Files
flower/install/shader/direct_lighting.glsl

155 lines
6.5 KiB
GLSL

#version 460
#extension GL_GOOGLE_include_directive : enable
#extension GL_EXT_samplerless_texture_functions : enable
#define SHARED_SAMPLER_SET 1
#include "common_shader.glsl"
layout (set = 0, binding = 0, rgba16f) uniform image2D hdrSceneColor;
layout (set = 0, binding = 1) uniform texture2D inDepth;
layout (set = 0, binding = 2) uniform texture2D inGbufferA;
layout (set = 0, binding = 3) uniform texture2D inGbufferB;
layout (set = 0, binding = 4) uniform texture2D inGbufferS;
layout (set = 0, binding = 5) uniform UniformFrameData { PerFrameData frameData; };
layout (set = 0, binding = 6) uniform texture2D inBRDFLut;
layout (set = 0, binding = 7) uniform texture2D inTransmittanceLut;
layout (set = 0, binding = 8) uniform texture2D inSunShadowMask;
layout (set = 0, binding = 9) uniform texture2D inBentNormalSSAO;
layout (set = 0, binding = 10) uniform texture2D inAdaptedLumTex;
#include "common_lighting.glsl"
layout (local_size_x = 8, local_size_y = 8) in;
void main()
{
ivec2 sceneColorSize = imageSize(hdrSceneColor);
uvec2 groupThreadId = remap8x8(gl_LocalInvocationIndex);
uvec2 dispatchId = groupThreadId + gl_WorkGroupID.xy * 8;
ivec2 workPos = ivec2(dispatchId);
if(workPos.x >= sceneColorSize.x || workPos.y >= sceneColorSize.y)
{
return;
}
const vec2 uv = (vec2(workPos) + vec2(0.5f)) / vec2(sceneColorSize);
// Load value from Gbuffer.
const vec4 inSceneColorValue = imageLoad(hdrSceneColor, workPos);
const vec4 inGbufferAValue = texelFetch(inGbufferA, workPos, 0);
const vec4 inGbufferBValue = texelFetch(inGbufferB, workPos, 0);
const vec4 inGbufferSValue = texelFetch(inGbufferS, workPos, 0);
vec4 inSSAOBentNormal = loadBentNormalSSAO(
texture(sampler2D(inBentNormalSSAO, pointClampEdgeSampler), uv),
vec4(inGbufferBValue.xyz, 1.0), frameData);
const float deviceZ = texelFetch(inDepth, workPos, 0).r;
float autoExposure = getExposure(frameData, inAdaptedLumTex);
// Start basic lighting parameter prepare.
const vec3 emissiveColor = inSceneColorValue.rgb / autoExposure; // exposure scale.
const vec3 f0 = vec3(0.04);
const vec3 baseColor = inGbufferAValue.rgb;
float metallic = inGbufferSValue.r;
float perceptualRoughness = inGbufferSValue.g;
float meshAo = inGbufferSValue.b;
vec3 diffuseColor = baseColor * (vec3(1.0) - f0) * (1.0 - metallic);
vec3 specularColor = mix(f0, baseColor.rgb, metallic);
perceptualRoughness = clamp(perceptualRoughness, 0.0, 1.0);
// On Physically Based Shading at Disney. http://blog.selfshadow.com/publications/s2012-shading-course/burley/s2012_pbs_disney_brdf_notes_v3.pdf
// Roughness is authored as perceptual roughness, convert to material roughness by squaring the perceptual roughness.
float alphaRoughness = perceptualRoughness * perceptualRoughness;
// Compute reflectance.
// Reference from AMD's physical based rendering sample on https://github.com/GPUOpen-Effects/FidelityFX-SSSR
float reflectance = max(max(specularColor.r, specularColor.g), specularColor.b);
vec3 specularEnvironmentR0 = specularColor.rgb;
// Anything less than 2% is physically impossible and is instead considered to be shadowing. Compare to "Real-Time-Rendering" 4th editon on page 325.
vec3 specularEnvironmentR90 = vec3(clamp(reflectance * 50.0, 0.0, 1.0));
vec3 color = vec3(0.0);
vec3 normal = unpackWorldNormal(inGbufferBValue.rgb);
vec3 worldPos = getWorldPos(uv, deviceZ, frameData);
vec3 view = normalize(frameData.camWorldPos.xyz - worldPos);
float intervalNoise = interleavedGradientNoise(workPos.xy, frameData.frameIndex.x % frameData.jitterPeriod);
vec3 specularTerm = vec3(0.0);
vec3 diffuseTerm = vec3(0.0);
// PBR material build.
PBRMaterial material;
material.perceptualRoughness = perceptualRoughness;
material.alphaRoughness = alphaRoughness;
material.diffuseColor = diffuseColor;
material.specularColor = specularColor;
material.reflectance0 = specularEnvironmentR0;
material.reflectance90 = specularEnvironmentR90;
material.shadingModel = unpackShadingModelId(inGbufferAValue.a);
material.baseColor = baseColor;
material.curvature = inGbufferSValue.w;
// Importance lights direct lighting evaluate.
vec3 directColor = vec3(0.0f);
float ao = inSSAOBentNormal.w;
vec3 multiBounceAO = AoMultiBounce(ao, baseColor);
// sky light shading.
if(frameData.bSkyComponentValid != 0)
{
// Sun.
{
vec3 atmosphereTransmittance = vec3(1.0);
// Second evaluate transmittance due to participating media
{
AtmosphereParameters atmosphere = getAtmosphereParameters(frameData);
vec3 P0 = worldPos * 0.001 + vec3(0.0, atmosphere.bottomRadius, 0.0); // meter -> kilometers.
float viewHeight = length(P0);
const vec3 upVector = P0 / viewHeight;
float viewZenithCosAngle = dot(-normalize(frameData.sunLightInfo.direction), upVector);
vec2 sampleUv;
lutTransmittanceParamsToUv(atmosphere, viewHeight, viewZenithCosAngle, sampleUv);
atmosphereTransmittance = texture(sampler2D(inTransmittanceLut, linearClampEdgeSampler), sampleUv).rgb;
}
vec4 sunMask = texelFetch(inSunShadowMask, workPos, 0);
float sunShadowMaskValue = sunMask.x;
vec3 sunVisibility = vec3(sunShadowMaskValue);
if(sunShadowMaskValue > 0.0f && sunShadowMaskValue < 1.0f)
{
sunVisibility = mix(
sunShadowMaskValue * frameData.sunLightInfo.shadowColor * frameData.sunLightInfo.shadowColorIntensity,
vec3(sunShadowMaskValue),
vec3(sunShadowMaskValue));
}
sunVisibility = min(sunVisibility, vec3(sunMask.y));
ShadingResult sunShadeResult = evaluateSkyDirectLight(frameData.sunLightInfo, material, normal, view);
specularTerm += sunShadeResult.specularTerm * atmosphereTransmittance * sunVisibility;
diffuseTerm += sunShadeResult.diffuseTerm * atmosphereTransmittance * sunVisibility;
}
}
// Emissive color.
color += emissiveColor;
if(material.shadingModel == EShadingModelType_DefaultLit)
{
// Specular and diffuse term.
color += (specularTerm + diffuseTerm) * multiBounceAO;
// Store in scene color.
imageStore(hdrSceneColor, workPos, vec4(color, inSceneColorValue.a));
}
}