380 lines
13 KiB
GLSL
380 lines
13 KiB
GLSL
SKIP: FAILED
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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
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lights : @stride(32) array<Light>;
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^^^^^^
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#version 310 es
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precision mediump float;
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layout(location = 0) in vec3 worldPos_1;
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layout(location = 1) in vec3 view_1;
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layout(location = 2) in vec2 texcoord_1;
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layout(location = 3) in vec2 texcoord2_1;
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layout(location = 4) in vec4 color_1;
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layout(location = 5) in vec4 instanceColor_1;
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layout(location = 6) in vec3 normal_1;
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layout(location = 7) in vec3 tangent_1;
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layout(location = 8) in vec3 bitangent_1;
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layout(location = 0) out vec4 color_2;
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layout(location = 1) out vec4 emissive_1;
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const float GAMMA = 2.200000048f;
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vec3 linearTosRGB(vec3 linear) {
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float INV_GAMMA = (1.0f / GAMMA);
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return pow(linear, vec3(INV_GAMMA));
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}
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struct Camera {
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mat4 projection;
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mat4 inverseProjection;
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mat4 view;
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vec3 position;
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float time;
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vec2 outputSize;
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float zNear;
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float zFar;
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};
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layout(binding = 0) uniform Camera_1 {
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mat4 projection;
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mat4 inverseProjection;
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mat4 view;
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vec3 position;
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float time;
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vec2 outputSize;
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float zNear;
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float zFar;
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} camera;
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struct ClusterLights {
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uint offset;
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uint count;
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};
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struct ClusterLightGroup {
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uint offset;
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ClusterLights lights[27648];
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uint indices[1769472];
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};
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layout(binding = 1) buffer ClusterLightGroup_1 {
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uint offset;
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ClusterLights lights[27648];
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uint indices[1769472];
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} clusterLights;
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struct Light {
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vec3 position;
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float range;
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vec3 color;
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float intensity;
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};
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layout(binding = 2) buffer GlobalLights_1 {
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vec3 ambient;
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vec3 dirColor;
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float dirIntensity;
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vec3 dirDirection;
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uint lightCount;
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Light lights[];
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} globalLights;
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const uvec3 tileCount = uvec3(32u, 18u, 48u);
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float linearDepth(float depthSample) {
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return ((camera.zFar * camera.zNear) / mad(depthSample, (camera.zNear - camera.zFar), camera.zFar));
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}
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uvec3 getTile(vec4 fragCoord) {
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float sliceScale = (float(tileCount.z) / log2((camera.zFar / camera.zNear)));
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float sliceBias = -(((float(tileCount.z) * log2(camera.zNear)) / log2((camera.zFar / camera.zNear))));
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uint zTile = uint(max(((log2(linearDepth(fragCoord.z)) * sliceScale) + sliceBias), 0.0f));
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return uvec3(uint((fragCoord.x / (camera.outputSize.x / float(tileCount.x)))), uint((fragCoord.y / (camera.outputSize.y / float(tileCount.y)))), zTile);
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}
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uint getClusterIndex(vec4 fragCoord) {
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uvec3 tile = getTile(fragCoord);
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return ((tile.x + (tile.y * tileCount.x)) + ((tile.z * tileCount.x) * tileCount.y));
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}
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layout(binding = 6) buffer LightShadowTable_1 {
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int light[];
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} lightShadowTable;
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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));
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const uint shadowSampleCount = 16u;
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struct ShadowProperties {
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vec4 viewport;
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mat4 viewProj;
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};
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layout(binding = 7) buffer LightShadows_1 {
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ShadowProperties properties[];
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} shadow;
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uniform highp sampler2D shadowTexture_1;
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uniform highp sampler2D shadowTexture_shadowSampler;
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float dirLightVisibility(vec3 worldPos) {
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int shadowIndex = lightShadowTable.light[0u];
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if ((shadowIndex == -1)) {
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return 1.0f;
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}
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vec4 viewport = shadow.properties[shadowIndex].viewport;
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vec4 lightPos = (shadow.properties[shadowIndex].viewProj * vec4(worldPos, 1.0f));
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vec3 shadowPos = vec3((((lightPos.xy / lightPos.w) * vec2(0.5f, -0.5f)) + vec2(0.5f, 0.5f)), (lightPos.z / lightPos.w));
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vec2 viewportPos = vec2((viewport.xy + (shadowPos.xy * viewport.zw)));
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vec2 texelSize = (1.0f / vec2(textureSize(shadowTexture_1, 0)));
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vec4 clampRect = vec4((viewport.xy - texelSize), ((viewport.xy + viewport.zw) + texelSize));
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float visibility = 0.0f;
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{
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for(uint i = 0u; (i < shadowSampleCount); i = (i + 1u)) {
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visibility = (visibility + texture(shadowTexture_shadowSampler, clamp((viewportPos + (shadowSampleOffsets[i] * texelSize)), clampRect.xy, clampRect.zw), (shadowPos.z - 0.003f)));
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}
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}
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return (visibility / float(shadowSampleCount));
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}
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int getCubeFace(vec3 v) {
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vec3 vAbs = abs(v);
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bool tint_tmp = (vAbs.z >= vAbs.x);
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if (tint_tmp) {
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tint_tmp = (vAbs.z >= vAbs.y);
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}
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if ((tint_tmp)) {
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if ((v.z < 0.0f)) {
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return 5;
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}
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return 4;
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}
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if ((vAbs.y >= vAbs.x)) {
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if ((v.y < 0.0f)) {
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return 3;
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}
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return 2;
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}
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if ((v.x < 0.0f)) {
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return 1;
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}
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return 0;
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}
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float pointLightVisibility(uint lightIndex, vec3 worldPos, vec3 pointToLight) {
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int shadowIndex = lightShadowTable.light[(lightIndex + 1u)];
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if ((shadowIndex == -1)) {
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return 1.0f;
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}
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shadowIndex = (shadowIndex + getCubeFace((pointToLight * -1.0f)));
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vec4 viewport = shadow.properties[shadowIndex].viewport;
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vec4 lightPos = (shadow.properties[shadowIndex].viewProj * vec4(worldPos, 1.0f));
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vec3 shadowPos = vec3((((lightPos.xy / lightPos.w) * vec2(0.5f, -0.5f)) + vec2(0.5f, 0.5f)), (lightPos.z / lightPos.w));
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vec2 viewportPos = vec2((viewport.xy + (shadowPos.xy * viewport.zw)));
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vec2 texelSize = (1.0f / vec2(textureSize(shadowTexture_1, 0)));
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vec4 clampRect = vec4(viewport.xy, (viewport.xy + viewport.zw));
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float visibility = 0.0f;
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{
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for(uint i = 0u; (i < shadowSampleCount); i = (i + 1u)) {
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visibility = (visibility + texture(shadowTexture_shadowSampler, clamp((viewportPos + (shadowSampleOffsets[i] * texelSize)), clampRect.xy, clampRect.zw), (shadowPos.z - 0.01f)));
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}
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}
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return (visibility / float(shadowSampleCount));
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}
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struct VertexOutput {
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vec4 position;
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vec3 worldPos;
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vec3 view;
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vec2 texcoord;
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vec2 texcoord2;
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vec4 color;
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vec4 instanceColor;
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vec3 normal;
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vec3 tangent;
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vec3 bitangent;
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};
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struct Material {
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vec4 baseColorFactor;
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vec3 emissiveFactor;
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float occlusionStrength;
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vec2 metallicRoughnessFactor;
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float alphaCutoff;
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};
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layout(binding = 8) uniform Material_1 {
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vec4 baseColorFactor;
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vec3 emissiveFactor;
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float occlusionStrength;
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vec2 metallicRoughnessFactor;
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float alphaCutoff;
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} material;
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struct SurfaceInfo {
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vec4 baseColor;
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vec3 albedo;
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float metallic;
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float roughness;
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vec3 normal;
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vec3 f0;
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float ao;
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vec3 emissive;
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vec3 v;
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};
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uniform highp sampler2D normalTexture_normalSampler;
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uniform highp sampler2D baseColorTexture_baseColorSampler;
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uniform highp sampler2D metallicRoughnessTexture_metallicRoughnessSampler;
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uniform highp sampler2D occlusionTexture_occlusionSampler;
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uniform highp sampler2D emissiveTexture_emissiveSampler;
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SurfaceInfo GetSurfaceInfo(VertexOutput tint_symbol) {
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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));
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surface.v = normalize(tint_symbol.view);
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mat3 tbn = mat3(tint_symbol.tangent, tint_symbol.bitangent, tint_symbol.normal);
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vec3 normalMap = texture(normalTexture_normalSampler, tint_symbol.texcoord).rgb;
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surface.normal = normalize((tbn * ((2.0f * normalMap) - vec3(1.0f))));
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vec4 baseColorMap = texture(baseColorTexture_baseColorSampler, tint_symbol.texcoord);
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surface.baseColor = ((tint_symbol.color * material.baseColorFactor) * baseColorMap);
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if ((surface.baseColor.a < material.alphaCutoff)) {
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discard;
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}
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surface.albedo = surface.baseColor.rgb;
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vec4 metallicRoughnessMap = texture(metallicRoughnessTexture_metallicRoughnessSampler, tint_symbol.texcoord);
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surface.metallic = (material.metallicRoughnessFactor.x * metallicRoughnessMap.b);
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surface.roughness = (material.metallicRoughnessFactor.y * metallicRoughnessMap.g);
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vec3 dielectricSpec = vec3(0.039999999f);
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surface.f0 = mix(dielectricSpec, surface.albedo, vec3(surface.metallic));
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vec4 occlusionMap = texture(occlusionTexture_occlusionSampler, tint_symbol.texcoord);
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surface.ao = (material.occlusionStrength * occlusionMap.r);
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vec4 emissiveMap = texture(emissiveTexture_emissiveSampler, tint_symbol.texcoord);
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surface.emissive = (material.emissiveFactor * emissiveMap.rgb);
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if ((tint_symbol.instanceColor.a == 0.0f)) {
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surface.albedo = (surface.albedo + tint_symbol.instanceColor.rgb);
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} else {
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surface.albedo = (surface.albedo * tint_symbol.instanceColor.rgb);
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}
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return surface;
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}
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const float PI = 3.141592741f;
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const uint LightType_Point = 0u;
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const uint LightType_Directional = 2u;
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struct PuctualLight {
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uint lightType;
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vec3 pointToLight;
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float range;
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vec3 color;
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float intensity;
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};
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vec3 FresnelSchlick(float cosTheta, vec3 F0) {
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return (F0 + ((vec3(1.0f) - F0) * pow((1.0f - cosTheta), 5.0f)));
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}
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float DistributionGGX(vec3 N, vec3 H, float roughness) {
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float a_1 = (roughness * roughness);
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float a2 = (a_1 * a_1);
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float NdotH = max(dot(N, H), 0.0f);
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float NdotH2 = (NdotH * NdotH);
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float num = a2;
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float denom = ((NdotH2 * (a2 - 1.0f)) + 1.0f);
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return (num / ((PI * denom) * denom));
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}
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float GeometrySchlickGGX(float NdotV, float roughness) {
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float r_1 = (roughness + 1.0f);
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float k = ((r_1 * r_1) / 8.0f);
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float num = NdotV;
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float denom = ((NdotV * (1.0f - k)) + k);
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return (num / denom);
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}
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float GeometrySmith(vec3 N, vec3 V, vec3 L, float roughness) {
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float NdotV = max(dot(N, V), 0.0f);
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float NdotL = max(dot(N, L), 0.0f);
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float ggx2 = GeometrySchlickGGX(NdotV, roughness);
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float ggx1 = GeometrySchlickGGX(NdotL, roughness);
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return (ggx1 * ggx2);
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}
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float lightAttenuation(PuctualLight light) {
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if ((light.lightType == LightType_Directional)) {
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return 1.0f;
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}
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float tint_symbol_1 = length(light.pointToLight);
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if ((light.range <= 0.0f)) {
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return (1.0f / pow(tint_symbol_1, 2.0f));
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}
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return (clamp((1.0f - pow((tint_symbol_1 / light.range), 4.0f)), 0.0f, 1.0f) / pow(tint_symbol_1, 2.0f));
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}
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vec3 lightRadiance(PuctualLight light, SurfaceInfo surface) {
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vec3 L = normalize(light.pointToLight);
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vec3 H = normalize((surface.v + L));
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float NDF = DistributionGGX(surface.normal, H, surface.roughness);
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float G = GeometrySmith(surface.normal, surface.v, L, surface.roughness);
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vec3 F = FresnelSchlick(max(dot(H, surface.v), 0.0f), surface.f0);
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vec3 kD = ((vec3(1.0f) - F) * (1.0f - surface.metallic));
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float NdotL = max(dot(surface.normal, L), 0.0f);
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vec3 numerator = ((NDF * G) * F);
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float denominator = max(((4.0f * max(dot(surface.normal, surface.v), 0.0f)) * NdotL), 0.001f);
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vec3 specular = (numerator / vec3(denominator));
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vec3 radiance = ((light.color * light.intensity) * lightAttenuation(light));
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return (((((kD * surface.albedo) / vec3(PI)) + specular) * radiance) * NdotL);
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}
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struct FragmentOutput {
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vec4 color;
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vec4 emissive;
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};
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uniform highp sampler2D ssaoTexture_1;
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uniform highp sampler2D ssaoTexture_defaultSampler;
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FragmentOutput fragmentMain(VertexOutput tint_symbol) {
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SurfaceInfo surface = GetSurfaceInfo(tint_symbol);
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vec3 Lo = vec3(0.0f, 0.0f, 0.0f);
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if ((globalLights.dirIntensity > 0.0f)) {
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PuctualLight light = PuctualLight(0u, vec3(0.0f, 0.0f, 0.0f), 0.0f, vec3(0.0f, 0.0f, 0.0f), 0.0f);
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light.lightType = LightType_Directional;
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light.pointToLight = globalLights.dirDirection;
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light.color = globalLights.dirColor;
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light.intensity = globalLights.dirIntensity;
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float lightVis = dirLightVisibility(tint_symbol.worldPos);
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Lo = (Lo + (lightRadiance(light, surface) * lightVis));
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}
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uint clusterIndex = getClusterIndex(tint_symbol.position);
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uint lightOffset = clusterLights.lights[clusterIndex].offset;
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uint lightCount = clusterLights.lights[clusterIndex].count;
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{
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for(uint lightIndex = 0u; (lightIndex < lightCount); lightIndex = (lightIndex + 1u)) {
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uint i = clusterLights.indices[(lightOffset + lightIndex)];
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PuctualLight light = PuctualLight(0u, vec3(0.0f, 0.0f, 0.0f), 0.0f, vec3(0.0f, 0.0f, 0.0f), 0.0f);
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light.lightType = LightType_Point;
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light.pointToLight = (globalLights.lights[i].position.xyz - tint_symbol.worldPos);
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light.range = globalLights.lights[i].range;
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light.color = globalLights.lights[i].color;
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light.intensity = globalLights.lights[i].intensity;
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float lightVis = pointLightVisibility(i, tint_symbol.worldPos, light.pointToLight);
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Lo = (Lo + (lightRadiance(light, surface) * lightVis));
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}
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}
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vec2 ssaoCoord = (tint_symbol.position.xy / vec2(textureSize(ssaoTexture_1, 0).xy));
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float ssaoFactor = texture(ssaoTexture_defaultSampler, ssaoCoord).r;
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vec3 ambient = (((globalLights.ambient * surface.albedo) * surface.ao) * ssaoFactor);
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vec3 color = linearTosRGB(((Lo + ambient) + surface.emissive));
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FragmentOutput tint_symbol_2 = FragmentOutput(vec4(0.0f, 0.0f, 0.0f, 0.0f), vec4(0.0f, 0.0f, 0.0f, 0.0f));
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tint_symbol_2.color = vec4(color, surface.baseColor.a);
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tint_symbol_2.emissive = vec4(surface.emissive, surface.baseColor.a);
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return tint_symbol_2;
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}
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void main() {
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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);
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FragmentOutput inner_result = fragmentMain(tint_symbol_3);
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color_2 = inner_result.color;
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emissive_1 = inner_result.emissive;
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return;
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}
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Error parsing GLSL shader:
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ERROR: 0:76: 'mad' : no matching overloaded function found
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ERROR: 0:76: '' : compilation terminated
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ERROR: 2 compilation errors. No code generated.
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