Files
flower/source/shader/pmx/pmx_translucency.glsl
2023-06-24 23:55:17 +08:00

158 lines
5.9 KiB
GLSL

#version 460
#extension GL_EXT_nonuniform_qualifier : enable
#extension GL_GOOGLE_include_directive : enable
struct VS2PS
{
vec2 uv0;
vec3 normal;
vec3 worldPos;
vec4 posNDCPrevNoJitter;
vec4 posNDCCurNoJitter;
};
#define PMX_COMMON_SET
#include "pmx_common.glsl"
#ifdef VERTEX_SHADER ///////////// vertex shader start
layout(location = 0) out VS2PS vsOut;
void main()
{
const uint indicesId = pmxParam.indicesArrayId;
const uint positionId = pmxParam.positionsArrayId;
const uint positionsPrevId = pmxParam.positionsPrevArrayId;
const uint normalId = pmxParam.normalsArrayId;
const uint uv0Id = pmxParam.uv0sArrayId;
const uint indexId = gl_VertexIndex;
const uint vertexId = indicesArray[nonuniformEXT(indicesId)].data[indexId];
vec3 inPosition;
vec3 inNormal;
vec2 inUV0;
vec3 inPositionLast;
inPosition.x = verticesArray[nonuniformEXT(positionId)].data[vertexId * 3 + 0];
inPosition.y = verticesArray[nonuniformEXT(positionId)].data[vertexId * 3 + 1];
inPosition.z = verticesArray[nonuniformEXT(positionId)].data[vertexId * 3 + 2];
inPositionLast.x = verticesArray[nonuniformEXT(positionsPrevId)].data[vertexId * 3 + 0];
inPositionLast.y = verticesArray[nonuniformEXT(positionsPrevId)].data[vertexId * 3 + 1];
inPositionLast.z = verticesArray[nonuniformEXT(positionsPrevId)].data[vertexId * 3 + 2];
inNormal.x = verticesArray[nonuniformEXT(normalId)].data[vertexId * 3 + 0];
inNormal.y = verticesArray[nonuniformEXT(normalId)].data[vertexId * 3 + 1];
inNormal.z = verticesArray[nonuniformEXT(normalId)].data[vertexId * 3 + 2];
inUV0.x = verticesArray[nonuniformEXT(uv0Id)].data[vertexId * 2 + 0];
inUV0.y = verticesArray[nonuniformEXT(uv0Id)].data[vertexId * 2 + 1];
// PMX GL style uv flip.
vsOut.uv0 = inUV0 * vec2(1.0f, -1.0f);
// Local vertex position.
const vec4 localPosition = vec4(inPosition, 1.0f);
const vec4 worldPosition = pmxParam.modelMatrix * localPosition;
vsOut.worldPos = worldPosition.xyz / worldPosition.w;
// Convert to clip space.
gl_Position = frameData.camViewProj * worldPosition;
// Non-uniform scale need normal matrix convert.
// see http://www.lighthouse3d.com/tutorials/glsl-12-tutorial/the-normal-matrix/.
const mat3 normalMatrix = transpose(inverse(mat3(pmxParam.modelMatrix)));
vsOut.normal = normalize(normalMatrix * normalize(inNormal));
// Compute velocity for static mesh. https://github.com/GPUOpen-Effects/FidelityFX-FSR2
// FSR2 will perform better quality upscaling when more objects provide their motion vectors.
// It is therefore advised that all opaque, alpha-tested and alpha-blended objects should write their motion vectors for all covered pixels.
vsOut.posNDCPrevNoJitter = frameData.camViewProjPrevNoJitter * pmxParam.modelMatrixPrev * vec4(inPositionLast, 1.0);
vsOut.posNDCCurNoJitter = frameData.camViewProjNoJitter * worldPosition;
}
#endif /////////////////////////// vertex shader end
#ifdef PIXEL_SHADER ////////////// pixel shader start
vec4 tex(uint texId, vec2 uv)
{
// PMX file use linear repeat to sample texture.
return texture(sampler2D(texture2DBindlessArray[nonuniformEXT(texId)], linearRepeatMipFilterSampler), uv, frameData.basicTextureLODBias);
}
layout(location = 0) in VS2PS vsIn;
layout(location = 0) out vec4 outHDRSceneColor;
layout(location = 1) out float outRectiveMask;
layout(location = 2) out float outCompositionMask;
layout(location = 3) out uint outId;
layout(location = 4) out vec2 outGBufferV;
void main()
{
outId = packToIdBuffer(pmxParam.sceneNodeId, pmxParam.bSelected);
// Mask material looks bad in fsr, need improve rective mask weight.
// Still don't know a better solution, maybe use my own TAA is better.
// outRectiveMask = 0.75;
vec4 baseColor = tex(pmxParam.texID, vsIn.uv0);
const vec3 worldSpaceNormal = normalize(vsIn.normal);
const vec3 worldPosition = vsIn.worldPos;
const vec3 worldView = normalize(frameData.camWorldPos.xyz - worldPosition);
// Directional light evaluate.
vec3 directionalLit = vec3(0.0);
if(frameData.skyValid > 0)
{
vec3 pointToLight = -frameData.sky.direction;
AngularInfoPMX angularInfo = getAngularInfoPMX(pointToLight, worldSpaceNormal, worldView);
if (angularInfo.NdotL > 0.0 || angularInfo.NdotV > 0.0)
{
directionalLit += angularInfo.NdotL * baseColor.rgb / kPI;
}
}
outHDRSceneColor.rgb = baseColor.rgb * pmxParam.translucentUnlitScale;
outHDRSceneColor.a = baseColor.a;
// Velocity output.
outGBufferV = (vsIn.posNDCPrevNoJitter.xy / vsIn.posNDCPrevNoJitter.w) - (vsIn.posNDCCurNoJitter.xy / vsIn.posNDCCurNoJitter.w);
// Also can do this if jitter:
// const vec2 cancelJitter = frameData.jitterData.zw - frameData.jitterData.xy;
// outGBufferV -= cancelJitter;
// Transform motion vector from NDC space to UV space (+Y is top-down).
outGBufferV *= vec2(0.5f, -0.5f);
outRectiveMask = max(outHDRSceneColor.r, max(outHDRSceneColor.g, outHDRSceneColor.b)) * baseColor.a;
float intervalNoise = interleavedGradientNoise(gl_FragCoord.xy, frameData.frameIndex.x % frameData.jitterPeriod);
// Z fighting avoid, use pixel depth export, will break out early z function. TODO: Use static macro to change is performance better.
gl_FragDepth = gl_FragCoord.z + gl_FragCoord.z * pmxParam.pixelDepthOffset * intervalNoise;
// Select mask, don't need z test.
if(pmxParam.bSelected != 0)
{
vec3 projPosUnjitter = vsIn.posNDCCurNoJitter.xyz / vsIn.posNDCCurNoJitter.w;
projPosUnjitter.xy = 0.5 * projPosUnjitter.xy + 0.5;
projPosUnjitter.y = 1.0 - projPosUnjitter.y;
ivec2 storeMaskPos = ivec2(projPosUnjitter.xy * imageSize(outSelectionMask));
imageStore(outSelectionMask, storeMaskPos, vec4(1.0));
}
}
#endif //////////////////////////// pixel shader end