Merge branch 'SL-17762' into DRTVWR-559

meow-7.2.2
Ptolemy 2022-08-02 19:41:42 -07:00
commit e4ff430a0e
7 changed files with 318 additions and 139 deletions

View File

@ -25,12 +25,27 @@
uniform sampler2DRect normalMap;
uniform sampler2DRect depthMap;
uniform sampler2D projectionMap; // rgba
// projected lighted params
uniform mat4 proj_mat; //screen space to light space projector
uniform vec3 proj_n; // projector normal
uniform vec3 proj_p; //plane projection is emitting from (in screen space)
uniform float proj_focus; // distance from plane to begin blurring
uniform float proj_lod ; // (number of mips in proj map)
uniform float proj_range; // range between near clip and far clip plane of projection
// light params
uniform vec3 color; // light_color
uniform float size; // light_size
uniform mat4 inv_proj;
uniform vec2 screen_res;
const float M_PI = 3.14159265;
vec3 srgb_to_linear(vec3 cs);
// In:
// lv unnormalized surface to light vector
// n normal of the surface
@ -52,6 +67,33 @@ void calcHalfVectors(vec3 lv, vec3 n, vec3 v,
lightDist = length(lv);
}
// In:
// light_center
// pos
// Out:
// dist
// l_dist
// lv
// proj_tc Projector Textue Coordinates
bool clipProjectedLightVars(vec3 light_center, vec3 pos, out float dist, out float l_dist, out vec3 lv, out vec4 proj_tc )
{
lv = light_center - pos.xyz;
dist = length(lv);
bool clipped = (dist >= size);
if ( !clipped )
{
dist /= size;
l_dist = -dot(lv, proj_n);
vec4 projected_point = (proj_mat * vec4(pos.xyz, 1.0));
clipped = (projected_point.z < 0.0);
projected_point.xyz /= projected_point.w;
proj_tc = projected_point;
}
return clipped;
}
vec2 getScreenCoordinate(vec2 screenpos)
{
vec2 sc = screenpos.xy * 2.0;
@ -104,6 +146,80 @@ float getDepth(vec2 pos_screen)
return depth;
}
vec4 getTexture2DLodDiffuse(vec2 tc, float lod)
{
vec4 ret = texture2DLod(projectionMap, tc, lod);
ret.rgb = srgb_to_linear(ret.rgb);
vec2 dist = vec2(0.5) - abs(tc-vec2(0.5));
float det = min(lod/(proj_lod*0.5), 1.0);
float d = min(dist.x, dist.y);
float edge = 0.25*det;
ret *= clamp(d/edge, 0.0, 1.0);
return ret;
}
// Returns projected light in Linear
// Uses:
// color
// NOTE: projected.a will be pre-multiplied with projected.rgb
vec3 getProjectedLightDiffuseColor(float light_distance, vec2 projected_uv)
{
float diff = clamp((light_distance - proj_focus)/proj_range, 0.0, 1.0);
float lod = diff * proj_lod;
vec4 plcol = getTexture2DLodDiffuse(projected_uv.xy, lod);
return color.rgb * plcol.rgb * plcol.a;
}
vec4 texture2DLodSpecular(vec2 tc, float lod)
{
vec4 ret = texture2DLod(projectionMap, tc, lod);
ret.rgb = srgb_to_linear(ret.rgb);
vec2 dist = vec2(0.5) - abs(tc-vec2(0.5));
float det = min(lod/(proj_lod*0.5), 1.0);
float d = min(dist.x, dist.y);
d *= min(1, d * (proj_lod - lod)); // BUG? extra factor compared to diffuse causes N repeats
float edge = 0.25*det;
ret *= clamp(d/edge, 0.0, 1.0);
return ret;
}
// See: clipProjectedLightVars()
vec3 getProjectedLightSpecularColor(vec3 pos, vec3 n )
{
vec3 slit = vec3(0);
vec3 ref = reflect(normalize(pos), n);
//project from point pos in direction ref to plane proj_p, proj_n
vec3 pdelta = proj_p-pos;
float l_dist = length(pdelta);
float ds = dot(ref, proj_n);
if (ds < 0.0)
{
vec3 pfinal = pos + ref * dot(pdelta, proj_n)/ds;
vec4 stc = (proj_mat * vec4(pfinal.xyz, 1.0));
if (stc.z > 0.0)
{
stc /= stc.w;
slit = getProjectedLightDiffuseColor( l_dist, stc.xy ); // NOTE: Using diffuse due to texture2DLodSpecular() has extra: d *= min(1, d * (proj_lod - lod));
}
}
return slit; // specular light
}
vec3 getProjectedLightSpecularColor(float light_distance, vec2 projected_uv)
{
float diff = clamp((light_distance - proj_focus)/proj_range, 0.0, 1.0);
float lod = diff * proj_lod;
vec4 plcol = getTexture2DLodDiffuse(projected_uv.xy, lod); // NOTE: Using diffuse due to texture2DLodSpecular() has extra: d *= min(1, d * (proj_lod - lod));
return color.rgb * plcol.rgb * plcol.a;
}
vec4 getPosition(vec2 pos_screen)
{
float depth = getDepth(pos_screen);
@ -174,7 +290,7 @@ vec2 getGGX( vec2 brdfPoint )
float getLightAttenuationPointSpot(float range, float distance)
{
#if 1
return range;
return distance;
#else
float range2 = pow(range, 2.0);

View File

@ -25,6 +25,8 @@
/*[EXTRA_CODE_HERE]*/
#define DEBUG_PBR_LIGHT_TYPE 0 // Output Diffuse=0.75, Emissive=0, ORM=0,0,0
#define DEBUG_BASIC 0
#define DEBUG_VERTEX 0
#define DEBUG_NORMAL_MAP 0 // Output packed normal map "as is" to diffuse
@ -120,7 +122,11 @@ void main()
emissive *= texture2D(emissiveMap, vary_texcoord0.xy).rgb;
#endif
#if DEBUG_PBR_LIGHT_TYPE
col.rgb = vec3(0.75);
emissive = vec3(0);
spec.rgb = vec3(0);
#endif
#if DEBUG_BASIC
col.rgb = vec3( 1, 0, 1 );
#endif

View File

@ -27,6 +27,8 @@
/*[EXTRA_CODE_HERE]*/
#define DEBUG_PBR_LIGHT_TYPE 0
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_color;
#else
@ -95,17 +97,24 @@ void main()
for (int light_idx = 0; light_idx < LIGHT_COUNT; ++light_idx)
{
vec3 lightColor = light_col[ light_idx ].rgb;
float falloff = light_col[ light_idx ].a;
float lightSize = light [ light_idx ].w;
vec3 lv =(light [ light_idx ].xyz - pos);
calcHalfVectors(lv, n, v, h, l, nh, nl, nv, vh, lightDist);
if (nl > 0.0 || nv > 0.0)
{
vec3 intensity = getLightIntensityPoint(lightColor, lightSize, lightDist);
float dist = lightDist / lightSize;
float dist_atten = 1.0 - (dist + falloff)/(1.0 + falloff);
vec3 intensity = dist_atten * getLightIntensityPoint(lightColor, lightSize, lightDist);
colorDiffuse += intensity * nl * BRDFLambertian (reflect0, reflect90, c_diff , specWeight, vh);
colorSpec += intensity * nl * BRDFSpecularGGX(reflect0, reflect90, alphaRough, specWeight, vh, nl, nv, nh);
}
}
#if DEBUG_PBR_LIGHT_TYPE
colorDiffuse = vec3(0,0.5,0); colorSpec = vec3(0);
#endif
final_color = colorDiffuse + colorSpec;
}
else

View File

@ -28,6 +28,16 @@
/*[EXTRA_CODE_HERE]*/
#define DEBUG_PBR_LIGHT_TYPE 0 // Ouput gray if PBR multiSpot lights object
#define DEBUG_PBR_SPOT 0
#define DEBUG_PBR_SPOT_DIFFUSE 0 // PBR diffuse lit
#define DEBUG_PBR_SPOT_SPECULAR 0 // PBR spec lit
#define DEBUG_SPOT_DIFFUSE 0
#define DEBUG_SPOT_NL 0 // monochome area effected by light
#define DEBUG_SPOT_SPEC_POS 0
#define DEBUG_SPOT_REFLECTION 0
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_color;
#else
@ -42,7 +52,7 @@ uniform sampler2DRect emissiveRect; // PBR linear packed Occlusion, Roughness, M
uniform samplerCube environmentMap;
uniform sampler2DRect lightMap;
uniform sampler2D noiseMap;
uniform sampler2D projectionMap;
uniform sampler2D projectionMap; // rgba
uniform sampler2D lightFunc;
uniform mat4 proj_mat; //screen space to light space
@ -76,48 +86,15 @@ uniform mat4 inv_proj;
vec3 BRDFLambertian( vec3 reflect0, vec3 reflect90, vec3 c_diff, float specWeight, float vh );
vec3 BRDFSpecularGGX( vec3 reflect0, vec3 reflect90, float alphaRoughness, float specWeight, float vh, float nl, float nv, float nh );
void calcHalfVectors(vec3 lv, vec3 n, vec3 v, out vec3 h, out vec3 l, out float nh, out float nl, out float nv, out float vh, out float lightDist);
bool clipProjectedLightVars(vec3 center, vec3 pos, out float dist, out float l_dist, out vec3 lv, out vec4 proj_tc );
vec3 getLightIntensitySpot(vec3 lightColor, float lightRange, float lightDistance, vec3 v);
vec4 getNormalEnvIntensityFlags(vec2 screenpos, out vec3 n, out float envIntensity);
vec3 getProjectedLightDiffuseColor(float light_distance, vec2 projected_uv );
vec3 getProjectedLightSpecularColor(vec3 pos, vec3 n);
vec2 getScreenXY(vec4 clip);
void initMaterial( vec3 diffuse, vec3 packedORM, out float alphaRough, out vec3 c_diff, out vec3 reflect0, out vec3 reflect90, out float specWeight );
vec3 srgb_to_linear(vec3 cs);
vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)
{
vec4 ret = texture2DLod(projectionMap, tc, lod);
ret.rgb = srgb_to_linear(ret.rgb);
vec2 dist = vec2(0.5) - abs(tc-vec2(0.5));
float det = min(lod/(proj_lod*0.5), 1.0);
float d = min(dist.x, dist.y);
d *= min(1, d * (proj_lod - lod));
float edge = 0.25*det;
ret *= clamp(d/edge, 0.0, 1.0);
return ret;
}
vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod)
{
vec4 ret = texture2DLod(projectionMap, tc, lod);
ret.rgb = srgb_to_linear(ret.rgb);
vec2 dist = vec2(0.5) - abs(tc-vec2(0.5));
float det = min(lod/(proj_lod*0.5), 1.0);
float d = min(dist.x, dist.y);
float edge = 0.25*det;
ret *= clamp(d/edge, 0.0, 1.0);
return ret;
}
vec4 texture2DLodSpecular(vec2 tc, float lod);
vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod)
{
@ -144,14 +121,13 @@ void main()
vec2 tc = getScreenXY(vary_fragcoord);
vec3 pos = getPosition(tc).xyz;
vec3 lv = center.xyz-pos.xyz;
float dist = length(lv);
if (dist >= size)
vec3 lv;
vec4 proj_tc;
float dist, l_dist;
if (clipProjectedLightVars(center, pos, dist, l_dist, lv, proj_tc))
{
discard;
}
dist /= size;
float shadow = 1.0;
@ -167,24 +143,7 @@ void main()
vec3 n;
vec4 norm = getNormalEnvIntensityFlags(tc, n, envIntensity);
float l_dist = -dot(lv, proj_n);
vec4 proj_tc = (proj_mat * vec4(pos.xyz, 1.0));
if (proj_tc.z < 0.0)
{
discard;
}
proj_tc.xyz /= proj_tc.w;
float fa = falloff+1.0;
float dist_atten = min(1.0-(dist-1.0*(1.0-fa))/fa, 1.0);
dist_atten *= dist_atten;
dist_atten *= 2.0;
if (dist_atten <= 0.0)
{
discard;
}
float dist_atten = 1.0 - (dist + falloff)/(1.0 + falloff);
lv = proj_origin-pos.xyz;
vec3 h, l, v = -normalize(pos);
@ -194,6 +153,7 @@ void main()
vec3 diffuse = texture2DRect(diffuseRect, tc).rgb;
vec4 spec = texture2DRect(specularRect, tc);
vec3 dlit = vec3(0, 0, 0);
vec3 slit = vec3(0, 0, 0);
if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR))
{
@ -201,11 +161,68 @@ void main()
vec3 colorSpec = vec3(0);
vec3 colorEmissive = spec.rgb; // PBR sRGB Emissive. See: pbropaqueF.glsl
vec3 packedORM = texture2DRect(emissiveRect, tc).rgb; // PBR linear packed Occlusion, Roughness, Metal. See: pbropaqueF.glsl
float metal = packedORM.b;
// if (proj_tc.x > 0.0 && proj_tc.x < 1.0
// && proj_tc.y > 0.0 && proj_tc.y < 1.0)
if (nl > 0.0)
{
vec3 c_diff, reflect0, reflect90;
float alphaRough, specWeight;
initMaterial( diffuse, packedORM, alphaRough, c_diff, reflect0, reflect90, specWeight );
dlit = getProjectedLightDiffuseColor( l_dist, proj_tc.xy );
slit = getProjectedLightSpecularColor( pos, n );
// vec3 intensity = getLightIntensitySpot( color, size, lightDist, v );
colorDiffuse = shadow * dlit * nl * dist_atten;
colorSpec = shadow * slit * nl * dist_atten;
// colorDiffuse *= BRDFLambertian ( reflect0, reflect90, c_diff , specWeight, vh );
// colorSpec *= BRDFSpecularGGX( reflect0, reflect90, alphaRough, specWeight, vh, nl, nv, nh );
#if DEBUG_PBR_SPOT_DIFFUSE
colorDiffuse = dlit.rgb; colorSpec = vec3(0);
#endif
#if DEBUG_PBR_SPOT_SPECULAR
colorDiffuse = vec3(0); colorSpec = slit.rgb;
#endif
#if DEBUG_PBR_SPOT
colorDiffuse = dlit; colorSpec = vec3(0);
colorDiffuse *= nl;
colorDiffuse *= shadow;
#endif
#if DEBUG_SPOT_SPEC_POS
colorDiffuse = pos + ref * dot(pdelta, proj_n)/ds; colorSpec = vec3(0);
#endif
#if DEBUG_SPOT_REFLECTION
colorDiffuse = ref; colorSpec = vec3(0);
#endif
}
#if DEBUG_SPOT_DIFFUSE
colorDiffuse = vec3(nl * dist_atten);
#endif
#if DEBUG_SPOT_NL
colorDiffuse = vec3(nl); colorSpec = vec3(0);
#endif
#if DEBUG_PBR_LIGHT_TYPE
colorDiffuse = vec3(0.5); colorSpec = vec3(0);
#endif
final_color = colorDiffuse + colorSpec;
}
else
{
dist_atten *= dist_atten;
dist_atten *= 2.0;
if (dist_atten <= 0.0)
{
discard;
}
float noise = texture2D(noiseMap, tc/128.0).b;
if (proj_tc.z > 0.0 &&
proj_tc.x < 1.0 &&
@ -220,13 +237,8 @@ void main()
{
lit = nl * dist_atten * noise;
float diff = clamp((l_dist-proj_focus)/proj_range, 0.0, 1.0);
float lod = diff * proj_lod;
vec4 plcol = texture2DLodDiffuse(projectionMap, proj_tc.xy, lod);
dlit = color.rgb * plcol.rgb * plcol.a;
dlit = getProjectedLightDiffuseColor( l_dist, proj_tc.xy );
final_color = dlit*lit*diffuse*shadow;
// unshadowed for consistency between forward and deferred?
@ -244,7 +256,6 @@ void main()
final_color += amb_da*color.rgb*diffuse.rgb*amb_plcol.rgb*amb_plcol.a;
}
if (spec.a > 0.0)
{
dlit *= min(nl*6.0, 1.0) * dist_atten;
@ -286,11 +297,25 @@ void main()
stc.x > 0.0 &&
stc.y > 0.0)
{
final_color += color.rgb * texture2DLodSpecular(projectionMap, stc.xy, (1 - spec.a) * (proj_lod * 0.6)).rgb * shadow * envIntensity;
final_color += color.rgb * texture2DLodSpecular(stc.xy, (1 - spec.a) * (proj_lod * 0.6)).rgb * shadow * envIntensity;
}
}
}
#if DEBUG_SPOT_SPEC_POS
final_color = pos + ref * dot(pdelta, proj_n)/ds;
#endif
#if DEBUG_SPOT_REFLECTION
final_color = ref;
#endif
}
#if DEBUG_SPOT_NL
final_color =vec3(nl);
#endif
#if DEBUG_SPOT_DIFFUSE
final_color = vec3(nl * dist_atten * noise);
#endif
}
//not sure why, but this line prevents MATBUG-194

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@ -27,6 +27,8 @@
/*[EXTRA_CODE_HERE]*/
#define DEBUG_PBR_LIGHT_TYPE 0
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_color;
#else
@ -86,6 +88,9 @@ void main()
float nh, nl, nv, vh, lightDist;
calcHalfVectors(lv, n, v, h, l, nh, nl, nv, vh, lightDist);
float dist = lightDist / size;
float dist_atten = 1.0 - (dist + falloff)/(1.0 + falloff);
if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR))
{
vec3 colorDiffuse = vec3(0);
@ -99,11 +104,15 @@ void main()
if (nl > 0.0 || nv > 0.0)
{
vec3 intensity = getLightIntensityPoint(color, size, lightDist);
vec3 intensity = dist_atten * getLightIntensityPoint(color, size, lightDist);
colorDiffuse += intensity * nl * BRDFLambertian (reflect0, reflect90, c_diff , specWeight, vh);
colorSpec += intensity * nl * BRDFSpecularGGX(reflect0, reflect90, alphaRough, specWeight, vh, nl, nv, nh);
}
#if DEBUG_PBR_LIGHT_TYPE
colorDiffuse = vec3(0,0,0.5); colorSpec = vec3(0);
#endif
final_color = colorDiffuse + colorSpec;
}
else
@ -120,8 +129,6 @@ void main()
discard;
}
float fa = falloff+1.0;
float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0);
dist_atten *= dist_atten;
dist_atten *= 2.0;

View File

@ -27,6 +27,7 @@
#define PBR_USE_GGX_EMS_HACK 0
#define PBR_USE_IRRADIANCE_HACK 1
#define DEBUG_PBR_LIGHT_TYPE 0 // Output no global light to make it easier to see pointLight and spotLight
#define DEBUG_PBR_PACKORM0 0 // Rough=0, Metal=0
#define DEBUG_PBR_PACKORM1 0 // Rough=1, Metal=1
#define DEBUG_PBR_TANGENT1 1 // Tangent = 1,0,0
@ -178,8 +179,7 @@ void main()
da = pow(da, light_gamma);
vec4 diffuse = texture2DRect(diffuseRect, tc);
vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy);
vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy); // NOTE: PBR sRGB Emissive
#if defined(HAS_SUN_SHADOW) || defined(HAS_SSAO)
vec2 scol_ambocc = texture2DRect(lightMap, vary_fragcoord.xy).rg;
@ -477,6 +477,9 @@ void main()
#endif
#if DEBUG_PBR_SUN_CONTRIB
color.rgb = sun_contrib;
#endif
#if DEBUG_PBR_LIGHT_TYPE
color.rgb = vec3(0);
#endif
frag_color.rgb = color.rgb; // PBR is done in linear
}

View File

@ -28,6 +28,12 @@
/*[EXTRA_CODE_HERE]*/
#define DEBUG_PBR_LIGHT_TYPE 0
#define DEBUG_PBR_SPOT 0
#define DEBUG_PBR_NL 0 // monochome area effected by light
#define DEBUG_PBR_SPOT_DIFFUSE 0
#define DEBUG_PBR_SPOT_SPECULAR 0
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_color;
#else
@ -42,7 +48,7 @@ uniform sampler2DRect emissiveRect; // PBR linear packed Occlusion, Roughness, M
uniform samplerCube environmentMap;
uniform sampler2DRect lightMap;
uniform sampler2D noiseMap;
uniform sampler2D projectionMap;
uniform sampler2D projectionMap; // rgba
uniform sampler2D lightFunc;
uniform mat4 proj_mat; //screen space to light space
@ -75,40 +81,15 @@ uniform mat4 inv_proj;
vec3 BRDFLambertian( vec3 reflect0, vec3 reflect90, vec3 c_diff, float specWeight, float vh );
vec3 BRDFSpecularGGX( vec3 reflect0, vec3 reflect90, float alphaRoughness, float specWeight, float vh, float nl, float nv, float nh );
void calcHalfVectors(vec3 lv, vec3 n, vec3 v, out vec3 h, out vec3 l, out float nh, out float nl, out float nv, out float vh, out float lightDist);
bool clipProjectedLightVars(vec3 center, vec3 pos, out float dist, out float l_dist, out vec3 lv, out vec4 proj_tc );
vec3 getLightIntensitySpot(vec3 lightColor, float lightRange, float lightDistance, vec3 v);
vec4 getNormalEnvIntensityFlags(vec2 screenpos, out vec3 n, out float envIntensity);
vec3 getProjectedLightDiffuseColor(float light_distance, vec2 projected_uv );
vec3 getProjectedLightSpecularColor(vec3 pos, vec3 n);
vec2 getScreenXY(vec4 clip_point);
void initMaterial( vec3 diffuse, vec3 packedORM, out float alphaRough, out vec3 c_diff, out vec3 reflect0, out vec3 reflect90, out float specWeight );
vec3 srgb_to_linear(vec3 c);
vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)
{
vec4 ret = texture2DLod(projectionMap, tc, lod);
ret.rgb = srgb_to_linear(ret.rgb);
vec2 dist = vec2(0.5) - abs(tc-vec2(0.5));
float det = min(lod/(proj_lod*0.5), 1.0);
float d = min(dist.x, dist.y);
d *= min(1, d * (proj_lod - lod));
float edge = 0.25*det;
ret *= clamp(d/edge, 0.0, 1.0);
return ret;
}
vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod)
{
vec4 ret = texture2DLod(projectionMap, tc, lod);
ret.rgb = srgb_to_linear(ret.rgb);
vec2 dist = vec2(0.5) - abs(tc-vec2(0.5));
float det = min(lod/(proj_lod*0.5), 1.0);
float d = min(dist.x, dist.y);
float edge = 0.25*det;
ret *= clamp(d/edge, 0.0, 1.0);
return ret;
}
vec4 texture2DLodSpecular(vec2 tc, float lod);
vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod)
{
@ -133,13 +114,13 @@ void main()
vec2 tc = getScreenXY(vary_fragcoord);
vec3 pos = getPosition(tc).xyz;
vec3 lv = trans_center.xyz-pos.xyz;
float dist = length(lv);
if (dist >= size)
vec3 lv;
vec4 proj_tc;
float dist, l_dist;
if (clipProjectedLightVars(trans_center, pos, dist, l_dist, lv, proj_tc))
{
discard;
}
dist /= size;
float shadow = 1.0;
@ -155,27 +136,9 @@ void main()
vec3 n;
vec4 norm = getNormalEnvIntensityFlags(tc, n, envIntensity); // need `norm.w` for GET_GBUFFER_FLAG()
float l_dist = -dot(lv, proj_n);
float dist_atten = 1.0 - (dist + falloff)/(1.0 + falloff);
vec4 proj_tc = (proj_mat * vec4(pos.xyz, 1.0));
if (proj_tc.z < 0.0)
{
discard;
}
proj_tc.xyz /= proj_tc.w;
float fa = falloff+1.0;
float dist_atten = min(1.0-(dist-1.0*(1.0-fa))/fa, 1.0);
dist_atten *= dist_atten;
dist_atten *= 2.0;
if (dist_atten <= 0.0)
{
discard;
}
lv = proj_origin-pos.xyz;
lv = proj_origin-pos.xyz; // NOTE: Re-using lv
vec3 h, l, v = -normalize(pos);
float nh, nl, nv, vh, lightDist;
calcHalfVectors(lv, n, v, h, l, nh, nl, nv, vh, lightDist);
@ -183,6 +146,7 @@ void main()
vec3 diffuse = texture2DRect(diffuseRect, tc).rgb;
vec4 spec = texture2DRect(specularRect, tc);
vec3 dlit = vec3(0, 0, 0);
vec3 slit = vec3(0, 0, 0);
if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR))
{
@ -190,11 +154,65 @@ void main()
vec3 colorSpec = vec3(0);
vec3 colorEmissive = spec.rgb; // PBR sRGB Emissive. See: pbropaqueF.glsl
vec3 packedORM = texture2DRect(emissiveRect, tc).rgb; // PBR linear packed Occlusion, Roughness, Metal. See: pbropaqueF.glsl
float metal = packedORM.b;
// if (proj_tc.x > 0.0 && proj_tc.x < 1.0
// && proj_tc.y > 0.0 && proj_tc.y < 1.0)
if (nl > 0.0)
{
vec3 c_diff, reflect0, reflect90;
float alphaRough, specWeight;
initMaterial( diffuse, packedORM, alphaRough, c_diff, reflect0, reflect90, specWeight );
dlit = getProjectedLightDiffuseColor( l_dist, proj_tc.xy );
slit = getProjectedLightSpecularColor( pos, n );
// vec3 intensity = getLightIntensitySpot( color, size, lightDist, v );
// colorDiffuse = shadow * dlit * nl;
// colorSpec = shadow * slit * nl;
// colorDiffuse *= BRDFLambertian ( reflect0, reflect90, c_diff , specWeight, vh );
// colorSpec *= BRDFSpecularGGX( reflect0, reflect90, alphaRough, specWeight, vh, nl, nv, nh );
colorDiffuse = shadow * dlit * nl * dist_atten;
colorSpec = shadow * slit * nl * dist_atten;
#if DEBUG_PBR_SPOT_DIFFUSE
colorDiffuse = dlit.rgb; colorSpec = vec3(0);
#endif
#if DEBUG_PBR_SPOT_SPECULAR
colorDiffuse = vec3(0); colorSpec = slit.rgb;
#endif
#if DEBUG_PBR_SPOT
colorDiffuse = dlit; colorSpec = vec3(0);
colorDiffuse *= nl;
colorDiffuse *= shadow;
#endif
}
#if DEBUG_SPOT_DIFFUSE
colorDiffuse = vec3(nl * dist_atten);
#endif
#if DEBUG_PBR_NL
colorDiffuse = vec3(nl); colorSpec = vec3(0);
#endif
#if DEBUG_PBR_LIGHT_TYPE
colorDiffuse = vec3(0.5,0,0); colorSpec = vec3(0.0);
#endif
final_color = colorDiffuse + colorSpec;
}
else
{
dist_atten *= dist_atten;
dist_atten *= 2.0;
if (dist_atten <= 0.0)
{
discard;
}
float noise = texture2D(noiseMap, tc/128.0).b;
if (proj_tc.z > 0.0 &&
proj_tc.x < 1.0 &&
@ -209,12 +227,7 @@ void main()
{
lit = nl * dist_atten * noise;
float diff = clamp((l_dist-proj_focus)/proj_range, 0.0, 1.0);
float lod = diff * proj_lod;
vec4 plcol = texture2DLodDiffuse(projectionMap, proj_tc.xy, lod);
dlit = color.rgb * plcol.rgb * plcol.a;
dlit = getProjectedLightDiffuseColor( l_dist, proj_tc.xy );
final_color = dlit*lit*diffuse*shadow;
@ -271,7 +284,7 @@ void main()
stc.x > 0.0 &&
stc.y > 0.0)
{
final_color += color.rgb * texture2DLodSpecular(projectionMap, stc.xy, (1 - spec.a) * (proj_lod * 0.6)).rgb * shadow * envIntensity;
final_color += color.rgb * texture2DLodSpecular(stc.xy, (1 - spec.a) * (proj_lod * 0.6)).rgb * shadow * envIntensity;
}
}
}