2022-01-21 22:38:16 +00:00
|
|
|
let GAMMA = 2.200000048;
|
|
|
|
|
|
|
|
fn linearTosRGB(linear : vec3<f32>) -> vec3<f32> {
|
|
|
|
let INV_GAMMA = (1.0 / GAMMA);
|
|
|
|
return pow(linear, vec3(INV_GAMMA));
|
|
|
|
}
|
|
|
|
|
|
|
|
fn sRGBToLinear(srgb : vec3<f32>) -> vec3<f32> {
|
|
|
|
return pow(srgb, vec3(GAMMA));
|
|
|
|
}
|
|
|
|
|
|
|
|
struct Camera {
|
2022-03-28 14:31:22 +00:00
|
|
|
projection : mat4x4<f32>,
|
|
|
|
inverseProjection : mat4x4<f32>,
|
|
|
|
view : mat4x4<f32>,
|
|
|
|
position : vec3<f32>,
|
|
|
|
time : f32,
|
|
|
|
outputSize : vec2<f32>,
|
|
|
|
zNear : f32,
|
|
|
|
zFar : f32,
|
2022-01-21 22:38:16 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
@binding(0) @group(0) var<uniform> camera : Camera;
|
|
|
|
|
|
|
|
struct ClusterLights {
|
2022-03-28 14:31:22 +00:00
|
|
|
offset : u32,
|
|
|
|
count : u32,
|
2022-01-21 22:38:16 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
struct ClusterLightGroup {
|
2022-03-28 14:31:22 +00:00
|
|
|
offset : u32,
|
|
|
|
lights : array<ClusterLights, 27648>,
|
|
|
|
indices : array<u32, 1769472>,
|
2022-01-21 22:38:16 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
@binding(1) @group(0) var<storage, read> clusterLights : ClusterLightGroup;
|
|
|
|
|
|
|
|
struct Light {
|
2022-03-28 14:31:22 +00:00
|
|
|
position : vec3<f32>,
|
|
|
|
range : f32,
|
|
|
|
color : vec3<f32>,
|
|
|
|
intensity : f32,
|
2022-01-21 22:38:16 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
struct GlobalLights {
|
2022-03-28 14:31:22 +00:00
|
|
|
ambient : vec3<f32>,
|
|
|
|
dirColor : vec3<f32>,
|
|
|
|
dirIntensity : f32,
|
|
|
|
dirDirection : vec3<f32>,
|
|
|
|
lightCount : u32,
|
|
|
|
lights : array<Light>,
|
2022-01-21 22:38:16 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
@binding(2) @group(0) var<storage, read> globalLights : GlobalLights;
|
|
|
|
|
|
|
|
let tileCount = vec3(32u, 18u, 48u);
|
|
|
|
|
|
|
|
fn linearDepth(depthSample : f32) -> f32 {
|
|
|
|
return ((camera.zFar * camera.zNear) / fma(depthSample, (camera.zNear - camera.zFar), camera.zFar));
|
|
|
|
}
|
|
|
|
|
|
|
|
fn getTile(fragCoord : vec4<f32>) -> vec3<u32> {
|
|
|
|
let sliceScale = (f32(tileCount.z) / log2((camera.zFar / camera.zNear)));
|
|
|
|
let sliceBias = -(((f32(tileCount.z) * log2(camera.zNear)) / log2((camera.zFar / camera.zNear))));
|
|
|
|
let zTile = u32(max(((log2(linearDepth(fragCoord.z)) * sliceScale) + sliceBias), 0.0));
|
|
|
|
return vec3(u32((fragCoord.x / (camera.outputSize.x / f32(tileCount.x)))), u32((fragCoord.y / (camera.outputSize.y / f32(tileCount.y)))), zTile);
|
|
|
|
}
|
|
|
|
|
|
|
|
fn getClusterIndex(fragCoord : vec4<f32>) -> u32 {
|
|
|
|
let tile = getTile(fragCoord);
|
|
|
|
return ((tile.x + (tile.y * tileCount.x)) + ((tile.z * tileCount.x) * tileCount.y));
|
|
|
|
}
|
|
|
|
|
|
|
|
@binding(3) @group(0) var defaultSampler : sampler;
|
|
|
|
|
|
|
|
@binding(4) @group(0) var shadowTexture : texture_depth_2d;
|
|
|
|
|
|
|
|
@binding(5) @group(0) var shadowSampler : sampler_comparison;
|
|
|
|
|
|
|
|
struct LightShadowTable {
|
2022-03-28 14:31:22 +00:00
|
|
|
light : array<i32>,
|
2022-01-21 22:38:16 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
@binding(6) @group(0) var<storage, read> lightShadowTable : LightShadowTable;
|
|
|
|
|
|
|
|
var<private> shadowSampleOffsets : array<vec2<f32>, 16> = array<vec2<f32>, 16>(vec2(-1.5, -1.5), vec2(-1.5, -0.5), vec2(-1.5, 0.5), vec2(-1.5, 1.5), vec2(-0.5, -1.5), vec2(-0.5, -0.5), vec2(-0.5, 0.5), vec2(-0.5, 1.5), vec2(0.5, -1.5), vec2(0.5, -0.5), vec2(0.5, 0.5), vec2(0.5, 1.5), vec2(1.5, -1.5), vec2(1.5, -0.5), vec2(1.5, 0.5), vec2(1.5, 1.5));
|
|
|
|
|
|
|
|
let shadowSampleCount = 16u;
|
|
|
|
|
|
|
|
struct ShadowProperties {
|
2022-03-28 14:31:22 +00:00
|
|
|
viewport : vec4<f32>,
|
|
|
|
viewProj : mat4x4<f32>,
|
2022-01-21 22:38:16 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
struct LightShadows {
|
2022-03-28 14:31:22 +00:00
|
|
|
properties : array<ShadowProperties>,
|
2022-01-21 22:38:16 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
@binding(7) @group(0) var<storage, read> shadow : LightShadows;
|
|
|
|
|
|
|
|
fn dirLightVisibility(worldPos : vec3<f32>) -> f32 {
|
|
|
|
let shadowIndex = lightShadowTable.light[0u];
|
|
|
|
if ((shadowIndex == -1)) {
|
|
|
|
return 1.0;
|
|
|
|
}
|
|
|
|
let viewport = shadow.properties[shadowIndex].viewport;
|
|
|
|
let lightPos = (shadow.properties[shadowIndex].viewProj * vec4(worldPos, 1.0));
|
|
|
|
let shadowPos = vec3((((lightPos.xy / lightPos.w) * vec2(0.5, -0.5)) + vec2(0.5, 0.5)), (lightPos.z / lightPos.w));
|
|
|
|
let viewportPos = vec2((viewport.xy + (shadowPos.xy * viewport.zw)));
|
|
|
|
let texelSize = (1.0 / vec2<f32>(textureDimensions(shadowTexture, 0)));
|
|
|
|
let clampRect = vec4((viewport.xy - texelSize), ((viewport.xy + viewport.zw) + texelSize));
|
|
|
|
var visibility = 0.0;
|
|
|
|
for(var i = 0u; (i < shadowSampleCount); i = (i + 1u)) {
|
|
|
|
visibility = (visibility + textureSampleCompareLevel(shadowTexture, shadowSampler, clamp((viewportPos + (shadowSampleOffsets[i] * texelSize)), clampRect.xy, clampRect.zw), (shadowPos.z - 0.003)));
|
|
|
|
}
|
|
|
|
return (visibility / f32(shadowSampleCount));
|
|
|
|
}
|
|
|
|
|
|
|
|
fn getCubeFace(v : vec3<f32>) -> i32 {
|
|
|
|
let vAbs = abs(v);
|
|
|
|
if (((vAbs.z >= vAbs.x) && (vAbs.z >= vAbs.y))) {
|
|
|
|
if ((v.z < 0.0)) {
|
|
|
|
return 5;
|
|
|
|
}
|
|
|
|
return 4;
|
|
|
|
}
|
|
|
|
if ((vAbs.y >= vAbs.x)) {
|
|
|
|
if ((v.y < 0.0)) {
|
|
|
|
return 3;
|
|
|
|
}
|
|
|
|
return 2;
|
|
|
|
}
|
|
|
|
if ((v.x < 0.0)) {
|
|
|
|
return 1;
|
|
|
|
}
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
fn pointLightVisibility(lightIndex : u32, worldPos : vec3<f32>, pointToLight : vec3<f32>) -> f32 {
|
|
|
|
var shadowIndex = lightShadowTable.light[(lightIndex + 1u)];
|
|
|
|
if ((shadowIndex == -1)) {
|
|
|
|
return 1.0;
|
|
|
|
}
|
|
|
|
shadowIndex = (shadowIndex + getCubeFace((pointToLight * -1.0)));
|
|
|
|
let viewport = shadow.properties[shadowIndex].viewport;
|
|
|
|
let lightPos = (shadow.properties[shadowIndex].viewProj * vec4(worldPos, 1.0));
|
|
|
|
let shadowPos = vec3((((lightPos.xy / lightPos.w) * vec2(0.5, -0.5)) + vec2(0.5, 0.5)), (lightPos.z / lightPos.w));
|
|
|
|
let viewportPos = vec2((viewport.xy + (shadowPos.xy * viewport.zw)));
|
|
|
|
let texelSize = (1.0 / vec2<f32>(textureDimensions(shadowTexture, 0)));
|
|
|
|
let clampRect = vec4(viewport.xy, (viewport.xy + viewport.zw));
|
|
|
|
var visibility = 0.0;
|
|
|
|
for(var i = 0u; (i < shadowSampleCount); i = (i + 1u)) {
|
|
|
|
visibility = (visibility + textureSampleCompareLevel(shadowTexture, shadowSampler, clamp((viewportPos + (shadowSampleOffsets[i] * texelSize)), clampRect.xy, clampRect.zw), (shadowPos.z - 0.01)));
|
|
|
|
}
|
|
|
|
return (visibility / f32(shadowSampleCount));
|
|
|
|
}
|
|
|
|
|
|
|
|
struct VertexOutput {
|
|
|
|
@builtin(position)
|
2022-03-28 14:31:22 +00:00
|
|
|
position : vec4<f32>,
|
2022-01-21 22:38:16 +00:00
|
|
|
@location(0)
|
2022-03-28 14:31:22 +00:00
|
|
|
worldPos : vec3<f32>,
|
2022-01-21 22:38:16 +00:00
|
|
|
@location(1)
|
2022-03-28 14:31:22 +00:00
|
|
|
view : vec3<f32>,
|
2022-01-21 22:38:16 +00:00
|
|
|
@location(2)
|
2022-03-28 14:31:22 +00:00
|
|
|
texcoord : vec2<f32>,
|
2022-01-21 22:38:16 +00:00
|
|
|
@location(3)
|
2022-03-28 14:31:22 +00:00
|
|
|
texcoord2 : vec2<f32>,
|
2022-01-21 22:38:16 +00:00
|
|
|
@location(4)
|
2022-03-28 14:31:22 +00:00
|
|
|
color : vec4<f32>,
|
2022-01-21 22:38:16 +00:00
|
|
|
@location(5)
|
2022-03-28 14:31:22 +00:00
|
|
|
instanceColor : vec4<f32>,
|
2022-01-21 22:38:16 +00:00
|
|
|
@location(6)
|
2022-03-28 14:31:22 +00:00
|
|
|
normal : vec3<f32>,
|
2022-01-21 22:38:16 +00:00
|
|
|
@location(7)
|
2022-03-28 14:31:22 +00:00
|
|
|
tangent : vec3<f32>,
|
2022-01-21 22:38:16 +00:00
|
|
|
@location(8)
|
2022-03-28 14:31:22 +00:00
|
|
|
bitangent : vec3<f32>,
|
2022-01-21 22:38:16 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
struct Material {
|
2022-03-28 14:31:22 +00:00
|
|
|
baseColorFactor : vec4<f32>,
|
|
|
|
emissiveFactor : vec3<f32>,
|
|
|
|
occlusionStrength : f32,
|
|
|
|
metallicRoughnessFactor : vec2<f32>,
|
|
|
|
alphaCutoff : f32,
|
2022-01-21 22:38:16 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
@binding(8) @group(0) var<uniform> material : Material;
|
|
|
|
|
|
|
|
@binding(9) @group(0) var baseColorTexture : texture_2d<f32>;
|
|
|
|
|
|
|
|
@binding(10) @group(0) var baseColorSampler : sampler;
|
|
|
|
|
|
|
|
@binding(11) @group(0) var normalTexture : texture_2d<f32>;
|
|
|
|
|
|
|
|
@binding(12) @group(0) var normalSampler : sampler;
|
|
|
|
|
|
|
|
@binding(13) @group(0) var metallicRoughnessTexture : texture_2d<f32>;
|
|
|
|
|
|
|
|
@binding(14) @group(0) var metallicRoughnessSampler : sampler;
|
|
|
|
|
|
|
|
@binding(15) @group(0) var occlusionTexture : texture_2d<f32>;
|
|
|
|
|
|
|
|
@binding(16) @group(0) var occlusionSampler : sampler;
|
|
|
|
|
|
|
|
@binding(17) @group(0) var emissiveTexture : texture_2d<f32>;
|
|
|
|
|
|
|
|
@binding(18) @group(0) var emissiveSampler : sampler;
|
|
|
|
|
|
|
|
struct SurfaceInfo {
|
2022-03-28 14:31:22 +00:00
|
|
|
baseColor : vec4<f32>,
|
|
|
|
albedo : vec3<f32>,
|
|
|
|
metallic : f32,
|
|
|
|
roughness : f32,
|
|
|
|
normal : vec3<f32>,
|
|
|
|
f0 : vec3<f32>,
|
|
|
|
ao : f32,
|
|
|
|
emissive : vec3<f32>,
|
|
|
|
v : vec3<f32>,
|
2022-01-21 22:38:16 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
fn GetSurfaceInfo(input : VertexOutput) -> SurfaceInfo {
|
|
|
|
var surface : SurfaceInfo;
|
|
|
|
surface.v = normalize(input.view);
|
|
|
|
let tbn = mat3x3(input.tangent, input.bitangent, input.normal);
|
|
|
|
let normalMap = textureSample(normalTexture, normalSampler, input.texcoord).rgb;
|
|
|
|
surface.normal = normalize((tbn * ((2.0 * normalMap) - vec3(1.0))));
|
|
|
|
let baseColorMap = textureSample(baseColorTexture, baseColorSampler, input.texcoord);
|
|
|
|
surface.baseColor = ((input.color * material.baseColorFactor) * baseColorMap);
|
|
|
|
if ((surface.baseColor.a < material.alphaCutoff)) {
|
|
|
|
discard;
|
|
|
|
}
|
|
|
|
surface.albedo = surface.baseColor.rgb;
|
|
|
|
let metallicRoughnessMap = textureSample(metallicRoughnessTexture, metallicRoughnessSampler, input.texcoord);
|
|
|
|
surface.metallic = (material.metallicRoughnessFactor.x * metallicRoughnessMap.b);
|
|
|
|
surface.roughness = (material.metallicRoughnessFactor.y * metallicRoughnessMap.g);
|
|
|
|
let dielectricSpec = vec3(0.039999999);
|
|
|
|
surface.f0 = mix(dielectricSpec, surface.albedo, vec3(surface.metallic));
|
|
|
|
let occlusionMap = textureSample(occlusionTexture, occlusionSampler, input.texcoord);
|
|
|
|
surface.ao = (material.occlusionStrength * occlusionMap.r);
|
|
|
|
let emissiveMap = textureSample(emissiveTexture, emissiveSampler, input.texcoord);
|
|
|
|
surface.emissive = (material.emissiveFactor * emissiveMap.rgb);
|
|
|
|
if ((input.instanceColor.a == 0.0)) {
|
|
|
|
surface.albedo = (surface.albedo + input.instanceColor.rgb);
|
|
|
|
} else {
|
|
|
|
surface.albedo = (surface.albedo * input.instanceColor.rgb);
|
|
|
|
}
|
|
|
|
return surface;
|
|
|
|
}
|
|
|
|
|
|
|
|
let PI = 3.141592741;
|
|
|
|
|
|
|
|
let LightType_Point = 0u;
|
|
|
|
|
|
|
|
let LightType_Spot = 1u;
|
|
|
|
|
|
|
|
let LightType_Directional = 2u;
|
|
|
|
|
|
|
|
struct PuctualLight {
|
2022-03-28 14:31:22 +00:00
|
|
|
lightType : u32,
|
|
|
|
pointToLight : vec3<f32>,
|
|
|
|
range : f32,
|
|
|
|
color : vec3<f32>,
|
|
|
|
intensity : f32,
|
2022-01-21 22:38:16 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
fn FresnelSchlick(cosTheta : f32, F0 : vec3<f32>) -> vec3<f32> {
|
|
|
|
return (F0 + ((vec3(1.0) - F0) * pow((1.0 - cosTheta), 5.0)));
|
|
|
|
}
|
|
|
|
|
|
|
|
fn DistributionGGX(N : vec3<f32>, H : vec3<f32>, roughness : f32) -> f32 {
|
|
|
|
let a = (roughness * roughness);
|
|
|
|
let a2 = (a * a);
|
|
|
|
let NdotH = max(dot(N, H), 0.0);
|
|
|
|
let NdotH2 = (NdotH * NdotH);
|
|
|
|
let num = a2;
|
|
|
|
let denom = ((NdotH2 * (a2 - 1.0)) + 1.0);
|
|
|
|
return (num / ((PI * denom) * denom));
|
|
|
|
}
|
|
|
|
|
|
|
|
fn GeometrySchlickGGX(NdotV : f32, roughness : f32) -> f32 {
|
|
|
|
let r = (roughness + 1.0);
|
|
|
|
let k = ((r * r) / 8.0);
|
|
|
|
let num = NdotV;
|
|
|
|
let denom = ((NdotV * (1.0 - k)) + k);
|
|
|
|
return (num / denom);
|
|
|
|
}
|
|
|
|
|
|
|
|
fn GeometrySmith(N : vec3<f32>, V : vec3<f32>, L : vec3<f32>, roughness : f32) -> f32 {
|
|
|
|
let NdotV = max(dot(N, V), 0.0);
|
|
|
|
let NdotL = max(dot(N, L), 0.0);
|
|
|
|
let ggx2 = GeometrySchlickGGX(NdotV, roughness);
|
|
|
|
let ggx1 = GeometrySchlickGGX(NdotL, roughness);
|
|
|
|
return (ggx1 * ggx2);
|
|
|
|
}
|
|
|
|
|
|
|
|
fn lightAttenuation(light : PuctualLight) -> f32 {
|
|
|
|
if ((light.lightType == LightType_Directional)) {
|
|
|
|
return 1.0;
|
|
|
|
}
|
|
|
|
let distance = length(light.pointToLight);
|
|
|
|
if ((light.range <= 0.0)) {
|
|
|
|
return (1.0 / pow(distance, 2.0));
|
|
|
|
}
|
|
|
|
return (clamp((1.0 - pow((distance / light.range), 4.0)), 0.0, 1.0) / pow(distance, 2.0));
|
|
|
|
}
|
|
|
|
|
|
|
|
fn lightRadiance(light : PuctualLight, surface : SurfaceInfo) -> vec3<f32> {
|
|
|
|
let L = normalize(light.pointToLight);
|
|
|
|
let H = normalize((surface.v + L));
|
|
|
|
let NDF = DistributionGGX(surface.normal, H, surface.roughness);
|
|
|
|
let G = GeometrySmith(surface.normal, surface.v, L, surface.roughness);
|
|
|
|
let F = FresnelSchlick(max(dot(H, surface.v), 0.0), surface.f0);
|
|
|
|
let kD = ((vec3(1.0) - F) * (1.0 - surface.metallic));
|
|
|
|
let NdotL = max(dot(surface.normal, L), 0.0);
|
|
|
|
let numerator = ((NDF * G) * F);
|
|
|
|
let denominator = max(((4.0 * max(dot(surface.normal, surface.v), 0.0)) * NdotL), 0.001);
|
|
|
|
let specular = (numerator / vec3(denominator));
|
|
|
|
let radiance = ((light.color * light.intensity) * lightAttenuation(light));
|
|
|
|
return (((((kD * surface.albedo) / vec3(PI)) + specular) * radiance) * NdotL);
|
|
|
|
}
|
|
|
|
|
|
|
|
@binding(19) @group(0) var ssaoTexture : texture_2d<f32>;
|
|
|
|
|
|
|
|
struct FragmentOutput {
|
|
|
|
@location(0)
|
2022-03-28 14:31:22 +00:00
|
|
|
color : vec4<f32>,
|
2022-01-21 22:38:16 +00:00
|
|
|
@location(1)
|
2022-03-28 14:31:22 +00:00
|
|
|
emissive : vec4<f32>,
|
2022-01-21 22:38:16 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
@stage(fragment)
|
|
|
|
fn fragmentMain(input : VertexOutput) -> FragmentOutput {
|
|
|
|
let surface = GetSurfaceInfo(input);
|
|
|
|
var Lo = vec3(0.0, 0.0, 0.0);
|
|
|
|
if ((globalLights.dirIntensity > 0.0)) {
|
|
|
|
var light : PuctualLight;
|
|
|
|
light.lightType = LightType_Directional;
|
|
|
|
light.pointToLight = globalLights.dirDirection;
|
|
|
|
light.color = globalLights.dirColor;
|
|
|
|
light.intensity = globalLights.dirIntensity;
|
|
|
|
let lightVis = dirLightVisibility(input.worldPos);
|
|
|
|
Lo = (Lo + (lightRadiance(light, surface) * lightVis));
|
|
|
|
}
|
|
|
|
let clusterIndex = getClusterIndex(input.position);
|
|
|
|
let lightOffset = clusterLights.lights[clusterIndex].offset;
|
|
|
|
let lightCount = clusterLights.lights[clusterIndex].count;
|
|
|
|
for(var lightIndex = 0u; (lightIndex < lightCount); lightIndex = (lightIndex + 1u)) {
|
|
|
|
let i = clusterLights.indices[(lightOffset + lightIndex)];
|
|
|
|
var light : PuctualLight;
|
|
|
|
light.lightType = LightType_Point;
|
|
|
|
light.pointToLight = (globalLights.lights[i].position.xyz - input.worldPos);
|
|
|
|
light.range = globalLights.lights[i].range;
|
|
|
|
light.color = globalLights.lights[i].color;
|
|
|
|
light.intensity = globalLights.lights[i].intensity;
|
|
|
|
let lightVis = pointLightVisibility(i, input.worldPos, light.pointToLight);
|
|
|
|
Lo = (Lo + (lightRadiance(light, surface) * lightVis));
|
|
|
|
}
|
|
|
|
let ssaoCoord = (input.position.xy / vec2<f32>(textureDimensions(ssaoTexture).xy));
|
|
|
|
let ssaoFactor = textureSample(ssaoTexture, defaultSampler, ssaoCoord).r;
|
|
|
|
let ambient = (((globalLights.ambient * surface.albedo) * surface.ao) * ssaoFactor);
|
|
|
|
let color = linearTosRGB(((Lo + ambient) + surface.emissive));
|
|
|
|
var out : FragmentOutput;
|
|
|
|
out.color = vec4(color, surface.baseColor.a);
|
|
|
|
out.emissive = vec4(surface.emissive, surface.baseColor.a);
|
|
|
|
return out;
|
|
|
|
}
|