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146 lines
5.8 KiB
Text
Executable file
146 lines
5.8 KiB
Text
Executable file
<!
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// DeferredGlobalLight.slh
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// libraries/render-utils/src
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//
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// Created by Sam Gateau on 2/5/15.
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// Copyright 2013 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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!>
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<@if not DEFERRED_GLOBAL_LIGHT_SLH@>
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<@def DEFERRED_GLOBAL_LIGHT_SLH@>
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<@include model/Light.slh@>
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<@include DeferredLighting.slh@>
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<@func declareSkyboxMap()@>
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// declareSkyboxMap
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uniform samplerCube skyboxMap;
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vec4 evalSkyboxLight(vec3 direction, float lod) {
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// textureQueryLevels is not available until #430, so we require explicit lod
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// float mipmapLevel = lod * textureQueryLevels(skyboxMap);
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return textureLod(skyboxMap, direction, lod);
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}
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<@endfunc@>
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<@func prepareGlobalLight()@>
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// prepareGlobalLight
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// Transform directions to worldspace
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vec3 fragNormal = vec3(invViewMat * vec4(normal, 0.0));
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// vec3 fragEyeVector = vec3(invViewMat * vec4(-position, 0.0));
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vec3 fragEyeVector = vec3(invViewMat * vec4(-normalize(position), 0.0));
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vec3 fragEyeDir = normalize(fragEyeVector);
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// Get light
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Light light = getLight();
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vec3 fresnel = vec3(0.03); // Default Di-electric fresnel value
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if (metallic > 0.5) {
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fresnel = albedo;
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metallic = 1.0;
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}
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vec4 shading = evalFragShading(fragNormal, -getLightDirection(light), fragEyeDir, metallic, fresnel, roughness);
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vec3 color = vec3(albedo * shading.w + shading.rgb) * min(shadowAttenuation, obscurance) * getLightColor(light) * getLightIntensity(light);
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color += emissive;
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<@endfunc@>
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<@func declareAmbientFresnel()@>
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vec3 fresnelSchlickAmbient(vec3 fresnelColor, vec3 lightDir, vec3 halfDir, float gloss) {
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return fresnelColor + (max(vec3(gloss), fresnelColor) - fresnelColor) * pow(1.0 - clamp(dot(lightDir, halfDir), 0.0, 1.0), 5);
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}
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<@endfunc@>
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<@func declareEvalAmbientGlobalColor()@>
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vec3 evalAmbientGlobalColor(mat4 invViewMat, float shadowAttenuation, float obscurance, vec3 position, vec3 normal, vec3 albedo, float metallic, vec3 emissive, float roughness) {
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<$prepareGlobalLight()$>
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color += albedo * getLightColor(light) * obscurance * getLightAmbientIntensity(light);
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return color;
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}
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<@endfunc@>
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<@func declareEvalAmbientSphereGlobalColor()@>
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<$declareAmbientFresnel()$>
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vec3 evalAmbientSphereGlobalColor(mat4 invViewMat, float shadowAttenuation, float obscurance, vec3 position, vec3 normal, vec3 albedo, float metallic, vec3 emissive, float roughness) {
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<$prepareGlobalLight()$>
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// Diffuse from ambient
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color += (1 - metallic) * albedo * evalSphericalLight(getLightAmbientSphere(light), fragNormal).xyz * obscurance * getLightAmbientIntensity(light);
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// Specular highlight from ambient
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vec3 direction = -reflect(fragEyeDir, fragNormal);
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vec3 skyboxLight = evalSphericalLight(getLightAmbientSphere(light), direction).xyz;
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vec3 ambientFresnel = fresnelSchlickAmbient(fresnel, fragEyeDir, fragNormal, 1 - roughness);
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color += ambientFresnel * skyboxLight.rgb * obscurance * getLightAmbientIntensity(light);
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return color;
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}
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<@endfunc@>
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<@func declareEvalSkyboxGlobalColor()@>
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<$declareSkyboxMap()$>
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<$declareAmbientFresnel()$>
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vec3 evalSkyboxGlobalColor(mat4 invViewMat, float shadowAttenuation, float obscurance, vec3 position, vec3 normal, vec3 albedo, float metallic, vec3 emissive, float roughness) {
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<$prepareGlobalLight()$>
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// Diffuse from ambient
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color += (1 - metallic) * albedo * evalSphericalLight(getLightAmbientSphere(light), fragNormal).xyz * obscurance * getLightAmbientIntensity(light);
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// Specular highlight from ambient
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//vec3 direction = -reflect(fragEyeDir, fragNormal);
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// -normalize(position)
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vec3 direction = -reflect(-normalize(position), normal);
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// vec3 direction = normal;
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// if (gl_FragCoord.x > 1000) {
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float angleY = fract(asin(direction.y)/ 0.314);
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float angleX = fract(acos(normalize(direction.xz).x)/ 0.314);
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float stripeY = step(0.05,abs(angleY));
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float stripeX = step(0.05,abs(angleX));
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float grid = max(stripeY, stripeX);
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return mix( 0.5 * direction + vec3(0.5), mix(vec3(0.0, 1.0, 0.0), vec3(1.0, 0.0, 0.0), stripeY), grid);
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// }
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float levels = getLightAmbientMapNumMips(light);
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float lod = min(floor((roughness) * levels), levels);
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// vec4 skyboxLight = evalSkyboxLight(direction, lod);
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vec4 skyboxLight = evalSkyboxLight(direction, levels * 0.5);
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return skyboxLight.xyz;
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//vec3 ambientFresnel = fresnelSchlickAmbient(fresnel, fragEyeDir, fragNormal, 1 - roughness);
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//color += ambientFresnel * skyboxLight.rgb * obscurance * getLightAmbientIntensity(light);
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//return color;
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}
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<@endfunc@>
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<@func declareEvalLightmappedColor()@>
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vec3 evalLightmappedColor(mat4 invViewMat, float shadowAttenuation, float obscurance, vec3 normal, vec3 albedo, vec3 lightmap) {
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Light light = getLight();
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// Catch normals perpendicular to the projection plane, hence the magic number for the threshold
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// It should be just 0, but we have inaccuracy so we overshoot
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const float PERPENDICULAR_THRESHOLD = -0.005;
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vec3 fragNormal = vec3(invViewMat * vec4(normal, 0.0)); // transform to worldspace
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float diffuseDot = dot(fragNormal, -getLightDirection(light));
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float facingLight = step(PERPENDICULAR_THRESHOLD, diffuseDot);
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// Reevaluate the shadow attenuation for light facing fragments
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float lightAttenuation = (1 - facingLight) + facingLight * shadowAttenuation;
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// Diffuse light is the lightmap dimmed by shadow
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vec3 diffuseLight = lightAttenuation * lightmap;
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// Ambient light is the lightmap when in shadow
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vec3 ambientLight = (1 - lightAttenuation) * lightmap * getLightAmbientIntensity(light);
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return obscurance * albedo * (diffuseLight + ambientLight);
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}
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<@endfunc@>
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<@endif@>
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