Files
Destrum/destrum/assets_src/shaders/mesh.frag
T

112 lines
3.7 KiB
GLSL

#version 460
#extension GL_GOOGLE_include_directive : require
#include "bindless.glsl"
#include "scene_data.glsl"
#include "mesh_pcs.glsl"
#include "lighting.glsl"
#include "shadows.glsl"
layout (location = 0) in vec3 inPos;
layout (location = 1) in vec2 inUV;
layout (location = 2) in vec3 inNormal;
layout (location = 3) in vec4 inTangent;
layout (location = 4) in mat3 inTBN;
layout (location = 0) out vec4 outFragColor;
void main()
{
MaterialData material = pcs.sceneData.materials.data[pcs.materialID];
uint samplerID = pcs.sceneData.materials.data[pcs.materialID].textureFilteringMode;
vec4 diffuse = sampleTexture2D(material.diffuseTex, samplerID, inUV) * material.baseColor;
vec3 baseColor = diffuse.rgb;
// if (diffuse.a < 0.1) {
// discard;
// }
vec3 normal = normalize(inNormal);
// if (inTangent != vec4(0.0)) {
// // FIXME: sometimes Blender doesn't export tangents for some objects
// // for some reason. When we will start computing tangents manually,
// // this check can be removed
// normal = sampleTexture2DLinear(material.normalTex, inUV).rgb;
// // normal.y = 1 - normal.y; // flip to make OpenGL normal maps work
// normal = inTBN * normalize(normal * 2.0 - 1.0);
// normal = normalize(normal);
// }
float metallicF = material.metallicRoughnessEmissive.r;
float roughnessF = material.metallicRoughnessEmissive.g;
vec4 metallicRoughness = sampleTexture2DLinear(material.metallicRoughnessTex, inUV);
float roughness = roughnessF * metallicRoughness.g;
// roughness *= roughness; // from perceptual to linear
roughness = max(roughness, 1e-2); // 0.0 roughness leads to NaNs
float metallic = metallicF * metallicRoughness.b;
vec3 dielectricSpecular = vec3(0.04);
vec3 black = vec3(0.0);
vec3 diffuseColor = mix(baseColor * (1.0 - dielectricSpecular.r), black, metallic);
vec3 f0 = mix(dielectricSpecular, baseColor, metallic);
vec3 cameraPos = pcs.sceneData.cameraPos.xyz;
vec3 fragPos = inPos.xyz;
vec3 n = normal;
vec3 v = normalize(cameraPos - fragPos);
// forward+: only loop over the lights the culling pass put in this pixel's tile
uvec2 tileID = uvec2(gl_FragCoord.xy) / LIGHT_TILE_SIZE;
uint tileOffset = (tileID.y * pcs.sceneData.tileCountX + tileID.x) * LIGHT_TILE_STRIDE;
uint tileLightCount = pcs.sceneData.tileLightIndices.data[tileOffset];
vec3 fragColor = vec3(0.0);
for (uint i = 0; i < tileLightCount; i++) {
uint lightIndex = pcs.sceneData.tileLightIndices.data[tileOffset + 1 + i];
Light light = pcs.sceneData.lights.data[lightIndex];
float occlusion = 1.0;
if (light.castShadows != 0) {
occlusion = calculateDirectionalShadow(
fragPos, n,
pcs.sceneData.lightViewProj,
pcs.sceneData.shadowMapId,
pcs.sceneData.shadowNormalOffset);
}
fragColor += calculateLight(light, fragPos, n, v,
diffuseColor, roughness, metallic, f0, occlusion);
}
// emissive
float emissiveF = material.metallicRoughnessEmissive.b;
vec3 emissiveColor = emissiveF * sampleTexture2DLinear(material.emissiveTex, inUV).rgb;
fragColor += emissiveColor;
// ambient
fragColor += baseColor * pcs.sceneData.ambientColor * pcs.sceneData.ambientIntensity;
if (pcs.sceneData.debugLightHeatmap != 0) {
fragColor = mix(fragColor, lightHeatmapColor(tileLightCount), 0.5);
}
#if 0
// TANGENT DEBUG
if (inTangent == vec4(0.0)) {
fragColor = vec3(1.0f, 0.0f, 0.0f);
}
#endif
#if 0
// NORMAL DEBUG
fragColor = normal;
#endif
outFragColor = vec4(fragColor, diffuse.a);
}