Files
axyz/resources/Shaders/ForwardPlusSplatMapRGB.frag.glsl
T
2016-03-03 14:24:43 +01:00

253 lines
8.6 KiB
GLSL

#version 430
#define MIN_AMBIENT_LIGHT 0.3
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;
//Get bineded at the same time as the textures
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 = 0) uniform sampler2D AOTexture;
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;
vec3 Normal;
vec3 Tangent;
vec3 BiTangent;
vec2 TextureCoordinate;
vec4 ExplosionColor;
float ExplosionPercentageElapsed;
}Input;
out vec4 sceneColor;
out vec4 bloomColor;
struct LightResult {
vec4 Diffuse;
vec4 Specular;
};
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){
mat3 TBN = mat3(Input.Tangent, Input.BiTangent, Input.Normal);
vec3 R_Channel = texture(R, Input.TextureCoordinate * R_TileValues).xyz * 2.0 - vec3(1.0);
vec3 G_Channel = texture(G, Input.TextureCoordinate * G_TileValues).xyz * 2.0 - vec3(1.0);
vec3 B_Channel = texture(B, Input.TextureCoordinate * B_TileValues).xyz * 2.0 - vec3(1.0);
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);
}
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 position = V * M * vec4(Input.Position, 1.0);
//vec4 normal = V * CalcNormalMappedValue(Input.Normal, Input.Tangent, Input.BiTangent, Input.TextureCoordinate, SplatMapTexture);
vec4 normal = V * CalcBlendedNormal(splatTexel, NormalMapTexture1, NormalMapTexture2, NormalMapTexture3,
NormalUVRepeat1, NormalUVRepeat2, NormalUVRepeat3);
normal = normalize(normal);
//vec4 normal = normalize(V * vec4(Input.Normal, 0.0));
vec4 viewVec = normalize(-position);
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);
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, position, normal, light.Falloff);
} else if (light.Type == 2) { //Directional
light_result = CalcDirectionalLightSource(V * light.Direction, light.Color, light.Intensity, viewVec, normal);
}
totalLighting.Diffuse += vec4(light_result.Diffuse.rgb * ao, light_result.Diffuse.a);
totalLighting.Specular += vec4(light_result.Specular.rgb * ao, light_result.Specular.a);
}
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);
}
*/
}