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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 textureCube inSkyReflection;
#include "common_lighting.glsl"
// Important bits from the PBR shader
vec3 computeIBLContribution(float perceptualRoughness, vec3 specularColor, vec3 specularLight, vec3 n, vec3 v)
{
float NdotV = clamp(dot(n, v), 0.0, 1.0);
// NOTE:
// alphaRoughness = perceptualRoughness * perceptualRoughness
// Use perceptualRoughness to lut and prefilter search to get better view.
// Load precompute brdf texture value.
vec2 brdfSamplePoint = clamp(vec2(NdotV, perceptualRoughness), vec2(0.0, 0.0), vec2(1.0, 1.0));
// retrieve a scale and bias to F0. See [1], Figure 3
vec2 brdf = texture(sampler2D(inBRDFLut, linearClampEdgeSampler), brdfSamplePoint).rg;
// Add env ibl specular light, also scale ssr radiance.
specularLight = max(specularLight, vec3(0.0));
vec3 specular = specularLight * (specularColor * brdf.x + brdf.y);
return specular;
}
vec3 getIBLContribution(float perceptualRoughness, vec3 n, vec3 v)
{
vec3 reflection = normalize(reflect(-v, n));
float NdotV = clamp(dot(n, v), 0.0, 1.0);
// Compute roughness's lod.
uvec2 prefilterCubeSize = textureSize(inSkyReflection, 0);
float mipCount = float(log2(max(prefilterCubeSize.x, prefilterCubeSize.y)));
float lod = clamp(perceptualRoughness * float(mipCount), 0.0, float(mipCount));
return textureLod(samplerCube(inSkyReflection, linearClampEdgeSampler), reflection, lod).rgb;
}
#ifdef REFLECTION_COMPOSITE_PASS
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);
const vec4 inSceneColorValue = imageLoad(hdrSceneColor, workPos);
const vec4 inGbufferSValue = texelFetch(inGbufferS, workPos, 0);
const vec4 inGbufferAValue = texelFetch(inGbufferA, workPos, 0);
const vec4 inGbufferBValue = texelFetch(inGbufferB, workPos, 0);
const float deviceZ = texelFetch(inDepth, workPos, 0).r;
if(deviceZ <= 0.0)
{
return;
}
EShadingModelType shadingModel = unpackShadingModelId(inGbufferAValue.a);
if(shadingModel != EShadingModelType_DefaultLit)
{
return;
}
vec3 sceneColor = inSceneColorValue.rgb;
const float meshAo = inGbufferSValue.b;
float metallic = inGbufferSValue.r;
const vec3 f0 = vec3(0.04);
const vec3 baseColor = inGbufferAValue.rgb;
vec3 specularColor = mix(f0, baseColor.rgb, metallic);
float perceptualRoughness = texelFetch(inGbufferS, workPos, 0).g;
vec3 n = texelFetch(inGbufferB, workPos, 0).xyz;
vec3 worldPos = getWorldPos(uv, deviceZ, frameData);
vec3 v = normalize(frameData.camWorldPos.xyz - worldPos);
vec3 normal = unpackWorldNormal(inGbufferBValue.rgb);
{
vec3 envFallback = getIBLContribution(perceptualRoughness, normal, normalize(frameData.camWorldPos.xyz - worldPos));
sceneColor += computeIBLContribution(perceptualRoughness, specularColor, envFallback, normal, v);
}
imageStore(hdrSceneColor, workPos, vec4(sceneColor, inSceneColorValue.a));
}
#endif