Files
2023-01-29 00:14:11 +08:00

146 lines
4.8 KiB
GLSL

#version 460
/*
** Physical based render code, develop by engineer: qiutanguu.
*/
#extension GL_EXT_nonuniform_qualifier : enable
#extension GL_GOOGLE_include_directive : enable
struct VS2PS
{
vec2 uv0;
vec3 normal;
vec3 worldPos;
vec4 posNDCPrevNoJitter;
vec4 posNDCCurNoJitter;
};
#include "PMX_Common.glsl"
#include "Common.glsl"
#include "ColorSpace.glsl"
layout (set = 0, binding = 0) uniform UniformPMXParam { UniformPMX pmxParam; };
layout (set = 1, binding = 0) uniform UniformView { ViewData viewData; };
layout (set = 2, binding = 0) uniform UniformFrame { FrameData frameData; };
#define COMMON_SAMPLER_SET 3
#include "CommonSamplerSet.glsl"
#define BLUE_NOISE_TEXTURE_SET 4
#define BLUE_NOISE_BUFFER_SET 5
#include "BlueNoiseCommon.glsl"
layout (set = 6, binding = 0) uniform texture2D bindlessTexture2D[];
#ifdef VERTEX_SHADER ///////////// vertex shader start
layout (location = 0) in vec3 inPosition;
layout (location = 1) in vec3 inNormal;
layout (location = 2) in vec2 inUV0;
layout (location = 3) in vec3 inPositionLast;
layout(location = 0) out VS2PS vsOut;
void main()
{
// 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 = viewData.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 = viewData.camViewProjPrevNoJitter * pmxParam.modelMatrixPrev * vec4(inPositionLast, 1.0);
vsOut.posNDCCurNoJitter = viewData.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(bindlessTexture2D[nonuniformEXT(texId)], linearRepeatSampler), uv);
}
layout(location = 0) in VS2PS vsIn;
// Scene hdr color. .rgb store emissive color.
layout(location = 0) out vec4 outHDRSceneColor;
// GBuffer A: r8g8b8a8 unorm, .rgb store base color, .a is shading model id.
layout(location = 1) out vec4 outGBufferA;
// GBuffer B: r16g16b16a16 sfloat, .rgb store worldspace normal, .a is object id.
layout(location = 2) out vec4 outGBufferB;
// GBuffer S: r8g8b8a8 unorm, .r is metal, .g is roughness, .b is mesh ao.
layout(location = 3) out vec4 outGBufferS;
// GBuffer V: r16g16 sfloat, store velocity.
layout(location = 4) out vec2 outGBufferV;
layout(location = 5) out float outRectiveMask;
layout(location = 6) out float outCompositionMask;
void main()
{
vec4 baseColor = tex(pmxParam.texID, vsIn.uv0);
if(baseColor.a < 0.01f)
{
// Clip very small mask.
discard;
}
baseColor.rgb = inputColorPrepare(baseColor.rgb);
const vec3 worldNormal = normalize(vsIn.normal);
const vec3 worldPosition = vsIn.worldPos;
const vec3 worldView = normalize(viewData.camWorldPos.xyz - worldPosition);
outGBufferA.rgb = baseColor.rgb;
outGBufferA.a = pmxParam.shadingModelId;
outGBufferB.rgb = worldNormal;
outGBufferB.a = pmxParam.pmxObjectID; // pmx object id. todo.
outGBufferS.r = 0.0f; // metal
outGBufferS.g = 0.6f; // roughness
outGBufferS.b = 1.0f; // ao
outHDRSceneColor = vec4(0.0, 0.0, 0.0, 1.0);
// 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);
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;
}
#endif //////////////////////////// pixel shader end