/* ----------- Uniforms --------- */ uniform sampler2DArray probePlanars; uniform sampler2DArray probeCubes; /* ----------- Structures --------- */ struct CubeData { vec4 position_type; vec4 attenuation_fac_type; mat4 influencemat; mat4 parallaxmat; }; #define PROBE_PARALLAX_BOX 1.0 #define PROBE_ATTENUATION_BOX 1.0 #define p_position position_type.xyz #define p_parallax_type position_type.w #define p_atten_fac attenuation_fac_type.x #define p_atten_type attenuation_fac_type.y struct PlanarData { vec4 plane_equation; vec4 clip_vec_x_fade_scale; vec4 clip_vec_y_fade_bias; vec4 clip_edges; vec4 facing_scale_bias; mat4 reflectionmat; /* transform world space into reflection texture space */ mat4 unused; }; #define pl_plane_eq plane_equation #define pl_normal plane_equation.xyz #define pl_facing_scale facing_scale_bias.x #define pl_facing_bias facing_scale_bias.y #define pl_fade_scale clip_vec_x_fade_scale.w #define pl_fade_bias clip_vec_y_fade_bias.w #define pl_clip_pos_x clip_vec_x_fade_scale.xyz #define pl_clip_pos_y clip_vec_y_fade_bias.xyz #define pl_clip_edges clip_edges struct GridData { mat4 localmat; ivec4 resolution_offset; vec4 ws_corner_atten_scale; /* world space corner position */ vec4 ws_increment_x_atten_bias; /* world space vector between 2 opposite cells */ vec4 ws_increment_y_lvl_bias; vec4 ws_increment_z; vec4 vis_bias_bleed_range; }; #define g_corner ws_corner_atten_scale.xyz #define g_atten_scale ws_corner_atten_scale.w #define g_atten_bias ws_increment_x_atten_bias.w #define g_level_bias ws_increment_y_lvl_bias.w #define g_increment_x ws_increment_x_atten_bias.xyz #define g_increment_y ws_increment_y_lvl_bias.xyz #define g_increment_z ws_increment_z.xyz #define g_resolution resolution_offset.xyz #define g_offset resolution_offset.w #define g_vis_bias vis_bias_bleed_range.x #define g_vis_bleed vis_bias_bleed_range.y #define g_vis_range vis_bias_bleed_range.z #ifndef MAX_PROBE # define MAX_PROBE 1 #endif #ifndef MAX_GRID # define MAX_GRID 1 #endif #ifndef MAX_PLANAR # define MAX_PLANAR 1 #endif #ifndef UTIL_TEX # define UTIL_TEX uniform sampler2DArray utilTex; # define texelfetch_noise_tex(coord) texelFetch(utilTex, ivec3(ivec2(coord) % LUT_SIZE, 2.0), 0) #endif /* UTIL_TEX */ layout(std140) uniform probe_block { CubeData probes_data[MAX_PROBE]; }; layout(std140) uniform grid_block { GridData grids_data[MAX_GRID]; }; layout(std140) uniform planar_block { PlanarData planars_data[MAX_PLANAR]; }; /* ----------- Functions --------- */ float probe_attenuation_cube(int pd_id, vec3 W) { vec3 localpos = transform_point(probes_data[pd_id].influencemat, W); float probe_atten_fac = probes_data[pd_id].p_atten_fac; float fac; if (probes_data[pd_id].p_atten_type == PROBE_ATTENUATION_BOX) { vec3 axes_fac = saturate(probe_atten_fac - probe_atten_fac * abs(localpos)); fac = min_v3(axes_fac); } else { fac = saturate(probe_atten_fac - probe_atten_fac * length(localpos)); } return fac; } float probe_attenuation_planar(PlanarData pd, vec3 W, vec3 N, float roughness) { /* Normal Facing */ float fac = saturate(dot(pd.pl_normal, N) * pd.pl_facing_scale + pd.pl_facing_bias); /* Distance from plane */ fac *= saturate(abs(dot(pd.pl_plane_eq, vec4(W, 1.0))) * pd.pl_fade_scale + pd.pl_fade_bias); /* Fancy fast clipping calculation */ vec2 dist_to_clip; dist_to_clip.x = dot(pd.pl_clip_pos_x, W); dist_to_clip.y = dot(pd.pl_clip_pos_y, W); /* compare and add all tests */ fac *= step(2.0, dot(step(pd.pl_clip_edges, dist_to_clip.xxyy), vec2(-1.0, 1.0).xyxy)); /* Decrease influence for high roughness */ fac *= saturate(1.0 - roughness * 10.0); return fac; } float probe_attenuation_grid(GridData gd, mat4 localmat, vec3 W, out vec3 localpos) { localpos = transform_point(localmat, W); vec3 pos_to_edge = max(vec3(0.0), abs(localpos) - 1.0); float fade = length(pos_to_edge); return saturate(-fade * gd.g_atten_scale + gd.g_atten_bias); } vec3 probe_evaluate_cube(int pd_id, vec3 W, vec3 R, float roughness) { /* Correct reflection ray using parallax volume intersection. */ vec3 localpos = transform_point(probes_data[pd_id].parallaxmat, W); vec3 localray = transform_direction(probes_data[pd_id].parallaxmat, R); float dist; if (probes_data[pd_id].p_parallax_type == PROBE_PARALLAX_BOX) { dist = line_unit_box_intersect_dist(localpos, localray); } else { dist = line_unit_sphere_intersect_dist(localpos, localray); } /* Use Distance in WS directly to recover intersection */ vec3 intersection = W + R * dist - probes_data[pd_id].p_position; /* From Frostbite PBR Course * Distance based roughness * http://www.frostbite.com/wp-content/uploads/2014/11/course_notes_moving_frostbite_to_pbr.pdf */ float original_roughness = roughness; float linear_roughness = sqrt(roughness); float distance_roughness = saturate(dist * linear_roughness / length(intersection)); linear_roughness = mix(distance_roughness, linear_roughness, linear_roughness); roughness = linear_roughness * linear_roughness; float fac = saturate(original_roughness * 2.0 - 1.0); R = mix(intersection, R, fac * fac); return textureLod_octahedron( probeCubes, vec4(R, float(pd_id)), roughness * prbLodCubeMax, prbLodCubeMax) .rgb; } vec3 probe_evaluate_world_spec(vec3 R, float roughness) { return textureLod_octahedron(probeCubes, vec4(R, 0.0), roughness * prbLodCubeMax, prbLodCubeMax) .rgb; } vec3 probe_evaluate_planar( float id, PlanarData pd, vec3 W, vec3 N, vec3 V, float roughness, inout float fade) { /* Find view vector / reflection plane intersection. */ vec3 point_on_plane = line_plane_intersect(W, V, pd.pl_plane_eq); /* How far the pixel is from the plane. */ float ref_depth = 1.0; /* TODO parameter */ /* Compute distorded reflection vector based on the distance to the reflected object. * In other words find intersection between reflection vector and the sphere center * around point_on_plane. */ vec3 proj_ref = reflect(reflect(-V, N) * ref_depth, pd.pl_normal); /* Final point in world space. */ vec3 ref_pos = point_on_plane + proj_ref; /* Reproject to find texture coords. */ vec4 refco = ViewProjectionMatrix * vec4(ref_pos, 1.0); refco.xy /= refco.w; /* TODO: If we support non-ssr planar reflection, we should blur them with gaussian * and chose the right mip depending on the cone footprint after projection */ /* NOTE: X is inverted here to compensate inverted drawing. */ vec3 sample = textureLod(probePlanars, vec3(refco.xy * vec2(-0.5, 0.5) + 0.5, id), 0.0).rgb; return sample; } void fallback_cubemap(vec3 N, vec3 V, vec3 W, vec3 viewPosition, float roughness, float roughnessSquared, inout vec4 spec_accum) { /* Specular probes */ vec3 spec_dir = get_specular_reflection_dominant_dir(N, V, roughnessSquared); #ifdef SSR_AO vec4 rand = texelfetch_noise_tex(gl_FragCoord.xy); vec3 bent_normal; float final_ao = occlusion_compute(N, viewPosition, 1.0, rand, bent_normal); final_ao = specular_occlusion(dot(N, V), final_ao, roughness); #else const float final_ao = 1.0; #endif /* Starts at 1 because 0 is world probe */ for (int i = 1; i < MAX_PROBE && i < prbNumRenderCube && spec_accum.a < 0.999; i++) { float fade = probe_attenuation_cube(i, W); if (fade > 0.0) { vec3 spec = final_ao * probe_evaluate_cube(i, W, spec_dir, roughness); accumulate_light(spec, fade, spec_accum); } } /* World Specular */ if (spec_accum.a < 0.999) { vec3 spec = final_ao * probe_evaluate_world_spec(spec_dir, roughness); accumulate_light(spec, 1.0, spec_accum); } } #ifdef IRRADIANCE_LIB vec3 probe_evaluate_grid(GridData gd, vec3 W, vec3 N, vec3 localpos) { localpos = localpos * 0.5 + 0.5; localpos = localpos * vec3(gd.g_resolution) - 0.5; vec3 localpos_floored = floor(localpos); vec3 trilinear_weight = fract(localpos); float weight_accum = 0.0; vec3 irradiance_accum = vec3(0.0); /* For each neighbor cells */ for (int i = 0; i < 8; i++) { ivec3 offset = ivec3(i, i >> 1, i >> 2) & ivec3(1); vec3 cell_cos = clamp(localpos_floored + vec3(offset), vec3(0.0), vec3(gd.g_resolution) - 1.0); /* Keep in sync with update_irradiance_probe */ ivec3 icell_cos = ivec3(gd.g_level_bias * floor(cell_cos / gd.g_level_bias)); int cell = gd.g_offset + icell_cos.z + icell_cos.y * gd.g_resolution.z + icell_cos.x * gd.g_resolution.z * gd.g_resolution.y; vec3 color = irradiance_from_cell_get(cell, N); /* We need this because we render probes in world space (so we need light vector in WS). * And rendering them in local probe space is too much problem. */ vec3 ws_cell_location = gd.g_corner + (gd.g_increment_x * cell_cos.x + gd.g_increment_y * cell_cos.y + gd.g_increment_z * cell_cos.z); vec3 ws_point_to_cell = ws_cell_location - W; float ws_dist_point_to_cell = length(ws_point_to_cell); vec3 ws_light = ws_point_to_cell / ws_dist_point_to_cell; /* Smooth backface test */ float weight = saturate(dot(ws_light, N)); /* Precomputed visibility */ weight *= load_visibility_cell( cell, ws_light, ws_dist_point_to_cell, gd.g_vis_bias, gd.g_vis_bleed, gd.g_vis_range); /* Smoother transition */ weight += prbIrradianceSmooth; /* Trilinear weights */ vec3 trilinear = mix(1.0 - trilinear_weight, trilinear_weight, offset); weight *= trilinear.x * trilinear.y * trilinear.z; /* Avoid zero weight */ weight = max(0.00001, weight); weight_accum += weight; irradiance_accum += color * weight; } return irradiance_accum / weight_accum; } vec3 probe_evaluate_world_diff(vec3 N) { return irradiance_from_cell_get(0, N); } #endif /* IRRADIANCE_LIB */