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2023-02-08 22:59:10 +08:00

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GLSL

#ifndef COMMON_GLSL
#define COMMON_GLSL
/*
** Physical based render code, develop by engineer: qiutanguu.
*/
#include "Schedule.glsl"
/**
* NOTE from filament engine: !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
*
* Transforms a texture UV to make it suitable for a render target attachment.
*
* In Vulkan and Metal, texture coords are Y-down but in OpenGL they are Y-up. This wrapper function
* accounts for these differences. When sampling from non-render targets (i.e. uploaded textures)
* these differences do not matter because OpenGL has a second piece of backwardness, which is that
* the first row of texels in glTexImage2D is interpreted as the bottom row.
*
* To protect users from these differences, we recommend that materials in the SURFACE domain
* leverage this wrapper function when sampling from offscreen render targets.
*
*/
#if 0
// Importance things on screen uv which different from vulkan and opengl.
vec2 clipToUV(vec2 uv)
{
uv = uv * 0.5f + 0.5f;
#if defined(VULKAN) || defined(METAL) || defined(DIRECTX)
uv.y = 1.0 - uv.y; // Vulkan Metal And DirectX
#endif
return uv; // Open GL
}
vec2 uvToClip(vec2 uv)
{
#if defined(VULKAN) || defined(METAL) || defined(DIRECTX)
uv.y = 1.0 - uv.y; // Vulkan Metal And DirectX
#endif
uv = uv * 2.0f - 1.0f;
return uv; // Open GL
}
#endif
// NOTE: Engine's view space depth range is [-zFar, -zNear].
// See linearizeDepth function and viewspaceDepth function.
//////////////////////////////////////////////////////////////////////////////////////////////////////
float mean(vec2 v) { return dot(v, vec2(1.0f / 2.0f)); }
float mean(vec3 v) { return dot(v, vec3(1.0f / 3.0f)); }
float mean(vec4 v) { return dot(v, vec4(1.0f / 4.0f)); }
float sum(vec2 v) { return v.x + v.y; }
float sum(vec3 v) { return v.x + v.y + v.z; }
float sum(vec4 v) { return v.x + v.y + v.z + v.w; }
// Max between three components
float max3(vec3 xyz) { return max(xyz.x, max(xyz.y, xyz.z)); }
float max4(vec4 xyzw) { return max(xyzw.x, max(xyzw.y, max(xyzw.z, xyzw.w))); }
float saturate(float x) { return clamp(x, 0.0, 1.0); }
vec2 saturate(vec2 x) { return clamp(x, vec2(0.0), vec2(1.0)); }
vec3 saturate(vec3 x) { return clamp(x, vec3(0.0), vec3(1.0)); }
vec4 saturate(vec4 x) { return clamp(x, vec4(0.0), vec4(1.0)); }
// Saturated range, [0, 1]
bool isSaturated(float x) { return x >= 0.0f && x <= 1.0f; }
bool isSaturated( vec2 x) { return isSaturated(x.x) && isSaturated(x.y); }
bool isSaturated( vec3 x) { return isSaturated(x.x) && isSaturated(x.y) && isSaturated(x.z);}
bool isSaturated( vec4 x) { return isSaturated(x.x) && isSaturated(x.y) && isSaturated(x.z) && isSaturated(x.w);}
// On range, [minV, maxV]
bool onRange(float x, float minV, float maxV) { return x >= minV && x <= maxV;}
bool onRange( vec2 x, vec2 minV, vec2 maxV) { return onRange(x.x, minV.x, maxV.x) && onRange(x.y, minV.y, maxV.y);}
bool onRange( vec3 x, vec3 minV, vec3 maxV) { return onRange(x.x, minV.x, maxV.x) && onRange(x.y, minV.y, maxV.y) && onRange(x.z, minV.z, maxV.z);}
bool onRange( vec4 x, vec4 minV, vec4 maxV) { return onRange(x.x, minV.x, maxV.x) && onRange(x.y, minV.y, maxV.y) && onRange(x.z, minV.z, maxV.z) && onRange(x.w, minV.w, maxV.w);}
#define kPI 3.141592653589793
const float kMaxHalfFloat = 65504.0f;
const float kMax11BitsFloat = 65024.0f;
const float kMax10BitsFloat = 64512.0f;
const vec3 kMax111110BitsFloat3 = vec3(kMax11BitsFloat, kMax11BitsFloat, kMax10BitsFloat);
// For 8-bit unorm texture, float error range = 1.0f / 255.0f = 0.004f
// Range value is about 1.275
#define kShadingModelRangeCheck 0.005
// Shading model count is 50.
// Step value is 0.02, about 5.1
#define kShadingModelUnvalid 0.0
#define kShadingModelStandardPBR 0.02
#define kShadingModelPMXBasic 0.04
#define kShadingModelPMXCharacterBasic 0.06
// See isPMXMeshShadingModel.
bool isInShadingModelRange(float v, float shadingModel)
{
return (v > (shadingModel - kShadingModelRangeCheck)) &&
(v < (shadingModel + kShadingModelRangeCheck));
}
bool isShadingModelValid(float v)
{
return v > (kShadingModelUnvalid + kShadingModelRangeCheck);
}
bool isPMXMeshShadingModelCharacter(float v)
{
return isInShadingModelRange(v, kShadingModelPMXCharacterBasic);
}
// Activision GTAO paper: https://www.activision.com/cdn/research/s2016_pbs_activision_occlusion.pptx
vec3 AoMultiBounce(float AO, vec3 baseColor)
{
vec3 a = 2.0404 * baseColor - 0.3324;
vec3 b = -4.7951 * baseColor + 0.6417;
vec3 c = 2.7552 * baseColor + 0.6903;
vec3 x = vec3(AO);
return max(x, ((x * a + b) * x + c) * x);
}
// Rounds value to the nearest multiple of 8
uvec2 roundUp8(uvec2 value)
{
uvec2 roundDown = value & ~0x7;
return (roundDown == value) ? value : value + 8;
}
float luminance(vec3 color)
{
// human eye aware lumiance function.
return dot(color, vec3(0.299, 0.587, 0.114));
}
float luminanceRec709(vec3 color)
{
return dot(color, vec3(0.2126, 0.7152, 0.0722));
}
// Earth atmosphere info.
struct EarthAtmosphere // Color space 2020
{
vec3 absorptionColor;
float absorptionLength; // x4
vec3 rayleighScatteringColor;
float rayleighScatterLength; // x4
float multipleScatteringFactor;
float miePhaseFunctionG;
float bottomRadius;
float topRadius; // x4
vec3 mieScatteringColor;
float mieScatteringLength;// x4
vec3 mieAbsColor;
float mieAbsLength;// x4
vec3 mieAbsorption;
uint viewRayMarchMinSPP; // x4
vec3 groundAlbedo;
uint viewRayMarchMaxSPP; // x4
vec4 rayleighDensity[3]; //
vec4 mieDensity[3]; //
vec4 absorptionDensity[3]; //
float cloudAreaStartHeight; // km
float cloudAreaThickness;
float atmospherePreExposure;
float cloudShadowExtent; // x4
vec3 camWorldPos; // cameraworld Position, in atmosphere space unit.
uint updateFaceIndex; // update face index for cloud cubemap capture
// World space to cloud space view project matrix.
// Unit also is km.
mat4 cloudSpaceViewProject;
mat4 cloudSpaceViewProjectInverse;
// Cloud settings.
vec2 cloudWeatherUVScale; // vec2(0.005)
float cloudCoverage; // 0.50
float cloudDensity; // 0.10 // x4
float cloudShadingSunLightScale; // 5.0
float cloudFogFade; // 0.005
float cloudMaxTraceingDistance; // 50.0 km
float cloudTracingStartMaxDistance; // 350.0 km // x4
vec3 cloudDirection;
float cloudSpeed;
float cloudMultiScatterExtinction;
float cloudMultiScatterScatter;
float cloudBasicNoiseScale;
float cloudDetailNoiseScale;
vec3 cloudAlbedo;
float cloudPhaseForward;
float cloudPhaseBackward;
float cloudPhaseMixFactor;
float cloudPowderScale;
float cloudPowderPow;
float cloudLightStepMul;
float cloudLightBasicStep;
int cloudLightStepNum;
int cloudEnableGroundContribution;
};
struct DirectionalLightInfo
{
vec3 color; // color spec rec 2020.
float intensity; // x4
vec3 direction;
float shadowFilterSize; // shadow filter size for pcf.
uint cascadeCount;
uint perCascadeXYDim;
float splitLambda;
float shadowBiasConst; // x4
float shadowBiasSlope;
float cascadeBorderAdopt;
float cascadeEdgeLerpThreshold;
float maxDrawDepthDistance;
float maxFilterSize;
float pad0;
float pad1;
float pad2;
};
// Importance local spot light, with shadow, evaluate one by one.
#define kMaxImportanceLocalSpotLightNum 16
// Importance spot light infos with shadow projection.
struct LocalSpotLightInfo
{
mat4 lightViewProj;
mat4 lightView;
vec3 color;
float intensity;
vec3 position;
float innerConeCos;
float outerConeCos;
float range;
float depthBias;
int shadowMapIndex;
vec3 direction;
float pad0;
};
// One frame data, cache some common info for rendering.
struct FrameData
{
vec4 appTime;
// .x is app runtime
// .y is sin(.x)
// .z is cos(.x)
// .w is pad
uvec4 frameIndex;
// .x is frame count
// .y is frame count % 8
// .z is frame count % 16
// .w is frame count % 32
uint jitterPeriod; // jitter period for jitter data.
float basicTextureLODBias; // Lod basic texture bias when render mesh.
uint staticMeshCount;
uint bSdsmDraw;
uint bCameraCut;
uint globalIBLEnable;
float globalIBLIntensity;
float pad2;
vec4 jitterData;
// Halton sequence jitter data.
// .xy is current frame jitter data.
// .zw is prev frame jitter data.
uint directionalLightCount; // directional count, 0 or 1.
uint pointLightCount;
uint spotLightCount;
uint rectLightCount;
// Importance lights info.
DirectionalLightInfo directionalLight;
// Importance local lights info.
LocalSpotLightInfo importanceLocalLight_Spot[kMaxImportanceLocalSpotLightNum];
// atmosphere of current earth.
EarthAtmosphere earthAtmosphere;
};
// All units in kilometers
struct AtmosphereParameters
{
float atmospherePreExposure;
// Radius of the planet (center to ground)
float bottomRadius;
// Maximum considered atmosphere height (center to atmosphere top)
float topRadius;
// Rayleigh scattering exponential distribution scale in the atmosphere
float rayleighDensityExpScale;
// Rayleigh scattering coefficients
vec3 rayleighScattering;
// Mie scattering exponential distribution scale in the atmosphere
float mieDensityExpScale;
// Mie scattering coefficients
vec3 mieScattering;
// Mie extinction coefficients
vec3 mieExtinction;
// Mie absorption coefficients
vec3 mieAbsorption;
// Mie phase function excentricity
float miePhaseG;
// Another medium type in the atmosphere
float absorptionDensity0LayerWidth;
float absorptionDensity0ConstantTerm;
float absorptionDensity0LinearTerm;
float absorptionDensity1ConstantTerm;
float absorptionDensity1LinearTerm;
// This other medium only absorb light, e.g. useful to represent ozone in the earth atmosphere
vec3 absorptionExtinction;
// The albedo of the ground.
vec3 groundAlbedo;
float multipleScatteringFactor;
uint viewRayMarchMinSPP;
uint viewRayMarchMaxSPP;
float cloudAreaStartHeight; // km
float cloudAreaThickness;
mat4 cloudShadowViewProj;
mat4 cloudShadowViewProjInverse;
};
// All units in kilometers
AtmosphereParameters getAtmosphereParameters(in const FrameData frameData)
{
AtmosphereParameters parameters;
//
parameters.absorptionExtinction = frameData.earthAtmosphere.absorptionColor * frameData.earthAtmosphere.absorptionLength;
// Copy parameters.
parameters.groundAlbedo = frameData.earthAtmosphere.groundAlbedo;
parameters.bottomRadius = frameData.earthAtmosphere.bottomRadius;
parameters.topRadius = frameData.earthAtmosphere.topRadius;
parameters.viewRayMarchMinSPP = frameData.earthAtmosphere.viewRayMarchMinSPP;
parameters.viewRayMarchMaxSPP = frameData.earthAtmosphere.viewRayMarchMaxSPP;
parameters.miePhaseG = frameData.earthAtmosphere.miePhaseFunctionG;
parameters.atmospherePreExposure = frameData.earthAtmosphere.atmospherePreExposure;
parameters.multipleScatteringFactor = frameData.earthAtmosphere.multipleScatteringFactor;
// Traslation from Bruneton2017 parameterisation.
parameters.rayleighDensityExpScale = frameData.earthAtmosphere.rayleighDensity[1].w;
parameters.mieDensityExpScale = frameData.earthAtmosphere.mieDensity[1].w;
parameters.absorptionDensity0LayerWidth = frameData.earthAtmosphere.absorptionDensity[0].x;
parameters.absorptionDensity0ConstantTerm = frameData.earthAtmosphere.absorptionDensity[1].x;
parameters.absorptionDensity0LinearTerm = frameData.earthAtmosphere.absorptionDensity[0].w;
parameters.absorptionDensity1ConstantTerm = frameData.earthAtmosphere.absorptionDensity[2].y;
parameters.absorptionDensity1LinearTerm = frameData.earthAtmosphere.absorptionDensity[2].x;
// Cloud altitude info.
parameters.cloudAreaStartHeight = frameData.earthAtmosphere.cloudAreaStartHeight;
parameters.cloudAreaThickness = frameData.earthAtmosphere.cloudAreaThickness;
parameters.cloudShadowViewProj = frameData.earthAtmosphere.cloudSpaceViewProject;
parameters.cloudShadowViewProjInverse = frameData.earthAtmosphere.cloudSpaceViewProjectInverse;
parameters.mieAbsorption = frameData.earthAtmosphere.mieAbsorption;
parameters.rayleighScattering = frameData.earthAtmosphere.rayleighScatteringColor * frameData.earthAtmosphere.rayleighScatterLength;
parameters.mieScattering = frameData.earthAtmosphere.mieScatteringColor * frameData.earthAtmosphere.mieScatteringLength;
parameters.mieExtinction = parameters.mieScattering + frameData.earthAtmosphere.mieAbsColor * frameData.earthAtmosphere.mieAbsLength;
return parameters;
}
// https://github.com/sebh/UnrealEngineSkyAtmosphere
// Transmittance LUT function parameterisation from Bruneton 2017 https://github.com/ebruneton/precomputed_atmospheric_scattering
// Detail also in video https://www.youtube.com/watch?v=y-oBGzDCZKI at 08:35.
void lutTransmittanceParamsToUv(
in const AtmosphereParameters atmosphere,
in float viewHeight, // [bottomRAdius, topRadius]
in float viewZenithCosAngle, // [-1,1]
out vec2 uv) // [0,1]
{
float H = sqrt(max(0.0f, atmosphere.topRadius * atmosphere.topRadius - atmosphere.bottomRadius * atmosphere.bottomRadius));
float rho = sqrt(max(0.0f, viewHeight * viewHeight - atmosphere.bottomRadius * atmosphere.bottomRadius));
uv.y = rho / H;
// Distance to atmosphere boundary
float discriminant = viewHeight * viewHeight * (viewZenithCosAngle * viewZenithCosAngle - 1.0) + atmosphere.topRadius * atmosphere.topRadius;
float d = max(0.0, (-viewHeight * viewZenithCosAngle + sqrt(discriminant)));
float dMin = atmosphere.topRadius - viewHeight;
float dMax = rho + H;
uv.x = (d - dMin) / (dMax - dMin);
}
void uvToLutTransmittanceParams(
in const AtmosphereParameters atmosphere,
out float viewHeight, // [bottomRAdius, topRadius]
out float viewZenithCosAngle, // [-1,1]
in vec2 uv) // [0,1]
{
float H = sqrt(atmosphere.topRadius * atmosphere.topRadius - atmosphere.bottomRadius * atmosphere.bottomRadius);
float rho = H * uv.y;
viewHeight = sqrt(rho * rho + atmosphere.bottomRadius * atmosphere.bottomRadius);
float dMin = atmosphere.topRadius - viewHeight;
float dMax = rho + H;
// Distance to atmosphere boundary
float d = dMin + uv.x * (dMax - dMin);
viewZenithCosAngle = (d == 0.0) ? 1.0f : (H * H - rho * rho - d * d) / (2.0 * viewHeight * d);
viewZenithCosAngle = clamp(viewZenithCosAngle, -1.0, 1.0);
}
float fromUnitToSubUvs(float u, float resolution) { return (u + 0.5f / resolution) * (resolution / (resolution + 1.0f)); }
float fromSubUvsToUnit(float u, float resolution) { return (u - 0.5f / resolution) * (resolution / (resolution - 1.0f)); }
void skyViewLutParamsToUv(
in const AtmosphereParameters atmosphere,
in bool bIntersectGround,
in float viewZenithCosAngle,
in float lightViewCosAngle,
in float viewHeight,
in vec2 lutSize,
out vec2 uv)
{
float vHorizon = sqrt(viewHeight * viewHeight - atmosphere.bottomRadius * atmosphere.bottomRadius);
// Ground to horizon cos.
float cosBeta = vHorizon / viewHeight;
float beta = acos(cosBeta);
float zenithHorizonAngle = kPI - beta;
if (!bIntersectGround)
{
float coord = acos(viewZenithCosAngle) / zenithHorizonAngle;
coord = 1.0 - coord;
coord = sqrt(coord); // Non-linear sky view lut.
coord = 1.0 - coord;
uv.y = coord * 0.5f;
}
else
{
float coord = (acos(viewZenithCosAngle) - zenithHorizonAngle) / beta;
coord = sqrt(coord); // Non-linear sky view lut.
uv.y = coord * 0.5f + 0.5f;
}
// UV x remap.
{
float coord = -lightViewCosAngle * 0.5f + 0.5f;
coord = sqrt(coord);
uv.x = coord;
}
// Constrain uvs to valid sub texel range (avoid zenith derivative issue making LUT usage visible)
uv = vec2(fromUnitToSubUvs(uv.x, lutSize.x), fromUnitToSubUvs(uv.y, lutSize.y));
}
vec3 skyPrepareOut(vec3 inColor, in const AtmosphereParameters atmosphere, in FrameData frameData, vec2 workPos)
{
vec3 c = inColor / atmosphere.atmospherePreExposure * frameData.directionalLight.intensity;
// Maybe add blue noise jitter is better.
// c = quantise(c, workPos, frameData);
return c;
}
mat4 buildJitterMatrix(vec2 jitterData)
{
mat4 jitterMatrix = mat4(1.0f);
jitterMatrix[3][0] += jitterData.x;
jitterMatrix[3][1] += jitterData.y;
return jitterMatrix;
}
struct ViewData
{
// Camera misc infos.
vec4 camWorldPos;
vec4 camInfo; // .x fovy, .y aspectRatio, .z nearZ, .w farZ
vec4 camInfoPrev; // prev-frame's cam info.
// Camera basic matrixs.
mat4 camView;
mat4 camProj;
mat4 camViewProj;
// Camera invert matrixs.
mat4 camInvertView;
mat4 camInvertProj;
mat4 camInvertViewProj;
// Matrix always no jitter effects.
mat4 camProjNoJitter;
mat4 camViewProjNoJitter;
// Camera invert matrixs no jitter effects.
mat4 camInvertProjNoJitter;
mat4 camInvertViewProjNoJitter;
// Prev camera infos.
mat4 camViewProjPrev;
mat4 camViewProjPrevNoJitter;
// Camera frustum planes for culling.
vec4 frustumPlanes[6];
float cameraAtmosphereOffsetHeight;
float cameraAtmosphereMoveScale;
float exposure;
float ev100;
float evCompensation;
float pad0;
float pad1;
float pad2;
};
bool cameraCut(in const FrameData frameData)
{
// When camera cut, frame index reset to zero.
return frameData.bCameraCut == 0;
}
// Air perspective.
const float kAirPerspectiveKmPerSlice = 4.0f; // total 32 * 4 = 128 km.
float aerialPerspectiveDepthToSlice(float depth) { return depth * (1.0f / kAirPerspectiveKmPerSlice); }
float aerialPerspectiveSliceToDepth(float slice) { return slice * kAirPerspectiveKmPerSlice; }
// Same with cpp.
// Camera unit to atmosphere unit convert. meter -> kilometers.
vec3 convertToAtmosphereUnit(vec3 o, in const ViewData viewData)
{
const float cameraOffset = viewData.cameraAtmosphereOffsetHeight;
return o * 0.001f * viewData.cameraAtmosphereMoveScale + vec3(0.0, cameraOffset, 0.0);
}
// Same with cpp.
vec3 convertToCameraUnit(vec3 o, in const ViewData viewData)
{
const float cameraOffset = viewData.cameraAtmosphereOffsetHeight;
vec3 o1 = o - vec3(0.0, cameraOffset, 0.0);
return o1 / (0.001f * viewData.cameraAtmosphereMoveScale);
}
// Simple hash uint.
// from niagara stream. see https://www.youtube.com/watch?v=BR2my8OE1Sc
uint simpleHash(uint a)
{
a = (a + 0x7ed55d16) + (a << 12);
a = (a ^ 0xc761c23c) ^ (a >> 19);
a = (a + 0x165667b1) + (a << 5);
a = (a + 0xd3a2646c) ^ (a << 9);
a = (a + 0xfd7046c5) + (a << 3);
a = (a ^ 0xb55a4f09) ^ (a >> 16);
return a;
}
// Simple hash color from uint value.
// from niagara stream. see https://www.youtube.com/watch?v=BR2my8OE1Sc
vec3 simpleHashColor(uint i)
{
uint h = simpleHash(i);
return vec3(float(h & 255), float((h >> 8) & 255), float((h >> 16) & 255)) / 255.0;
}
// Project position to uv space.
vec3 projectPos(vec3 origin, in const mat4 inMatrix)
{
vec4 projectPos = inMatrix * vec4(origin, 1.0);
projectPos.xyz /= projectPos.w;
projectPos.xy = 0.5 * projectPos.xy + 0.5;
projectPos.y = 1.0 - projectPos.y;
return projectPos.xyz;
}
// Construct position like view space or world space.
vec3 constructPos(vec2 uv, float depthZ, in const mat4 invertMatrix)
{
vec4 posClip = vec4(uv.x * 2.0f - 1.0f, 1.0f - uv.y * 2.0f, depthZ, 1.0f);
vec4 posWorldRebuild = invertMatrix * posClip;
return posWorldRebuild.xyz / posWorldRebuild.w;
}
// Construct world position from device z and it's sample uv.
vec3 getWorldPos(vec2 uv, float depthZ, in const ViewData view)
{
return constructPos(uv, depthZ, view.camInvertViewProj);
}
// Construct view space position from device z and it's sample uv.
vec3 getViewPos(vec2 uv, float depthZ, in const ViewData view)
{
return constructPos(uv, depthZ, view.camInvertProj);
}
// Vulkan linearize z.
// NOTE: viewspace z range is [-zFar, -zNear], linear z is viewspace z mul -1 result on vulkan.
// if no exist reverse z:
// linearZ = zNear * zFar / (zFar + deviceZ * (zNear - zFar));
// when reverse z enable, then the function is:
// linearZ = zNear * zFar / (zNear + deviceZ * (zFar - zNear));
float linearizeDepth(float z, float n, float f)
{
return n * f / (z * (f - n) + n);
}
float linearizeDepth(float z, in const ViewData view)
{
const float n = view.camInfo.z;
const float f = view.camInfo.w;
return linearizeDepth(z, n, f);
}
float linearizeDepthPrev(float z, in const ViewData view)
{
const float n = view.camInfoPrev.z;
const float f = view.camInfoPrev.w;
return linearizeDepth(z, n, f);
}
// Derived by glm::perspectiveRH_ZO, same with linearizeDepth function.
float viewspaceDepth(float z, float n, float f)
{
return linearizeDepth(z, n, f) * -1.0f;
}
// Radical inverse based on http://holger.dammertz.org/stuff/notes_HammersleyOnHemisphere.html
vec2 hammersley2d(uint i, uint N)
{
// Efficient VanDerCorpus calculation.
uint bits = (i << 16u) | (i >> 16u);
bits = ((bits & 0x55555555u) << 1u) | ((bits & 0xAAAAAAAAu) >> 1u);
bits = ((bits & 0x33333333u) << 2u) | ((bits & 0xCCCCCCCCu) >> 2u);
bits = ((bits & 0x0F0F0F0Fu) << 4u) | ((bits & 0xF0F0F0F0u) >> 4u);
bits = ((bits & 0x00FF00FFu) << 8u) | ((bits & 0xFF00FF00u) >> 8u);
float rdi = float(bits) * 2.3283064365386963e-10;
// Hammersley sequence.
return vec2(float(i) /float(N), rdi);
}
// high frequency dither pattern appearing almost random without banding steps
// note: from "NEXT GENERATION POST PROCESSING IN CALL OF DUTY: ADVANCED WARFARE"
// http://advances.realtimerendering.com/s2014/index.html
float interleavedGradientNoise(vec2 uv, float frameId)
{
// magic values are found by experimentation
uv += frameId * (vec2(47.0, 17.0) * 0.695f);
const vec3 magic = vec3(0.06711056f, 0.00583715f, 52.9829189f);
return fract(magic.z * fract(dot(uv, magic.xy)));
}
// Some screen space effect fade factor on screen edge.
float screenFade(vec2 uv)
{
vec2 fade = max(vec2(0.0f), 12.0f * abs(uv - 0.5f) - 5.0f);
return clamp(1.0f - dot(fade, fade), 0.0f, 1.0f);
}
// Based omn http://byteblacksmith.com/improvements-to-the-canonical-one-liner-glsl-rand-for-opengl-es-2-0/
float random(vec2 co)
{
float a = 12.9898;
float b = 78.233;
float c = 43758.5453;
float dt = dot(co.xy ,vec2(a,b));
float sn = mod(dt,3.14);
return fract(sin(sn) * c);
}
float whangHashNoise(uint u, uint v, uint s)
{
uint seed = (u * 1664525u + v) + s;
seed = (seed ^ 61u) ^ (seed >> 16u);
seed *= 9u;
seed = seed ^ (seed >> 4u);
seed *= uint(0x27d4eb2d);
seed = seed ^ (seed >> 15u);
float value = float(seed) / (4294967296.0);
return value;
}
struct CascadeInfo
{
mat4 viewProj;
vec4 frustumPlanes[6];
vec4 cascadeScale;
};
// OpenGL core profile specs, section 8.13.
// Get 3d sampling vector from uv, useful when do cubemap filter on compute shader.
vec3 getSamplingPosition(uint faceId, vec2 st)
{
vec2 uv = 2.0 * vec2(st.x, 1.0 - st.y) - vec2(1.0);
vec3 ret;
if(faceId == 0) ret = vec3( 1.0, uv.y, -uv.x);
else if(faceId == 1) ret = vec3( -1.0, uv.y, uv.x);
else if(faceId == 2) ret = vec3( uv.x, 1.0, -uv.y);
else if(faceId == 3) ret = vec3( uv.x, -1.0, uv.y);
else if(faceId == 4) ret = vec3( uv.x, uv.y, 1.0);
else if(faceId == 5) ret = vec3(-uv.x, uv.y, -1.0);
return ret;
}
vec3 getSamplingVector(uint faceId, vec2 st)
{
return normalize(getSamplingPosition(faceId, st));
}
struct DispatchIndirectCommand
{
uint x;
uint y;
uint z;
uint pad;
};
// Build one TBN matrix from normal input.
//
mat3 createTBN(vec3 N)
{
vec3 U;
if (abs(N.z) > 0.0)
{
float k = sqrt(N.y * N.y + N.z * N.z);
U.x = 0.0;
U.y = -N.z / k;
U.z = N.y / k;
}
else
{
float k = sqrt(N.x * N.x + N.y * N.y);
U.x = N.y / k;
U.y = -N.x / k;
U.z = 0.0;
}
mat3 TBN = mat3(U, cross(N, U), N);
return transpose(TBN);
}
vec3 reinhard(vec3 hdr)
{
return hdr / (hdr + 1.0f);
}
vec3 reinhardInverse(in vec3 sdr)
{
return sdr / max(1.0f - sdr, 1e-5f);
}
float curve(float x)
{
return x * x * (3.0 - 2.0 * x);
}
vec3 curve(vec3 x)
{
return x * x * (3.0 - 2.0 * x);
}
// Luminance for srgb colorspace.
float lumaSRGB(vec3 c)
{
return 0.2125 * c.r + 0.7154 * c.g + 0.0721 * c.b;
}
// 3D random number generator inspired by PCGs (permuted congruential generator)
// Using a **simple** Feistel cipher in place of the usual xor shift permutation step
// @param v = 3D integer coordinate
// @return three elements w/ 16 random bits each (0-0xffff).
// ~8 ALU operations for result.x (7 mad, 1 >>)
// ~10 ALU operations for result.xy (8 mad, 2 >>)
// ~12 ALU operations for result.xyz (9 mad, 3 >>)
uvec3 rand3DPCG16(ivec3 p)
{
// taking a signed int then reinterpreting as unsigned gives good behavior for negatives
uvec3 v = uvec3(p);
// Linear congruential step. These LCG constants are from Numerical Recipies
// For additional #'s, PCG would do multiple LCG steps and scramble each on output
// So v here is the RNG state
v = v * 1664525u + 1013904223u;
// PCG uses xorshift for the final shuffle, but it is expensive (and cheap
// versions of xorshift have visible artifacts). Instead, use simple MAD Feistel steps
//
// Feistel ciphers divide the state into separate parts (usually by bits)
// then apply a series of permutation steps one part at a time. The permutations
// use a reversible operation (usually ^) to part being updated with the result of
// a permutation function on the other parts and the key.
//
// In this case, I'm using v.x, v.y and v.z as the parts, using + instead of ^ for
// the combination function, and just multiplying the other two parts (no key) for
// the permutation function.
//
// That gives a simple mad per round.
v.x += v.y*v.z;
v.y += v.z*v.x;
v.z += v.x*v.y;
v.x += v.y*v.z;
v.y += v.z*v.x;
v.z += v.x*v.y;
// only top 16 bits are well shuffled
return v >> 16u;
}
#endif