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248 lines
9.2 KiB
Text
Executable file
248 lines
9.2 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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<@include LightingModel.slh@>
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<$declareLightingModel()$>
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<@include LightAmbient.slh@>
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<@include LightDirectional.slh@>
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<@func prepareGlobalLight(isScattering)@>
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// prepareGlobalLight
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// Transform directions to worldspace
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vec3 fragNormal = vec3((normal));
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vec3 fragEyeVector = vec3(invViewMat * vec4(-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 color = vec3(0.0);
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<@if isScattering@>
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<@else@>
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color += emissive * isEmissiveEnabled();
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<@endif@>
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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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<@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(supportScattering)@>
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<$declareLightingAmbient(1, 0, 0, supportScattering)$>
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<$declareLightingDirectional(supportScattering)$>
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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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// Ambient
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vec3 ambientDiffuse;
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vec3 ambientSpecular;
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evalLightingAmbient(ambientDiffuse, ambientSpecular, light, fragEyeDir, fragNormal, roughness, metallic, fresnel, albedo, obscurance);
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color += ambientDiffuse * isDiffuseEnabled() * isAmbientEnabled();
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color += ambientSpecular * isSpecularEnabled() * isAmbientEnabled();
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// Directional
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vec3 directionalDiffuse;
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vec3 directionalSpecular;
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evalLightingDirectional(directionalDiffuse, directionalSpecular, light, fragEyeDir, fragNormal, roughness, metallic, fresnel, albedo, shadowAttenuation);
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color += directionalDiffuse * isDiffuseEnabled() * isDirectionalEnabled();
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color += directionalSpecular * isSpecularEnabled() * isDirectionalEnabled();
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return color;
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}
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<@if supportScattering@>
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<$declareDeferredCurvature()$>
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vec3 evalAmbientSphereGlobalColorScattering(mat4 invViewMat, float shadowAttenuation, float obscurance, vec3 position, vec3 normal, vec3 albedo, float metallic, vec3 emissive, float roughness, float scattering, vec4 blurredCurvature, vec4 diffusedCurvature) {
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<$prepareGlobalLight(1)$>
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vec3 midNormal = normalize((blurredCurvature.xyz - 0.5f) * 2.0f);
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vec3 lowNormal = normalize((diffusedCurvature.xyz - 0.5f) * 2.0f);
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float highCurvature = unpackCurvature(blurredCurvature.w);
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float lowCurvature = unpackCurvature(diffusedCurvature.w);
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// Ambient
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vec3 ambientDiffuse;
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vec3 ambientSpecular;
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evalLightingAmbientScattering(ambientDiffuse, ambientSpecular, light,
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fragEyeDir, fragNormal, roughness,
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metallic, fresnel, albedo, obscurance,
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isScatteringEnabled() * scattering, lowNormal, highCurvature, lowCurvature);
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color += ambientDiffuse * isDiffuseEnabled() * isAmbientEnabled();
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color += ambientSpecular * isSpecularEnabled() * isAmbientEnabled();
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// Directional
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vec3 directionalDiffuse;
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vec3 directionalSpecular;
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evalLightingDirectionalScattering(directionalDiffuse, directionalSpecular, light,
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fragEyeDir, fragNormal, roughness,
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metallic, fresnel, albedo, shadowAttenuation,
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isScatteringEnabled() * scattering, midNormal, lowNormal, lowCurvature);
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color += directionalDiffuse * isDiffuseEnabled() * isDirectionalEnabled();
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color += directionalSpecular * isSpecularEnabled() * isDirectionalEnabled();
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return color;
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}
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<@endif@>
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<@endfunc@>
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<@func declareEvalSkyboxGlobalColor(supportScattering)@>
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<$declareLightingAmbient(0, 1, 0, supportScattering)$>
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<$declareLightingDirectional(supportScattering)$>
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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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// Ambient
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vec3 ambientDiffuse;
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vec3 ambientSpecular;
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evalLightingAmbient(ambientDiffuse, ambientSpecular, light, fragEyeDir, fragNormal, roughness, metallic, fresnel, albedo, obscurance);
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color += ambientDiffuse * isDiffuseEnabled() * isAmbientEnabled();
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color += ambientSpecular * isSpecularEnabled() * isAmbientEnabled();
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// Directional
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vec3 directionalDiffuse;
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vec3 directionalSpecular;
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evalLightingDirectional(directionalDiffuse, directionalSpecular, light, fragEyeDir, fragNormal, roughness, metallic, fresnel, albedo, shadowAttenuation);
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color += directionalDiffuse * isDiffuseEnabled() * isDirectionalEnabled();
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color += directionalSpecular * isSpecularEnabled() * isDirectionalEnabled();
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return color;
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}
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<@if supportScattering@>
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<$declareDeferredCurvature()$>
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vec3 evalSkyboxGlobalColorScattering(mat4 invViewMat, float shadowAttenuation, float obscurance, vec3 position, vec3 normal, vec3 albedo, float metallic, vec3 emissive, float roughness, float scattering, vec4 blurredCurvature, vec4 diffusedCurvature) {
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<$prepareGlobalLight(1)$>
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vec3 midNormal = normalize((blurredCurvature.xyz - 0.5f) * 2.0f);
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vec3 lowNormal = normalize((diffusedCurvature.xyz - 0.5f) * 2.0f);
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float highCurvature = unpackCurvature(blurredCurvature.w);
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float lowCurvature = unpackCurvature(diffusedCurvature.w);
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// Ambient
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vec3 ambientDiffuse;
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vec3 ambientSpecular;
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evalLightingAmbientScattering(ambientDiffuse, ambientSpecular, light,
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fragEyeDir, fragNormal, roughness,
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metallic, fresnel, albedo, obscurance,
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isScatteringEnabled() * scattering, lowNormal, highCurvature, lowCurvature);
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color += ambientDiffuse * isDiffuseEnabled() * isAmbientEnabled();
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color += ambientSpecular * isSpecularEnabled() * isAmbientEnabled();
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// Directional
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vec3 directionalDiffuse;
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vec3 directionalSpecular;
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evalLightingDirectionalScattering(directionalDiffuse, directionalSpecular, light,
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fragEyeDir, fragNormal, roughness,
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metallic, fresnel, albedo, shadowAttenuation,
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isScatteringEnabled() * scattering, midNormal, lowNormal, lowCurvature);
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color += directionalDiffuse * isDiffuseEnabled() * isDirectionalEnabled();
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color += directionalSpecular * isSpecularEnabled() * isDirectionalEnabled();
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return vec3(color);
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}
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<@endif@>
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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 isLightmapEnabled() * obscurance * albedo * (diffuseLight + ambientLight);
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}
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<@endfunc@>
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<@func declareEvalGlobalLightingAlphaBlended()@>
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<$declareLightingAmbient(1, 1, 1)$>
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<$declareLightingDirectional()$>
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vec3 evalGlobalLightingAlphaBlended(mat4 invViewMat, float shadowAttenuation, float obscurance, vec3 position, vec3 normal, vec3 albedo, float metallic, vec3 emissive, float roughness, float opacity) {
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<$prepareGlobalLight()$>
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// Ambient
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vec3 ambientDiffuse;
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vec3 ambientSpecular;
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evalLightingAmbient(ambientDiffuse, ambientSpecular, light, fragEyeDir, fragNormal, roughness, metallic, fresnel, albedo, obscurance);
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color += ambientDiffuse * isDiffuseEnabled() * isAmbientEnabled();
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color += ambientSpecular * isSpecularEnabled() * isAmbientEnabled() / opacity;
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// Directional
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vec3 directionalDiffuse;
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vec3 directionalSpecular;
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evalLightingDirectional(directionalDiffuse, directionalSpecular, light, fragEyeDir, fragNormal, roughness, metallic, fresnel, albedo, shadowAttenuation);
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color += directionalDiffuse * isDiffuseEnabled() * isDirectionalEnabled();
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color += directionalSpecular * isSpecularEnabled() * isDirectionalEnabled() / opacity;
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return color;
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}
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<@endfunc@>
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<@endif@>
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