#version 300 es precision highp float; #ifndef NORMAL_MAP #define NORMAL_MAP 0 #endif #ifndef PARALLAX #define PARALLAX 0 #endif in vec3 position; in vec2 textcoord; in vec3 normal; in vec3 tangent; in vec3 bitangent; uniform mat4 world; uniform mat4 view; uniform mat4 viewProjection; uniform mat4 worldInverseTranspose; uniform float normals; out vec2 v_textcoord; out vec4 v_normal; out vec4 v_tangent; out vec4 v_binormal; out vec2 v_offset; out vec4 v_worldposition; out vec4 v_position; out float v_depth; out vec3 v_view; //mat3 transpose(mat3 matrix) { // // return mat3( matrix[0].x, matrix[1].x, matrix[2].x, // matrix[0].y, matrix[1].y, matrix[2].y, // matrix[0].z, matrix[1].z, matrix[2].z ); // //} void main(void) { v_textcoord = textcoord; v_normal = normalize(worldInverseTranspose * vec4(normal, 0.0)); #if NORMAL_MAP == 1 v_tangent = normalize(worldInverseTranspose * vec4(tangent, 0.0) ); v_binormal = normalize(worldInverseTranspose * vec4(bitangent, 0.0) ); //v_binormal = vec4(cross(v_normal.xyz, v_tangent.xyz), 0.0); #endif #if PARALLAX == 1 const float height_map_range = 0.32; vec3 vs_normal = ( view * v_normal ).xyz; vec3 vs_tangent = ( view * v_tangent ).xyz; vec3 vs_bitangent = ( view * vec4(v_binormal, 0.0) ).xyz; //vec3 vs_bitangent = bitangent; vec4 a = view * vec4(position, 1.0); v_view = a.xyz; mat3 tbn = mat3( normalize(vs_tangent), normalize(vs_bitangent), normalize(vs_normal) ); mat3 vs_to_ts = transpose( tbn ); vec3 ts_view = vs_to_ts * v_view; v_offset = (ts_view.xy / ts_view.z) * height_map_range; #endif v_worldposition = world * vec4(position, 1.0); v_position = viewProjection * vec4(position, 1.0); v_depth = v_position.z; gl_Position = v_position; } // #keplerEngine - Split #version 300 es precision highp float; #define PI 3.14159265358979323846 layout(location = 0) out vec4 deferred_diffuse_roughness; layout(location = 1) out vec4 deferred_normal_depth; layout(location = 2) out vec4 deferred_position_material_ID; layout(location = 3) out vec4 tangent; //layout(location = 3) out vec4 deferred_material_1; in vec2 v_textcoord; in vec4 v_normal; in vec4 v_tangent; in vec4 v_binormal; in vec4 v_worldposition; in vec4 v_position; in float v_depth; in vec2 v_offset; in vec3 v_view; const float gamma = 2.2; //pbr uniform samplerCube reflectionSampler; uniform vec3 cameraPosition; uniform vec3 lightGeometry; uniform float clearCoat; uniform vec3 clearCoatColor; uniform float clearCoatThickness; uniform float clearCoatRoughness; uniform float clearCoatIOR; uniform float anisotropy; uniform vec3 lightDirection; uniform vec3 lightColor; uniform float lightIntensity; uniform float environmentLuminance; uniform float v_metallic; uniform float v_reflectance; uniform float lightType; uniform vec3 lightPosition; #define ANISOTROPY 0 #define USE_IES_PROFILE 0 #define TRANSPARENT_MATERIAL 0 #define TRANSLUCENT_MATERIAL 0 #define CUBEMAP_EDGE_FIXUP 0 #ifndef NORMAL_MAP #define NORMAL_MAP 0 #endif #ifndef TEXTURE #define TEXTURE 0 #endif #ifndef ROUGHNESS_MAP #define ROUGHNESS_MAP 0 #endif #ifndef PARALLAX #define PARALLAX 0 #endif precision highp float; uniform sampler2D diffuseSampler; uniform sampler2D normalSampler; uniform sampler2D roughnessSampler; uniform sampler2D heightSampler; uniform sampler2D shadowNoiseSampler; uniform sampler2D shadowDepthSampler; uniform float normals; uniform float far; uniform float roughness; uniform float metallic; uniform float alpha; uniform float shadingModelID; uniform vec3 diffuseColor; uniform float attenuation; uniform float SourceRadius; uniform float SourceLength; uniform float specular; uniform float mode; uniform float uvMultiplier; uniform float render_type; uniform float shadowBias; uniform mat4 lightViewProjection; #include "physically_based_shading_full.shader" vec3 sampleReflection( vec3 r ) { return texture(reflectionSampler, r).xyz; } vec3 HDR_ACES(const vec3 x) { // Narkowicz 2015, "ACES Filmic Tone Mapping Curve" const float a = 2.51; const float b = 0.03; const float c = 2.43; const float d = 0.59; const float e = 0.14; return (x * (a * x + b)) / (x * (c * x + d) + e); } vec3 tonemap(const vec3 x) { return HDR_ACES(x); } float linearToSRGB(float c) { return (c <= 0.0031308) ? c * 12.92 : (pow(abs(c), 1.0 / 2.4) * 1.055) - 0.055; } vec3 linearToSRGB(vec3 c) { return vec3(linearToSRGB(c.r), linearToSRGB(c.g), linearToSRGB(c.b)); } float DecodeFloatRGBA( vec4 rgba ) { return (rgba).x; //return dot( rgba, vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 160581375.0) ); } float shadow_sample(sampler2D depthMap, vec2 coord) { return texture(depthMap, coord).x;//DecodeFloatRGBA() ; } vec2 DoubleSampleRotated(sampler2D depthMap, vec4 p, vec4 rotMatr, vec4 kernel) { vec4 rotatedOff; rotatedOff = rotMatr.xyzw * kernel.xxww + rotMatr.zwxy * kernel.yyzz; vec4 fetchPos = p.xyxy + rotatedOff;// + rotatedOff vec2 result; result.x = shadow_sample(depthMap, fetchPos.xy); result.y = shadow_sample(depthMap, fetchPos.zw); return result; } float PCF(sampler2D depthMap, vec4 p, vec2 randDirTC, float depth) { vec2 kernelRadius = vec2(4.0); vec4 irreg_kernel_2d[8]; irreg_kernel_2d[0] = vec4(-0.556641,-0.037109,-0.654297, 0.111328); irreg_kernel_2d[1] = vec4(0.173828,0.111328,0.064453, -0.359375); irreg_kernel_2d[2] = vec4(0.001953,0.082031,-0.060547, 0.078125); irreg_kernel_2d[3] = vec4(0.220703,-0.359375,-0.062500, 0.001953); irreg_kernel_2d[4] = vec4(0.242188,0.126953,-0.250000, -0.140625); irreg_kernel_2d[5] = vec4(0.070313,-0.025391,0.148438, 0.082031); irreg_kernel_2d[6] = vec4(-0.078125,0.013672,-0.314453, 0.013672); irreg_kernel_2d[7] = vec4(0.117188,-0.140625,-0.199219, 0.117188); vec2 vInvShadowMapWH = vec2(1.0 / 2048.0); const int kernelSize = 8; mediump float P_Z = depth; // p.z; vec4 p0 = vec4(p.xyz, 1.0); mediump vec2 rotScale = vec2(kernelRadius.y * 2.0); float shadowTest = 0.0; #define KERNEL_STEP_SIZE 2 vec2 rotSample = 2.0 * texture(shadowDepthSampler, randDirTC.xy).xy - 1.0; rotSample.xy = normalize(rotSample.xy); rotSample.xy *= (kernelRadius.xy * vInvShadowMapWH.xy); vec4 rot = vec4(rotSample.x, -rotSample.y, rotSample.y, rotSample.x); const int kernelOffset = 0; for(int i=kernelOffset; i shadowDepth) { sum += 1.0; } else { sum += 0.0; } // } return sum; } float linestep(float min, float max, float value) { return clamp((value - min) / (max - min), 0., 1.); } float reduceBleeding(float p_max, float amount) { return linestep(amount, 1.0, p_max); } float ChebyshevUpperBound(vec2 moments, float distance) { if (distance <= moments.x) return 1.0; float g_minVariance = .00007; float variance = moments.y - (moments.x*moments.x); variance = max(variance,g_minVariance); float d = distance - moments.x; float p_max = variance / (variance + d*d); return reduceBleeding(p_max, .725); } float calculateShadowOcclusion( vec3 worldPosition, vec2 uv ) { vec4 projCoords = lightViewProjection * vec4(worldPosition, 1.0) ; float shadowDepth = length( lightPosition - worldPosition ); projCoords.xy /= projCoords.w; projCoords = 0.49 * projCoords + 0.5; vec4 moments = texture( shadowDepthSampler, projCoords.xy ); mediump vec2 randomSample = texture(shadowNoiseSampler, vec2(1024.) * uv / 64.0).xy * 2.0 - 1.0; float outFrustum = 0.0; if(projCoords.x < 0.0 || projCoords.x > 1.0) { return 1.0; } if(projCoords.y < 0.0 || projCoords.y > 1.0) { return 1.0; } if(projCoords.z < 1.0) { return 1.0; } //return ChebyshevUpperBound(moments.xy, shadowDepth); //if(uv.x < .5) //return DecodeFloatRGBA( texture(shadowDepthSampler, projCoords.xy ) ) / 10.0; //else //return shadowDepth; //return moments.x; //return projCoords.x; //return texture( shadowDepthSampler, uv ).x;//projCoords.xy //return poissonPCFmultitap(projCoords, shadowDepth, uv); //return PCF(sampler2D depthMap, vec4 p, vec2 randDirTC); return PCF( shadowDepthSampler, projCoords, randomSample, shadowDepth ); //return 1.0 - ChebyshevUpperBound(moments.xy, shadowDepth); // return smoothShadow(projCoords, shadowDepth,uv); } void main() { vec2 textureCoordinate = v_textcoord; vec3 normal; #if NORMAL_MAP == 1 vec4 normalMap = texture(normalSampler, textureCoordinate * uvMultiplier) * 2.0 - 1.0; normal = normalize((v_tangent.xyz * normalMap.x) + (v_binormal.xyz * normalMap.y) + (v_normal.xyz * normalMap.z)); mat3 tangentToWorld = transpose(mat3( v_tangent.xyz , v_binormal.xyz , v_normal.xyz)); normal = normalMap.xyz * tangentToWorld; #else normal = v_normal.xyz; #endif #if PARALLAX == 1 const float max_samples = 30.0; const float min_samples = 8.0; vec3 view = normalize(v_view); float num_steps = mix(max_samples, min_samples, dot(view, normal)); float current_height = 0.0; float step_size = 1.0 / float(num_steps); float prev_height = 1.0; float step_index = 0.0; vec2 tex_offset_per_step = step_size * v_offset; vec2 tex_current_offset = v_textcoord; float current_bound = 1.0; float parallax_amount = 0.0; vec2 pt1 = vec2(0.0); vec2 pt2 = vec2(0.0); vec2 tex_offset = vec2(0.0); for(int x = 0; x < 30; x++) { if(step_index < num_steps) { tex_current_offset -= tex_offset_per_step; current_height = texture(heightSampler, tex_current_offset).r; //, dx, dy current_bound -= step_size; if(current_height > current_bound) { pt1 = vec2(current_bound, current_height); pt2 = vec2(current_bound + step_size, prev_height); tex_offset = tex_current_offset - tex_offset_per_step; step_index = num_steps + 1.0; } else { step_index++; prev_height = current_height; } } } float delta1 = pt1.x - pt1.y; float delta2 = pt2.x - pt2.y; float denominator = delta2 - delta1; if(denominator == 0.0) { parallax_amount = 0.0; } else { parallax_amount = (pt1.x * delta2 - pt2.x * delta1) / denominator; } vec2 parallax_offset = v_offset * (1.0 - parallax_amount); textureCoordinate.xy -= parallax_offset; #endif float gamma = 1.4; vec3 baseColor; vec4 diffuseMap; #if TEXTURE == 1 diffuseMap = ( texture(diffuseSampler, textureCoordinate * uvMultiplier));//toLinear baseColor = diffuseMap.rgb; #else baseColor = diffuseColor; #endif float f_roughness = roughness; #if ROUGHNESS_MAP == 1 f_roughness = texture(roughnessSampler, textureCoordinate).x; #endif vec3 diffuse = baseColor ; // float opacity = 1.0; float metallic = v_metallic / 2.0; float reflectance = v_reflectance / 2.0; vec3 viewDir = (cameraPosition - v_worldposition.xyz); vec3 reflectionVector = reflect(-viewDir.xyz, normalize(normal.xyz)); vec3 reflectionSample = sampleReflection( reflectionVector ); if(render_type == 0.0) { // Material properties deferredMaterialData materialData; materialData.ambientOcclusion = 1.0; materialData.normal = normalize( normal.xyz ); materialData.baseColor = sRGBtoLinear(diffuse.rgb); materialData.position = v_worldposition.xyz; materialData.index = shadingModelID; materialData.roughness = f_roughness; materialData.clearCoat = clearCoat; materialData.clearCoatRoughness = clearCoatRoughness; materialData.clearCoatThickness = clearCoatThickness; materialData.clearCoatColor = clearCoatColor; materialData.alpha = 1.0; materialData.shadowOcclusion = calculateShadowOcclusion( v_worldposition.xyz, textureCoordinate ); materialData.metallic = metallic; materialData.reflectance = reflectance; materialData.tangent = v_tangent.xyz; // Light properties deferredLightData lightData; lightData.position = lightPosition; lightData.direction = lightDirection; lightData.color = lightColor; lightData.intensity = lightIntensity; lightData.inverseFalloff = lightGeometry.x; lightData.length = lightGeometry.y; lightData.radius = lightGeometry.z; vec4 pbr = physically_based_shading( materialData, lightData ); float exposure = 1.7; pbr.rgb *= exposure; deferred_diffuse_roughness = vec4(linearToSRGB(tonemap(pbr.rgb)), 1.0); if(shadingModelID == 100.0) { deferred_diffuse_roughness = vec4(reflectionSample, 1.0); } //if(textureCoordinate.x > .5) //deferred_diffuse_roughness = vec4(vec3(shadow), 1.0); } else { deferred_diffuse_roughness = vec4( (diffuse), f_roughness); // //f_roughness kaj niet vergeten!!! deferred_normal_depth = vec4(normalize(normal), v_depth); deferred_position_material_ID = vec4(v_worldposition.xyz, float( shadingModelID ) ); } }