187 lines
4.3 KiB
Text
187 lines
4.3 KiB
Text
|
|
// Copyright 2020 Google LLC
|
||
|
|
|
||
|
|
#define LIGHT_COUNT 3
|
||
|
|
#define SHADOW_FACTOR 0.25
|
||
|
|
#define AMBIENT_LIGHT 0.1
|
||
|
|
#define USE_PCF
|
||
|
|
|
||
|
|
struct VSOutput
|
||
|
|
{
|
||
|
|
float4 Pos : SV_POSITION;
|
||
|
|
float2 UV;
|
||
|
|
};
|
||
|
|
|
||
|
|
[[vk::binding(1, 0)]] Sampler2D samplerPosition;
|
||
|
|
[[vk::binding(2, 0)]] Sampler2D samplerNormal;
|
||
|
|
[[vk::binding(3, 0)]] Sampler2D samplerAlbedo;
|
||
|
|
|
||
|
|
struct Light
|
||
|
|
{
|
||
|
|
float4 position;
|
||
|
|
float4 target;
|
||
|
|
float4 color;
|
||
|
|
float4x4 viewMatrix;
|
||
|
|
};
|
||
|
|
|
||
|
|
struct UBO
|
||
|
|
{
|
||
|
|
float4 viewPos;
|
||
|
|
Light lights[LIGHT_COUNT];
|
||
|
|
int useShadows;
|
||
|
|
int displayDebugTarget;
|
||
|
|
};
|
||
|
|
[[vk::binding(4, 0)]] ConstantBuffer<UBO> ubo;
|
||
|
|
|
||
|
|
// Depth from the light's point of view
|
||
|
|
// layout (binding = 5) uniform sampler2DShadow samplerShadowMap;
|
||
|
|
[[vk::binding(5, 0)]] Sampler2DArray samplerShadowMap;
|
||
|
|
|
||
|
|
float textureProj(float4 P, float layer, float2 offset)
|
||
|
|
{
|
||
|
|
float shadow = 1.0;
|
||
|
|
float4 shadowCoord = P / P.w;
|
||
|
|
shadowCoord.xy = shadowCoord.xy * 0.5 + 0.5;
|
||
|
|
|
||
|
|
if (shadowCoord.z > -1.0 && shadowCoord.z < 1.0)
|
||
|
|
{
|
||
|
|
float dist = samplerShadowMap.Sample(float3(shadowCoord.xy + offset, layer)).r;
|
||
|
|
if (shadowCoord.w > 0.0 && dist < shadowCoord.z)
|
||
|
|
{
|
||
|
|
shadow = SHADOW_FACTOR;
|
||
|
|
}
|
||
|
|
}
|
||
|
|
return shadow;
|
||
|
|
}
|
||
|
|
|
||
|
|
float filterPCF(float4 sc, float layer)
|
||
|
|
{
|
||
|
|
int2 texDim; int elements; int levels;
|
||
|
|
samplerShadowMap.GetDimensions(0, texDim.x, texDim.y, elements, levels);
|
||
|
|
float scale = 1.5;
|
||
|
|
float dx = scale * 1.0 / float(texDim.x);
|
||
|
|
float dy = scale * 1.0 / float(texDim.y);
|
||
|
|
|
||
|
|
float shadowFactor = 0.0;
|
||
|
|
int count = 0;
|
||
|
|
int range = 1;
|
||
|
|
|
||
|
|
for (int x = -range; x <= range; x++)
|
||
|
|
{
|
||
|
|
for (int y = -range; y <= range; y++)
|
||
|
|
{
|
||
|
|
shadowFactor += textureProj(sc, layer, float2(dx*x, dy*y));
|
||
|
|
count++;
|
||
|
|
}
|
||
|
|
|
||
|
|
}
|
||
|
|
return shadowFactor / count;
|
||
|
|
}
|
||
|
|
|
||
|
|
float3 shadow(float3 fragcolor, float3 fragPos)
|
||
|
|
{
|
||
|
|
for (int i = 0; i < LIGHT_COUNT; ++i)
|
||
|
|
{
|
||
|
|
float4 shadowClip = mul(ubo.lights[i].viewMatrix, float4(fragPos.xyz, 1.0));
|
||
|
|
|
||
|
|
float shadowFactor;
|
||
|
|
#ifdef USE_PCF
|
||
|
|
shadowFactor= filterPCF(shadowClip, i);
|
||
|
|
#else
|
||
|
|
shadowFactor = textureProj(shadowClip, i, float2(0.0, 0.0));
|
||
|
|
#endif
|
||
|
|
|
||
|
|
fragcolor *= shadowFactor;
|
||
|
|
}
|
||
|
|
return fragcolor;
|
||
|
|
}
|
||
|
|
|
||
|
|
[shader("vertex")]
|
||
|
|
VSOutput vertexMain(uint VertexIndex: SV_VertexID)
|
||
|
|
{
|
||
|
|
VSOutput output;
|
||
|
|
output.UV = float2((VertexIndex << 1) & 2, VertexIndex & 2);
|
||
|
|
output.Pos = float4(output.UV * 2.0f - 1.0f, 0.0f, 1.0f);
|
||
|
|
return output;
|
||
|
|
}
|
||
|
|
|
||
|
|
[shader("fragment")]
|
||
|
|
float4 fragmentMain(VSOutput input)
|
||
|
|
{
|
||
|
|
// Get G-Buffer values
|
||
|
|
float3 fragPos = samplerPosition.Sample(input.UV).rgb;
|
||
|
|
float3 normal = samplerNormal.Sample(input.UV).rgb;
|
||
|
|
float4 albedo = samplerAlbedo.Sample(input.UV);
|
||
|
|
|
||
|
|
float3 fragcolor;
|
||
|
|
|
||
|
|
// Debug display
|
||
|
|
if (ubo.displayDebugTarget > 0) {
|
||
|
|
switch (ubo.displayDebugTarget) {
|
||
|
|
case 1:
|
||
|
|
fragcolor.rgb = shadow(float3(1.0, 1.0, 1.0), fragPos);
|
||
|
|
break;
|
||
|
|
case 2:
|
||
|
|
fragcolor.rgb = fragPos;
|
||
|
|
break;
|
||
|
|
case 3:
|
||
|
|
fragcolor.rgb = normal;
|
||
|
|
break;
|
||
|
|
case 4:
|
||
|
|
fragcolor.rgb = albedo.rgb;
|
||
|
|
break;
|
||
|
|
case 5:
|
||
|
|
fragcolor.rgb = albedo.aaa;
|
||
|
|
break;
|
||
|
|
}
|
||
|
|
return float4(fragcolor, 1.0);
|
||
|
|
}
|
||
|
|
|
||
|
|
// Ambient part
|
||
|
|
fragcolor = albedo.rgb * AMBIENT_LIGHT;
|
||
|
|
|
||
|
|
float3 N = normalize(normal);
|
||
|
|
|
||
|
|
for(int i = 0; i < LIGHT_COUNT; ++i)
|
||
|
|
{
|
||
|
|
// Vector to light
|
||
|
|
float3 L = ubo.lights[i].position.xyz - fragPos;
|
||
|
|
// Distance from light to fragment position
|
||
|
|
float dist = length(L);
|
||
|
|
L = normalize(L);
|
||
|
|
|
||
|
|
// Viewer to fragment
|
||
|
|
float3 V = ubo.viewPos.xyz - fragPos;
|
||
|
|
V = normalize(V);
|
||
|
|
|
||
|
|
float lightCosInnerAngle = cos(radians(15.0));
|
||
|
|
float lightCosOuterAngle = cos(radians(25.0));
|
||
|
|
float lightRange = 100.0;
|
||
|
|
|
||
|
|
// Direction vector from source to target
|
||
|
|
float3 dir = normalize(ubo.lights[i].position.xyz - ubo.lights[i].target.xyz);
|
||
|
|
|
||
|
|
// Dual cone spot light with smooth transition between inner and outer angle
|
||
|
|
float cosDir = dot(L, dir);
|
||
|
|
float spotEffect = smoothstep(lightCosOuterAngle, lightCosInnerAngle, cosDir);
|
||
|
|
float heightAttenuation = smoothstep(lightRange, 0.0f, dist);
|
||
|
|
|
||
|
|
// Diffuse lighting
|
||
|
|
float NdotL = max(0.0, dot(N, L));
|
||
|
|
float3 diff = NdotL.xxx;
|
||
|
|
|
||
|
|
// Specular lighting
|
||
|
|
float3 R = reflect(-L, N);
|
||
|
|
float NdotR = max(0.0, dot(R, V));
|
||
|
|
float3 spec = (pow(NdotR, 16.0) * albedo.a * 2.5).xxx;
|
||
|
|
|
||
|
|
fragcolor += float3((diff + spec) * spotEffect * heightAttenuation) * ubo.lights[i].color.rgb * albedo.rgb;
|
||
|
|
}
|
||
|
|
|
||
|
|
// Shadow calculations in a separate pass
|
||
|
|
if (ubo.useShadows > 0)
|
||
|
|
{
|
||
|
|
fragcolor = shadow(fragcolor, fragPos);
|
||
|
|
}
|
||
|
|
|
||
|
|
return float4(fragcolor, 1);
|
||
|
|
}
|