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