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XCEngine/engine/assets/builtin/shaders/forward-lit/forward-lit.frag.glsl

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5.2 KiB
GLSL

// XC_BUILTIN_FORWARD_LIT_OPENGL_PS
#version 430
layout(binding = 0) uniform sampler2D uBaseColorTexture;
layout(binding = 1) uniform sampler2D uShadowMapTexture;
layout(std140, binding = 0) uniform PerObjectConstants {
mat4 gProjectionMatrix;
mat4 gViewMatrix;
mat4 gModelMatrix;
mat4 gNormalMatrix;
};
const int XC_MAX_ADDITIONAL_LIGHTS = 8;
struct AdditionalLightData {
vec4 colorAndIntensity;
vec4 positionAndRange;
vec4 directionAndType;
vec4 spotAnglesAndFlags;
};
layout(std140, binding = 1) uniform LightingConstants {
vec4 gMainLightDirectionAndIntensity;
vec4 gMainLightColorAndFlags;
vec4 gLightingParams;
AdditionalLightData gAdditionalLights[XC_MAX_ADDITIONAL_LIGHTS];
};
layout(std140, binding = 2) uniform MaterialConstants {
vec4 gBaseColorFactor;
vec4 gAlphaCutoffParams;
};
layout(std140, binding = 3) uniform ShadowReceiverConstants {
mat4 gWorldToShadowMatrix;
vec4 gShadowBiasAndTexelSize;
vec4 gShadowOptions;
};
in vec3 vNormalWS;
in vec2 vTexCoord;
in vec3 vPositionWS;
layout(location = 0) out vec4 fragColor;
float ComputeShadowAttenuation(vec3 positionWS) {
#ifndef XC_MAIN_LIGHT_SHADOWS
return 1.0;
#else
if (gShadowOptions.x < 0.5) {
return 1.0;
}
vec4 shadowClip = gWorldToShadowMatrix * vec4(positionWS, 1.0);
if (shadowClip.w <= 0.0) {
return 1.0;
}
vec3 shadowNdc = shadowClip.xyz / shadowClip.w;
vec2 shadowUv = vec2(
shadowNdc.x * 0.5 + 0.5,
shadowNdc.y * 0.5 + 0.5);
if (shadowUv.x < 0.0 || shadowUv.x > 1.0 ||
shadowUv.y < 0.0 || shadowUv.y > 1.0 ||
shadowNdc.z < -1.0 || shadowNdc.z > 1.0) {
return 1.0;
}
float shadowDepth = texture(uShadowMapTexture, shadowUv).r;
float receiverDepth = shadowNdc.z * 0.5 + 0.5 - gShadowBiasAndTexelSize.x;
float shadowStrength = clamp(gShadowBiasAndTexelSize.w, 0.0, 1.0);
return receiverDepth <= shadowDepth ? 1.0 : (1.0 - shadowStrength);
#endif
}
float ComputeRangeAttenuation(float distanceSq, float range) {
if (range <= 0.0) {
return 0.0;
}
float clampedRange = max(range, 0.0001);
float rangeSq = clampedRange * clampedRange;
if (distanceSq >= rangeSq) {
return 0.0;
}
float distance = sqrt(max(distanceSq, 0.0));
float normalized = clamp(1.0 - distance / clampedRange, 0.0, 1.0);
return normalized * normalized;
}
float ComputeSpotAttenuation(AdditionalLightData light, vec3 directionToLightWS) {
float cosOuter = light.spotAnglesAndFlags.x;
float cosInner = light.spotAnglesAndFlags.y;
vec3 spotAxisToLightWS = normalize(light.directionAndType.xyz);
float cosTheta = dot(spotAxisToLightWS, directionToLightWS);
return clamp((cosTheta - cosOuter) / max(cosInner - cosOuter, 1e-4), 0.0, 1.0);
}
vec3 EvaluateAdditionalLight(AdditionalLightData light, vec3 normalWS, vec3 positionWS) {
float lightType = light.directionAndType.w;
vec3 lightColor = light.colorAndIntensity.rgb;
float lightIntensity = light.colorAndIntensity.w;
vec3 directionToLightWS = vec3(0.0);
float attenuation = 1.0;
if (lightType < 0.5) {
directionToLightWS = normalize(light.directionAndType.xyz);
} else {
vec3 lightVectorWS = light.positionAndRange.xyz - positionWS;
float distanceSq = dot(lightVectorWS, lightVectorWS);
if (distanceSq <= 1e-6) {
return vec3(0.0);
}
directionToLightWS = normalize(lightVectorWS);
attenuation = ComputeRangeAttenuation(distanceSq, light.positionAndRange.w);
if (attenuation <= 0.0) {
return vec3(0.0);
}
if (lightType > 1.5) {
attenuation *= ComputeSpotAttenuation(light, directionToLightWS);
if (attenuation <= 0.0) {
return vec3(0.0);
}
}
}
float diffuse = max(dot(normalWS, directionToLightWS), 0.0);
if (diffuse <= 0.0) {
return vec3(0.0);
}
return lightColor * (diffuse * lightIntensity * attenuation);
}
void main() {
vec4 baseColor = texture(uBaseColorTexture, vTexCoord) * gBaseColorFactor;
#ifdef XC_ALPHA_TEST
if (baseColor.a < gAlphaCutoffParams.x) {
discard;
}
#endif
int additionalLightCount = min(int(gLightingParams.x + 0.5), XC_MAX_ADDITIONAL_LIGHTS);
if (gMainLightColorAndFlags.w < 0.5 && additionalLightCount == 0) {
fragColor = baseColor;
return;
}
vec3 normalWS = normalize(vNormalWS);
vec3 lighting = gLightingParams.yyy;
if (gMainLightColorAndFlags.w >= 0.5) {
vec3 directionToLightWS = normalize(gMainLightDirectionAndIntensity.xyz);
float diffuse = max(dot(normalWS, directionToLightWS), 0.0);
float shadowAttenuation = diffuse > 0.0
? ComputeShadowAttenuation(vPositionWS)
: 1.0;
lighting +=
gMainLightColorAndFlags.rgb * (diffuse * gMainLightDirectionAndIntensity.w * shadowAttenuation);
}
for (int lightIndex = 0; lightIndex < XC_MAX_ADDITIONAL_LIGHTS; ++lightIndex) {
if (lightIndex >= additionalLightCount) {
break;
}
lighting += EvaluateAdditionalLight(gAdditionalLights[lightIndex], normalWS, vPositionWS);
}
fragColor = vec4(baseColor.rgb * lighting, baseColor.a);
}