValue(Input.PositionLightSpace[DepthMapIndex], Input.Normal, vec3(light.Direction), DepthMap, DepthMapIndex); } totalLighting.Diffuse += vec4(light_result.Diffuse.rgb * ao, light_result.Diffuse.a); totalLighting.Specular += vec4(light_result.Specular.rgb * ao, light_result.Specular.a); } totalLighting.Diffuse *= vec4(min(vec3(shadowFactor) + AmbientColor.xyz, vec3(1.0)), 1.0); totalLighting.Specular *= vec4(min(vec3(shadowFactor) + AmbientColor.xyz, vec3(1.0)), 1.0); vec4 color_result = mix((Color * diffuseTexel * DiffuseColor), Input.ExplosionColor, Input.ExplosionPercentageElapsed); color_result = color_result * (totalLighting.Diffuse + (totalLighting.Specular * specularTexel)); //vec4 color_result = (DiffuseColor + Input.ExplosionColor) * (totalLighting.Diffuse + (totalLighting.Specular * specularTexel)) * diffuseTexel * Color; float pos = ((P * vec4(Input.Position, 1)).y + 1.0)/2.0; if(pos <= FillPercentage) { color_result += FillColor; } sceneColor = vec4(color_result.xyz, clamp(color_result.a, 0, 1)); color_result += glowTexel*3; bloomColor = vec4(clamp(color_result.xyz - 1.0, 0, 100), 1.0); //Tiled Debug Code /* if(int(gl_FragCoord.x)%16 == 0 || int(gl_FragCoord.y)%16 == 0 ) { sceneColor += vec4(0.5, 0, 0, 0); } else { sceneColor += vec4(LightGrids.Data[int(tilePos.x + tilePos.y*80)].Amount/LightSources.List.length(), 0, 0, 1); } */ }