benchmark/skinned-shadowed-pbr-fragment.wgsl:51:13 warning: use of deprecated language feature: the @stride attribute is deprecated; use a larger type if necessary lights : @stride(32) array; ^^^^^^ #version 310 es precision mediump float; layout(location = 0) in vec3 worldPos_1; layout(location = 1) in vec3 view_1; layout(location = 2) in vec2 texcoord_1; layout(location = 3) in vec2 texcoord2_1; layout(location = 4) in vec4 color_1; layout(location = 5) in vec4 instanceColor_1; layout(location = 6) in vec3 normal_1; layout(location = 7) in vec3 tangent_1; layout(location = 8) in vec3 bitangent_1; layout(location = 0) out vec4 color_2; layout(location = 1) out vec4 emissive_1; const float GAMMA = 2.200000048f; vec3 linearTosRGB(vec3 linear) { float INV_GAMMA = (1.0f / GAMMA); return pow(linear, vec3(INV_GAMMA)); } struct Camera { mat4 projection; mat4 inverseProjection; mat4 view; vec3 position; float time; vec2 outputSize; float zNear; float zFar; }; layout(binding = 0) uniform Camera_1 { mat4 projection; mat4 inverseProjection; mat4 view; vec3 position; float time; vec2 outputSize; float zNear; float zFar; } camera; struct ClusterLights { uint offset; uint count; }; struct ClusterLightGroup { uint offset; ClusterLights lights[27648]; uint indices[1769472]; }; layout(binding = 1, std430) buffer ClusterLightGroup_1 { uint offset; ClusterLights lights[27648]; uint indices[1769472]; } clusterLights; struct Light { vec3 position; float range; vec3 color; float intensity; }; layout(binding = 2, std430) buffer GlobalLights_1 { vec3 ambient; vec3 dirColor; float dirIntensity; vec3 dirDirection; uint lightCount; Light lights[]; } globalLights; const uvec3 tileCount = uvec3(32u, 18u, 48u); float linearDepth(float depthSample) { return ((camera.zFar * camera.zNear) / ((depthSample) * ((camera.zNear - camera.zFar)) + (camera.zFar))); } uvec3 getTile(vec4 fragCoord) { float sliceScale = (float(tileCount.z) / log2((camera.zFar / camera.zNear))); float sliceBias = -(((float(tileCount.z) * log2(camera.zNear)) / log2((camera.zFar / camera.zNear)))); uint zTile = uint(max(((log2(linearDepth(fragCoord.z)) * sliceScale) + sliceBias), 0.0f)); return uvec3(uint((fragCoord.x / (camera.outputSize.x / float(tileCount.x)))), uint((fragCoord.y / (camera.outputSize.y / float(tileCount.y)))), zTile); } uint getClusterIndex(vec4 fragCoord) { uvec3 tile = getTile(fragCoord); return ((tile.x + (tile.y * tileCount.x)) + ((tile.z * tileCount.x) * tileCount.y)); } layout(binding = 6, std430) buffer LightShadowTable_1 { int light[]; } lightShadowTable; vec2 shadowSampleOffsets[16] = vec2[16](vec2(-1.5f, -1.5f), vec2(-1.5f, -0.5f), vec2(-1.5f, 0.5f), vec2(-1.5f, 1.5f), vec2(-0.5f, -1.5f), vec2(-0.5f, -0.5f), vec2(-0.5f, 0.5f), vec2(-0.5f, 1.5f), vec2(0.5f, -1.5f), vec2(0.5f, -0.5f), vec2(0.5f, 0.5f), vec2(0.5f, 1.5f), vec2(1.5f, -1.5f), vec2(1.5f, -0.5f), vec2(1.5f, 0.5f), vec2(1.5f, 1.5f)); const uint shadowSampleCount = 16u; struct ShadowProperties { vec4 viewport; mat4 viewProj; }; layout(binding = 7, std430) buffer LightShadows_1 { ShadowProperties properties[]; } shadow; uniform highp sampler2D shadowTexture_1; uniform highp sampler2DShadow shadowTexture_shadowSampler; float dirLightVisibility(vec3 worldPos) { int shadowIndex = lightShadowTable.light[0u]; if ((shadowIndex == -1)) { return 1.0f; } vec4 viewport = shadow.properties[shadowIndex].viewport; vec4 lightPos = (shadow.properties[shadowIndex].viewProj * vec4(worldPos, 1.0f)); vec3 shadowPos = vec3((((lightPos.xy / lightPos.w) * vec2(0.5f, -0.5f)) + vec2(0.5f, 0.5f)), (lightPos.z / lightPos.w)); vec2 viewportPos = vec2((viewport.xy + (shadowPos.xy * viewport.zw))); vec2 texelSize = (1.0f / vec2(textureSize(shadowTexture_1, 0))); vec4 clampRect = vec4((viewport.xy - texelSize), ((viewport.xy + viewport.zw) + texelSize)); float visibility = 0.0f; { for(uint i = 0u; (i < shadowSampleCount); i = (i + 1u)) { visibility = (visibility + texture(shadowTexture_shadowSampler, vec3(clamp((viewportPos + (shadowSampleOffsets[i] * texelSize)), clampRect.xy, clampRect.zw), (shadowPos.z - 0.003f)))); } } return (visibility / float(shadowSampleCount)); } int getCubeFace(vec3 v) { vec3 vAbs = abs(v); bool tint_tmp = (vAbs.z >= vAbs.x); if (tint_tmp) { tint_tmp = (vAbs.z >= vAbs.y); } if ((tint_tmp)) { if ((v.z < 0.0f)) { return 5; } return 4; } if ((vAbs.y >= vAbs.x)) { if ((v.y < 0.0f)) { return 3; } return 2; } if ((v.x < 0.0f)) { return 1; } return 0; } float pointLightVisibility(uint lightIndex, vec3 worldPos, vec3 pointToLight) { int shadowIndex = lightShadowTable.light[(lightIndex + 1u)]; if ((shadowIndex == -1)) { return 1.0f; } shadowIndex = (shadowIndex + getCubeFace((pointToLight * -1.0f))); vec4 viewport = shadow.properties[shadowIndex].viewport; vec4 lightPos = (shadow.properties[shadowIndex].viewProj * vec4(worldPos, 1.0f)); vec3 shadowPos = vec3((((lightPos.xy / lightPos.w) * vec2(0.5f, -0.5f)) + vec2(0.5f, 0.5f)), (lightPos.z / lightPos.w)); vec2 viewportPos = vec2((viewport.xy + (shadowPos.xy * viewport.zw))); vec2 texelSize = (1.0f / vec2(textureSize(shadowTexture_1, 0))); vec4 clampRect = vec4(viewport.xy, (viewport.xy + viewport.zw)); float visibility = 0.0f; { for(uint i = 0u; (i < shadowSampleCount); i = (i + 1u)) { visibility = (visibility + texture(shadowTexture_shadowSampler, vec3(clamp((viewportPos + (shadowSampleOffsets[i] * texelSize)), clampRect.xy, clampRect.zw), (shadowPos.z - 0.01f)))); } } return (visibility / float(shadowSampleCount)); } struct VertexOutput { vec4 position; vec3 worldPos; vec3 view; vec2 texcoord; vec2 texcoord2; vec4 color; vec4 instanceColor; vec3 normal; vec3 tangent; vec3 bitangent; }; struct Material { vec4 baseColorFactor; vec3 emissiveFactor; float occlusionStrength; vec2 metallicRoughnessFactor; float alphaCutoff; }; layout(binding = 8) uniform Material_1 { vec4 baseColorFactor; vec3 emissiveFactor; float occlusionStrength; vec2 metallicRoughnessFactor; float alphaCutoff; } material; struct SurfaceInfo { vec4 baseColor; vec3 albedo; float metallic; float roughness; vec3 normal; vec3 f0; float ao; vec3 emissive; vec3 v; }; uniform highp sampler2D normalTexture_normalSampler; uniform highp sampler2D baseColorTexture_baseColorSampler; uniform highp sampler2D metallicRoughnessTexture_metallicRoughnessSampler; uniform highp sampler2D occlusionTexture_occlusionSampler; uniform highp sampler2D emissiveTexture_emissiveSampler; SurfaceInfo GetSurfaceInfo(VertexOutput tint_symbol) { SurfaceInfo surface = SurfaceInfo(vec4(0.0f, 0.0f, 0.0f, 0.0f), vec3(0.0f, 0.0f, 0.0f), 0.0f, 0.0f, vec3(0.0f, 0.0f, 0.0f), vec3(0.0f, 0.0f, 0.0f), 0.0f, vec3(0.0f, 0.0f, 0.0f), vec3(0.0f, 0.0f, 0.0f)); surface.v = normalize(tint_symbol.view); mat3 tbn = mat3(tint_symbol.tangent, tint_symbol.bitangent, tint_symbol.normal); vec3 normalMap = texture(normalTexture_normalSampler, tint_symbol.texcoord).rgb; surface.normal = normalize((tbn * ((2.0f * normalMap) - vec3(1.0f)))); vec4 baseColorMap = texture(baseColorTexture_baseColorSampler, tint_symbol.texcoord); surface.baseColor = ((tint_symbol.color * material.baseColorFactor) * baseColorMap); if ((surface.baseColor.a < material.alphaCutoff)) { discard; } surface.albedo = surface.baseColor.rgb; vec4 metallicRoughnessMap = texture(metallicRoughnessTexture_metallicRoughnessSampler, tint_symbol.texcoord); surface.metallic = (material.metallicRoughnessFactor.x * metallicRoughnessMap.b); surface.roughness = (material.metallicRoughnessFactor.y * metallicRoughnessMap.g); vec3 dielectricSpec = vec3(0.039999999f); surface.f0 = mix(dielectricSpec, surface.albedo, vec3(surface.metallic)); vec4 occlusionMap = texture(occlusionTexture_occlusionSampler, tint_symbol.texcoord); surface.ao = (material.occlusionStrength * occlusionMap.r); vec4 emissiveMap = texture(emissiveTexture_emissiveSampler, tint_symbol.texcoord); surface.emissive = (material.emissiveFactor * emissiveMap.rgb); if ((tint_symbol.instanceColor.a == 0.0f)) { surface.albedo = (surface.albedo + tint_symbol.instanceColor.rgb); } else { surface.albedo = (surface.albedo * tint_symbol.instanceColor.rgb); } return surface; } const float PI = 3.141592741f; const uint LightType_Point = 0u; const uint LightType_Directional = 2u; struct PuctualLight { uint lightType; vec3 pointToLight; float range; vec3 color; float intensity; }; vec3 FresnelSchlick(float cosTheta, vec3 F0) { return (F0 + ((vec3(1.0f) - F0) * pow((1.0f - cosTheta), 5.0f))); } float DistributionGGX(vec3 N, vec3 H, float roughness) { float a_1 = (roughness * roughness); float a2 = (a_1 * a_1); float NdotH = max(dot(N, H), 0.0f); float NdotH2 = (NdotH * NdotH); float num = a2; float denom = ((NdotH2 * (a2 - 1.0f)) + 1.0f); return (num / ((PI * denom) * denom)); } float GeometrySchlickGGX(float NdotV, float roughness) { float r_1 = (roughness + 1.0f); float k = ((r_1 * r_1) / 8.0f); float num = NdotV; float denom = ((NdotV * (1.0f - k)) + k); return (num / denom); } float GeometrySmith(vec3 N, vec3 V, vec3 L, float roughness) { float NdotV = max(dot(N, V), 0.0f); float NdotL = max(dot(N, L), 0.0f); float ggx2 = GeometrySchlickGGX(NdotV, roughness); float ggx1 = GeometrySchlickGGX(NdotL, roughness); return (ggx1 * ggx2); } float lightAttenuation(PuctualLight light) { if ((light.lightType == LightType_Directional)) { return 1.0f; } float tint_symbol_1 = length(light.pointToLight); if ((light.range <= 0.0f)) { return (1.0f / pow(tint_symbol_1, 2.0f)); } return (clamp((1.0f - pow((tint_symbol_1 / light.range), 4.0f)), 0.0f, 1.0f) / pow(tint_symbol_1, 2.0f)); } vec3 lightRadiance(PuctualLight light, SurfaceInfo surface) { vec3 L = normalize(light.pointToLight); vec3 H = normalize((surface.v + L)); float NDF = DistributionGGX(surface.normal, H, surface.roughness); float G = GeometrySmith(surface.normal, surface.v, L, surface.roughness); vec3 F = FresnelSchlick(max(dot(H, surface.v), 0.0f), surface.f0); vec3 kD = ((vec3(1.0f) - F) * (1.0f - surface.metallic)); float NdotL = max(dot(surface.normal, L), 0.0f); vec3 numerator = ((NDF * G) * F); float denominator = max(((4.0f * max(dot(surface.normal, surface.v), 0.0f)) * NdotL), 0.001f); vec3 specular = (numerator / vec3(denominator)); vec3 radiance = ((light.color * light.intensity) * lightAttenuation(light)); return (((((kD * surface.albedo) / vec3(PI)) + specular) * radiance) * NdotL); } struct FragmentOutput { vec4 color; vec4 emissive; }; uniform highp sampler2D ssaoTexture_1; uniform highp sampler2D ssaoTexture_defaultSampler; FragmentOutput fragmentMain(VertexOutput tint_symbol) { SurfaceInfo surface = GetSurfaceInfo(tint_symbol); vec3 Lo = vec3(0.0f, 0.0f, 0.0f); if ((globalLights.dirIntensity > 0.0f)) { PuctualLight light = PuctualLight(0u, vec3(0.0f, 0.0f, 0.0f), 0.0f, vec3(0.0f, 0.0f, 0.0f), 0.0f); light.lightType = LightType_Directional; light.pointToLight = globalLights.dirDirection; light.color = globalLights.dirColor; light.intensity = globalLights.dirIntensity; float lightVis = dirLightVisibility(tint_symbol.worldPos); Lo = (Lo + (lightRadiance(light, surface) * lightVis)); } uint clusterIndex = getClusterIndex(tint_symbol.position); uint lightOffset = clusterLights.lights[clusterIndex].offset; uint lightCount = clusterLights.lights[clusterIndex].count; { for(uint lightIndex = 0u; (lightIndex < lightCount); lightIndex = (lightIndex + 1u)) { uint i = clusterLights.indices[(lightOffset + lightIndex)]; PuctualLight light = PuctualLight(0u, vec3(0.0f, 0.0f, 0.0f), 0.0f, vec3(0.0f, 0.0f, 0.0f), 0.0f); light.lightType = LightType_Point; light.pointToLight = (globalLights.lights[i].position.xyz - tint_symbol.worldPos); light.range = globalLights.lights[i].range; light.color = globalLights.lights[i].color; light.intensity = globalLights.lights[i].intensity; float lightVis = pointLightVisibility(i, tint_symbol.worldPos, light.pointToLight); Lo = (Lo + (lightRadiance(light, surface) * lightVis)); } } vec2 ssaoCoord = (tint_symbol.position.xy / vec2(textureSize(ssaoTexture_1, 0).xy)); float ssaoFactor = texture(ssaoTexture_defaultSampler, ssaoCoord).r; vec3 ambient = (((globalLights.ambient * surface.albedo) * surface.ao) * ssaoFactor); vec3 color = linearTosRGB(((Lo + ambient) + surface.emissive)); FragmentOutput tint_symbol_2 = FragmentOutput(vec4(0.0f, 0.0f, 0.0f, 0.0f), vec4(0.0f, 0.0f, 0.0f, 0.0f)); tint_symbol_2.color = vec4(color, surface.baseColor.a); tint_symbol_2.emissive = vec4(surface.emissive, surface.baseColor.a); return tint_symbol_2; } void main() { VertexOutput tint_symbol_3 = VertexOutput(gl_FragCoord, worldPos_1, view_1, texcoord_1, texcoord2_1, color_1, instanceColor_1, normal_1, tangent_1, bitangent_1); FragmentOutput inner_result = fragmentMain(tint_symbol_3); color_2 = inner_result.color; emissive_1 = inner_result.emissive; return; }