SHADE_Y3/Assets/Shaders/DeferredComposite_CS.glsl

180 lines
5.4 KiB
GLSL

#version 450
#extension GL_EXT_nonuniform_qualifier : require
struct DirectionalLightStruct
{
vec4 directionWorld;
vec3 direction;
uint isActive;
uint cullingMask;
vec4 diffuseColor;
mat4 pvMatrix;
uint shadowData;
};
struct AmbientLightStruct
{
vec4 ambientColor;
float strength;
uint isActive;
uint cullingMask;
};
layout(local_size_x = 16, local_size_y = 16) in;
layout(set = 3, binding = 0, rgba32f) uniform image2D positions;
layout(set = 3, binding = 1, rgba32f) uniform image2D normals;
layout(set = 3, binding = 2, rgba8) uniform image2D albedo;
layout(set = 3, binding = 3, rgba32ui) uniform uimage2D lightLayerData;
layout(set = 3, binding = 4, r8) uniform image2D ssaoBlurredImage;
layout(set = 3, binding = 5, rgba8) uniform image2D positionWorldSpace;
layout(set = 3, binding = 6, rgba8) uniform image2D targetImage;
layout(set = 3, binding = 7, rgba8) uniform image2D objectVFXImage;
layout (set = 4, binding = 0) uniform sampler2D shadowMaps[]; // for textures (global)
layout(set = 1, binding = 0) uniform LightCounts
{
uint directionalLights;
uint pointLights;
uint spotLights;
uint ambientLights;
} lightCounts;
layout(std430, set = 1, binding = 1) buffer DirectionalLightData
{
DirectionalLightStruct dLightData[];
} DirLightData;
layout(std430, set = 1, binding = 4) buffer AmbientLightData
{
AmbientLightStruct aLightData[];
} AmbLightData;
float LinStep (float val, float low, float high)
{
return clamp ((val - low)/(high - low), 0.0f, 1.0f);
}
float CalcShadowValue (sampler2D shadowMap, vec4 worldSpaceFragPos, mat4 lightPV, vec3 worldNormal, vec3 lightDir)
{
// clip space for fragment from light view space
vec4 fragPosLightPOV = lightPV * worldSpaceFragPos;
// Perform perspective division and convert to 0 to 1 range
vec3 converted = (fragPosLightPOV.xyz / fragPosLightPOV.w) * vec3(0.5f) + vec3(0.5f);
vec2 moments = texture(shadowMap, converted.xy).xy;
if (converted.x < 0.0f || converted.x > 1.0f || converted.y < 0.0f || converted.y > 1.0f)
return 1.0f;
float returnVal = 0.0f;
float worldNormalDotLight = dot (normalize (worldNormal), normalize(lightDir));
if (worldNormalDotLight <= 0.0f)
return 0.7f;
// if (worldNormalDotLight <= 0.01f)
// return 0.7f;
if (fragPosLightPOV.z > moments.x && fragPosLightPOV.w > 0.0f)
{
float p = step (fragPosLightPOV.z, moments.x);
float variance = max (moments.y - (moments.x * moments.x), 0.00002f);
float d = fragPosLightPOV.z - moments.x;
float pMax = LinStep (variance / (variance + (d * d)), 0.9f, 1.0f);
returnVal = min (max (p, pMax) + 0.7f, 1.0f);
return returnVal;
}
else if (fragPosLightPOV.z > 1.0f)
{
return 0.0f;
}
// return min (worldNormalDotLight + 0.7f, 1.0f);
return 1.0f;
}
void main()
{
// convenient variables
ivec2 globalThread = ivec2(gl_GlobalInvocationID);
// Get the diffuse color of the pixel
vec3 pixelDiffuse = imageLoad (albedo, globalThread).rgb;
// Get position of fragment in world space
vec4 positionWorld = vec4 (imageLoad (positionWorldSpace, globalThread).rgb, 1.0f);
// Get position of fragment in view spacee
vec3 positionView = imageLoad (positions, globalThread).rgb;
// normal of fragment
vec3 normalView = imageLoad(normals, globalThread).rgb;
uvec4 lightLayerAndNormal = imageLoad (lightLayerData, globalThread);
// light layer index
uint lightLayer = lightLayerAndNormal.x;
// Normals are stored in 2 32-bit uints (only first 48 bits are used) where they can be unpacked in 3 floats so we unpack them here.
vec3 worldNormal = vec3 (unpackHalf2x16 (lightLayerAndNormal.y).xy, unpackHalf2x16 (lightLayerAndNormal.z).x);
vec3 fragColor = vec3 (0.0f);
vec4 shadowMapColor = vec4 (1.0f);
// Shadow multiplier
float shadowValue = 1.0f;
for (int i = 0; i < lightCounts.ambientLights; ++i)
{
if ((lightLayer & AmbLightData.aLightData[i].cullingMask) != 0)
{
// Just do some add
fragColor += pixelDiffuse.rgb * AmbLightData.aLightData[i].ambientColor.rgb * vec3 (AmbLightData.aLightData[i].strength);
}
}
for (int i = 0; i < lightCounts.directionalLights; ++i)
{
if ((lightLayer & DirLightData.dLightData[i].cullingMask) != 0)
{
// get normalized direction of light
vec3 dLightNormalized = normalize (DirLightData.dLightData[i].direction);
// Get diffuse strength
float diffuseStrength = max (0, dot (-dLightNormalized, normalView));
// Calculate the fragment color
fragColor += DirLightData.dLightData[i].diffuseColor.rgb * diffuseStrength.rrr * pixelDiffuse;
// If the shadow map is enabled (test the bit)
if ((DirLightData.dLightData[i].shadowData & uint(1)) == 1)
{
uint shadowMapIndex = (DirLightData.dLightData[i].shadowData >> 8);
shadowValue = min (shadowValue, CalcShadowValue (shadowMaps[nonuniformEXT(shadowMapIndex)], positionWorld, DirLightData.dLightData[i].pvMatrix, worldNormal, DirLightData.dLightData[i].directionWorld.xyz));
}
}
}
// calculate shadow map here
if (shadowValue != 0.0f)
fragColor.rgb *= shadowValue;
float ssaoVal = imageLoad (ssaoBlurredImage, globalThread).r;
fragColor *= ssaoVal;
vec4 objectVFXColor = imageLoad (objectVFXImage, globalThread);
fragColor += objectVFXColor.rgb * objectVFXColor.a;
// store result into result image
imageStore(targetImage, ivec2(gl_GlobalInvocationID.xy), vec4(fragColor.rgb, 1.0f));
}