mirror of https://github.com/bkaradzic/bgfx
84 lines
2.0 KiB
Scala
84 lines
2.0 KiB
Scala
$input v_texcoord0
|
|
|
|
/*
|
|
* Copyright 2021 elven cache. All rights reserved.
|
|
* License: https://github.com/bkaradzic/bgfx/blob/master/LICENSE
|
|
*/
|
|
|
|
#include "../common/common.sh"
|
|
#include "parameters.sh"
|
|
#include "normal_encoding.sh"
|
|
|
|
SAMPLER2D(s_color, 0);
|
|
SAMPLER2D(s_normal, 1);
|
|
SAMPLER2D(s_depth, 2);
|
|
SAMPLER2D(s_shadows, 3);
|
|
|
|
// from assao sample, cs_assao_prepare_depths.sc
|
|
vec3 NDCToViewspace( vec2 pos, float viewspaceDepth )
|
|
{
|
|
vec3 ret;
|
|
|
|
ret.xy = (u_ndcToViewMul * pos.xy + u_ndcToViewAdd) * viewspaceDepth;
|
|
|
|
ret.z = viewspaceDepth;
|
|
|
|
return ret;
|
|
}
|
|
|
|
void main()
|
|
{
|
|
vec2 texCoord = v_texcoord0;
|
|
|
|
vec4 colorId = texture2D(s_color, texCoord);
|
|
vec3 color = toLinear(colorId.xyz);
|
|
float materialId = colorId.w;
|
|
|
|
if (0.0 < materialId)
|
|
{
|
|
vec4 normalRoughness = texture2D(s_normal, texCoord);
|
|
vec3 normal = NormalDecode(normalRoughness.xyz);
|
|
float roughness = normalRoughness.w;
|
|
|
|
// transform normal into view space
|
|
mat4 worldToView = mat4(
|
|
u_worldToView0,
|
|
u_worldToView1,
|
|
u_worldToView2,
|
|
u_worldToView3
|
|
);
|
|
vec3 vsNormal = instMul(worldToView, vec4(normal, 0.0)).xyz;
|
|
|
|
// read depth and recreate position
|
|
float linearDepth = texture2D(s_depth, texCoord).x;
|
|
vec3 viewSpacePosition = NDCToViewspace(texCoord, linearDepth);
|
|
|
|
float shadow = texture2D(s_shadows, texCoord).x;
|
|
|
|
// need to get a valid view vector for any microfacet stuff :(
|
|
float gloss = 1.0-roughness;
|
|
float specPower = 62.0 * gloss + 2.0;
|
|
|
|
vec3 light = (u_lightPosition - viewSpacePosition);
|
|
float lightDistSq = dot(light, light) + 1e-5;
|
|
light = normalize(light);
|
|
float NdotL = saturate(dot(vsNormal, light));
|
|
float diffuse = NdotL * (1.0/lightDistSq);
|
|
float specular = 5.0 * pow(NdotL, specPower);
|
|
|
|
float lightAmount = mix(diffuse, specular, 0.04) * shadow;
|
|
|
|
color = (color * lightAmount);
|
|
color = toGamma(color);
|
|
|
|
// debug display shadows only
|
|
if (0.0 < u_displayShadows)
|
|
{
|
|
color = vec3_splat(shadow);
|
|
}
|
|
}
|
|
// else, assume color is unlit
|
|
|
|
gl_FragColor = vec4(color, 1.0);
|
|
}
|