Pixel-Composer/shaders/sh_d3d_default/sh_d3d_default.fsh
2023-12-07 21:08:09 +07:00

324 lines
9.6 KiB
GLSL

// PC3D rendering shader
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
varying vec3 v_vNormal;
varying vec4 v_worldPosition;
varying vec3 v_viewPosition;
varying float v_cameraDistance;
#define PI 3.14159265359
#define TAU 6.28318530718
uniform int use_8bit;
#region ---- light ----
uniform vec4 light_ambient;
uniform float shadowBias;
#define LIGHT_DIR_LIMIT 16
uniform int light_dir_count;
uniform vec3 light_dir_direction[LIGHT_DIR_LIMIT];
uniform vec4 light_dir_color[LIGHT_DIR_LIMIT];
uniform float light_dir_intensity[LIGHT_DIR_LIMIT];
uniform mat4 light_dir_view[LIGHT_DIR_LIMIT];
uniform mat4 light_dir_proj[LIGHT_DIR_LIMIT];
uniform int light_dir_shadow_active[LIGHT_DIR_LIMIT];
uniform float light_dir_shadow_bias[LIGHT_DIR_LIMIT];
uniform sampler2D light_dir_shadowmap_0;
uniform sampler2D light_dir_shadowmap_1;
//uniform sampler2D light_dir_shadowmap_2;
//uniform sampler2D light_dir_shadowmap_3;
#define LIGHT_PNT_LIMIT 16
uniform int light_pnt_count;
uniform vec3 light_pnt_position[LIGHT_PNT_LIMIT];
uniform vec4 light_pnt_color[LIGHT_PNT_LIMIT];
uniform float light_pnt_intensity[LIGHT_PNT_LIMIT];
uniform float light_pnt_radius[LIGHT_PNT_LIMIT];
uniform mat4 light_pnt_view[96];
uniform mat4 light_pnt_proj[LIGHT_PNT_LIMIT];
uniform int light_pnt_shadow_active[LIGHT_PNT_LIMIT];
uniform float light_pnt_shadow_bias[LIGHT_DIR_LIMIT];
uniform sampler2D light_pnt_shadowmap_0;
uniform sampler2D light_pnt_shadowmap_1;
//uniform sampler2D light_pnt_shadowmap_2;
//uniform sampler2D light_pnt_shadowmap_3;
#endregion
#region ---- material ----
vec4 mat_baseColor;
uniform float mat_diffuse;
uniform float mat_specular;
uniform float mat_shine;
uniform int mat_metalic;
uniform float mat_reflective;
uniform int mat_defer_normal;
uniform float mat_normal_strength;
uniform sampler2D mat_normal_map;
uniform int mat_flip;
#endregion
#region ---- rendering ----
uniform vec3 cameraPosition;
uniform int gammaCorrection;
uniform int env_use_mapping;
uniform sampler2D env_map;
uniform vec2 env_map_dimension;
uniform mat4 viewProjMat;
#endregion
#region ++++ mapping ++++
vec2 equirectangularUv(vec3 dir) {
vec3 n = normalize(dir);
return vec2((atan(n.x, n.y) / TAU) + 0.5, 1. - acos(n.z) / PI);
}
float unormToFloat(vec3 v) {
v *= 256.;
return (v.r * 65536. + v.g * 256. + v.b) / (65536.);
}
#endregion
#region ++++ matrix ++++
float matrixGet(mat4 matrix, int index) {
if(index < 0 || index > 15) return 0.;
int _x = int(floor(float(index) / 4.));
int _y = int(mod(float(index), 4.));
return matrix[_x][_y];
}
mat4 matrixSet(mat4 matrix, int index, float value) {
if(index < 0 || index > 15) return matrix;
int _x = int(floor(float(index) / 4.));
int _y = int(mod(float(index), 4.));
matrix[_x][_y] = value;
return matrix;
}
#endregion
#region ++++ shadow sampler ++++
float sampleDirShadowMap(int index, vec2 position) {
vec4 d;
if(index == 0) d = texture2D(light_dir_shadowmap_0, position);
else if(index == 1) d = texture2D(light_dir_shadowmap_1, position);
//else if(index == 2) d = texture2D(light_dir_shadowmap_2, position);
//else if(index == 3) d = texture2D(light_dir_shadowmap_3, position);
if(use_8bit == 1)
return unormToFloat(d.rgb);
return d.r;
}
float samplePntShadowMap(int index, vec2 position, int side) {
float d = 0.;
position.x /= 2.;
if(side >= 3) {
position.x += 0.5;
side -= 3;
}
if(index == 0) d = texture2D(light_pnt_shadowmap_0, position)[side];
else if(index == 1) d = texture2D(light_pnt_shadowmap_1, position)[side];
//else if(index == 2) d = texture2D(light_pnt_shadowmap_2, position)[side];
//else if(index == 3) d = texture2D(light_pnt_shadowmap_3, position)[side];
return d;
}
#endregion
#region ++++ Phong shading ++++
vec3 phongLight(vec3 normal, vec3 lightVec, vec3 viewVec, vec3 light) {
vec3 lightDir = normalize(lightVec);
vec3 viewDir = normalize(viewVec);
vec3 refcDir = reflect(-lightDir, normal);
float kD = 1., kS = 0.;
if(mat_diffuse + mat_specular != 0.) {
kD = mat_diffuse / (mat_diffuse + mat_specular);
kS = mat_specular / (mat_diffuse + mat_specular);
}
vec3 lLambert = max(0., dot(normal, lightDir)) * light;
float specular = pow(max(dot(viewDir, refcDir), 0.), max(0.001, mat_shine));
vec3 lSpecular = specular * light;
if(mat_metalic == 1) lSpecular *= mat_baseColor.rgb;
return kD * lLambert + kS * lSpecular;
}
#endregion
void main() {
vec2 uv_coord = v_vTexcoord;
if(mat_flip == 1) uv_coord.y = -uv_coord.y;
mat_baseColor = texture2D( gm_BaseTexture, uv_coord );
mat_baseColor *= v_vColour;
vec4 final_color = mat_baseColor;
vec3 viewDirection = normalize(cameraPosition - v_worldPosition.xyz);
vec4 viewProjPos = viewProjMat * vec4(v_worldPosition.xyz, 1.);
viewProjPos /= viewProjPos.w;
viewProjPos = viewProjPos * 0.5 + 0.5;
#region ++++ normal ++++
vec3 _norm = v_vNormal;
if(mat_defer_normal == 1)
_norm = texture2D(mat_normal_map, viewProjPos.xy).rgb;
vec3 normal = normalize(_norm);
#endregion
#region ++++ environment ++++
if(env_use_mapping == 1 && mat_reflective > 0.) {
vec3 reflectDir = reflect(viewDirection, normal);
float refRad = mix(16., 0., mat_reflective);
vec2 tx = 1. / env_map_dimension;
vec2 reflect_sample_pos = equirectangularUv(reflectDir);
vec4 env_sampled = vec4(0.);
float weight = 0.;
for(float i = -refRad; i <= refRad; i++)
for(float j = -refRad; j <= refRad; j++) {
vec2 _map_pos = reflect_sample_pos + vec2(i, j) * tx;
if(_map_pos.y < 0.) _map_pos.y = -_map_pos.y;
else if(_map_pos.y > 1.) _map_pos.y = 1. - (_map_pos.y - 1.);
vec4 _samp = texture2D(env_map, _map_pos);
env_sampled += _samp;
weight += _samp.a;
}
env_sampled /= weight;
env_sampled.a = 1.;
vec4 env_effect = mat_metalic == 1? env_sampled * final_color : env_sampled;
env_effect = 1. - ( mat_reflective * ( 1. - env_effect ));
final_color *= env_effect;
}
#endregion
#region ++++ light ++++
int shadow_map_index = 0;
vec3 light_effect = light_ambient.rgb;
float val = 0.;
#region ++++ directional ++++
float light_map_depth;
float lightDistance;
float shadow_culled;
shadow_map_index = 0;
for(int i = 0; i < light_dir_count; i++) {
vec3 lightVector = normalize(light_dir_direction[i]);
if(light_dir_shadow_active[i] == 1) { //use shadow
vec4 cameraSpace = light_dir_view[i] * v_worldPosition;
vec4 screenSpace = light_dir_proj[i] * cameraSpace;
float v_lightDistance = screenSpace.z / screenSpace.w;
vec2 lightMapPosition = (screenSpace.xy / screenSpace.w * 0.5) + 0.5;
if(lightMapPosition.x >= 0. && lightMapPosition.x <= 1. && lightMapPosition.y >= 0. && lightMapPosition.y <= 1.) {
light_map_depth = sampleDirShadowMap(shadow_map_index, lightMapPosition);
//gl_FragData[0] = texture2D(light_dir_shadowmap_0, lightMapPosition);
//return;
shadow_map_index++;
lightDistance = v_lightDistance;
float shadowFactor = dot(normal, lightVector);
float bias = mix(light_dir_shadow_bias[i], 0., shadowFactor);
if(lightDistance > light_map_depth + bias)
continue;
}
}
vec3 light_phong = phongLight(normal, lightVector, viewDirection, light_dir_color[i].rgb);
light_effect += light_phong * light_dir_intensity[i];
}
#endregion
#region ++++ point ++++
float light_distance;
float light_attenuation;
shadow_map_index = 0;
for(int i = 0; i < light_pnt_count; i++) {
vec3 lightVector = normalize(light_pnt_position[i] - v_worldPosition.xyz);
light_distance = length(lightVector);
if(light_distance > light_pnt_radius[i])
continue;
if(light_pnt_shadow_active[i] == 1) { //use shadow
vec3 dirAbs = abs(lightVector);
int side = dirAbs.x > dirAbs.y ?
(dirAbs.x > dirAbs.z ? 0 : 2) :
(dirAbs.y > dirAbs.z ? 1 : 2);
side *= 2;
if(side == 0 && lightVector.x > 0.) side += 1;
else if(side == 2 && lightVector.y > 0.) side += 1;
else if(side == 4 && lightVector.z > 0.) side += 1;
vec4 cameraSpace = light_pnt_view[i * 6 + side] * v_worldPosition;
vec4 screenSpace = light_pnt_proj[i] * cameraSpace;
float v_lightDistance = screenSpace.z / screenSpace.w;
vec2 lightMapPosition = (screenSpace.xy / screenSpace.w * 0.5) + 0.5;
if(lightMapPosition.x >= 0. && lightMapPosition.x <= 1. && lightMapPosition.y >= 0. && lightMapPosition.y <= 1.) {
float shadowFactor = dot(normal, lightVector);
float bias = mix(light_pnt_shadow_bias[i], 0., shadowFactor);
light_map_depth = samplePntShadowMap(shadow_map_index, lightMapPosition, side);
shadow_map_index++;
if(v_lightDistance > light_map_depth + bias)
continue;
}
}
light_attenuation = 1. - pow(light_distance / light_pnt_radius[i], 2.);
vec3 light_phong = phongLight(normal, lightVector, viewDirection, light_pnt_color[i].rgb * light_attenuation);
light_effect += light_phong * light_pnt_intensity[i];
}
#endregion
light_effect = max(light_effect, 0.);
if(gammaCorrection == 1) {
light_effect.r = pow(light_effect.r, 1. / 2.2);
light_effect.g = pow(light_effect.g, 1. / 2.2);
light_effect.b = pow(light_effect.b, 1. / 2.2);
}
final_color.rgb *= light_effect;
#endregion
if(final_color.a < 0.1) discard;
gl_FragData[0] = final_color;
gl_FragData[1] = vec4(0.5 + normal * 0.5, final_color.a);
gl_FragData[2] = vec4(vec3(v_cameraDistance), final_color.a);
}