#version 450 #extension GL_EXT_scalar_block_layout: require // CREDITS: Most of the functions here have been obtained from this link: https://github.com/SaschaWillems/Vulkan // developed by Sascha Willems, https://twitter.com/JoeyDeVriez, and licensed under the terms of the MIT License (MIT) layout (constant_id = 0) const int SHADOW_MAP_CASCADE_COUNT = 6; layout (constant_id = 1) const int DEBUG_SHADOWS = 0; const float PI = 3.14159265359; struct Light { vec3 position; uint directional; float intensity; vec3 color; }; struct CascadeShadow { mat4 projViewMatrix; vec4 splitDistance; }; layout(location = 0) in vec2 inTextCoord; layout(location = 0) out vec4 outFragColor; layout(set = 0, binding = 0) uniform sampler2D posSampler; layout(set = 0, binding = 1) uniform sampler2D albedoSampler; layout(set = 0, binding = 2) uniform sampler2D normalsSampler; layout(set = 0, binding = 3) uniform sampler2D pbrSampler; layout(set = 0, binding = 4) uniform sampler2D emissiveSampler; layout(set = 0, binding = 5) uniform sampler2D TranslucencySampler; layout(set = 0, binding = 6) uniform sampler2D OpacitySampler; layout(set = 0, binding = 7) uniform sampler2D ssaoBlur; layout(set = 0, binding = 8) uniform sampler2DArray shadowSampler; layout(scalar, set = 1, binding = 0) readonly buffer Lights { Light lights[]; } lights; layout(set = 2, binding = 0) readonly buffer Shadows { CascadeShadow cascadeshadows[]; } shadows; layout(scalar, set = 3, binding = 0) uniform SceneInfo { vec3 camPos; float ambientLightIntensity; vec3 ambientLightColor; uint numLights; mat4 viewMatrix; } sceneInfo; float chebyshevUpperBound(vec2 moments, float t) { // Surface is fully lit if the current fragment is before the light occluder if (t <= moments.x) return 1.0; // Compute variance float variance = moments.y - (moments.x * moments.x); variance = max(variance, 0.00002); // Small epsilon to avoid divide by zero // Compute probabilistic upper bound float d = t - moments.x; float p_max = variance / (variance + d * d); // Reduce light bleeding p_max = smoothstep(0.2, 1.0, p_max); return p_max; } float calcVisibility(vec4 worldPosition, uint cascadeIndex, float ShadowBias) { vec4 shadowMapPosition = shadows.cascadeshadows[cascadeIndex].projViewMatrix * worldPosition; shadowMapPosition.xyz /= shadowMapPosition.w; vec2 uv = vec2( shadowMapPosition.x * 0.5 + 0.5, shadowMapPosition.y * -0.5 + 0.5 ); float depth = shadowMapPosition.z; if (uv.x < 0.0 || uv.x > 1.0 || uv.y < 0.0 || uv.y > 1.0 || depth < ShadowBias || depth > 1.0) { return 1.0; } float shadow = 0.0; vec2 texelSize = 1.0 / textureSize(shadowSampler, 0).rg; for(int x = -1; x <= 1; ++x) { for(int y = -1; y <= 1; ++y) { vec2 moments = texture(shadowSampler, vec3((uv + vec2(x, y) * texelSize), cascadeIndex)).rg; float visibility = chebyshevUpperBound(moments, depth); shadow += depth - ShadowBias > visibility ? 1.0 : 0.0; } } shadow /= 9.0; return 1 - shadow; } float distributionGGX(vec3 N, vec3 H, float roughness) { float a = roughness * roughness; float a2 = a * a; float NdotH = max(dot(N, H), 0.0); float NdotH2 = NdotH * NdotH; float nom = a2; float denom = (NdotH2 * (a2 - 1.0) + 1.0); denom = PI * denom * denom; return nom / denom; } float geometrySchlickGGX(float NdotV, float roughness) { float r = (roughness + 1.0); float k = (r * r) / 8.0; float nom = NdotV; float denom = NdotV * (1.0 - k) + k; return nom / denom; } float geometrySmith(vec3 N, vec3 V, vec3 L, float roughness) { float NdotV = max(dot(N, V), 0.0); float NdotL = max(dot(N, L), 0.0); float ggx2 = geometrySchlickGGX(NdotV, roughness); float ggx1 = geometrySchlickGGX(NdotL, roughness); return ggx1 * ggx2; } vec3 fresnelSchlick(float cosTheta, vec3 F0) { return F0 + (1.0 - F0) * pow(clamp(1.0 - cosTheta, 0.0, 1.0), 5.0); } vec3 calculatePointLight(Light light, vec3 worldPos, vec3 V, vec3 N, vec3 F0, vec3 albedo, float metallic, float roughness) { vec3 tmpSub = light.position - worldPos; vec3 L = normalize(tmpSub); vec3 H = normalize(V + L); // Calculate distance and attenuation float distance = length(tmpSub); float attenuation = 1.0 / (distance * distance); float intensity = 10.0f; vec3 radiance = light.color * light.intensity * attenuation; // Cook-Torrance BRDF float NDF = distributionGGX(N, H, roughness); float G = geometrySmith(N, V, L, roughness); vec3 F = fresnelSchlick(max(dot(H, V), 0.0), F0); vec3 numerator = NDF * G * F; float denominator = 4.0 * max(dot(N, V), 0.0) * max(dot(N, L), 0.0) + 0.0001; vec3 specular = numerator / denominator; vec3 kS = F; vec3 kD = vec3(1.0) - kS; kD *= 1.0 - metallic; float NdotL = max(dot(N, L), 0.0); return (kD * albedo / PI + specular) * radiance * NdotL; } vec3 calculateDirectionalLight(Light light, vec3 V, vec3 N, vec3 F0, vec3 albedo, float metallic, float roughness, float translucency) { vec3 L = normalize(-light.position); vec3 H = normalize(V + L); vec3 radiance = light.color * light.intensity; // Cook-Torrance BRDF float NDF = distributionGGX(N, H, roughness); float G = geometrySmith(N, V, L, roughness); vec3 F = fresnelSchlick(max(dot(H, V), 0.0), F0); vec3 numerator = NDF * G * F; float denominator = 4.0 * max(dot(N, V), 0.0) * max(dot(N, L), 0.0) + 0.0001; vec3 specular = numerator / denominator; vec3 kS = F; vec3 kD = vec3(1.0) - kS; kD *= 1.0 - metallic; float NdotL = max(dot(N, L), 0.0); vec3 shadowValue = (kD * albedo / PI + specular) * radiance * NdotL; vec3 lightValue = (kD * albedo / PI + specular) * radiance; return (shadowValue * (1 - translucency)) + (lightValue * translucency); } void main() { vec3 albedo = texture(albedoSampler, inTextCoord).rgb; vec3 normal = texture(normalsSampler, inTextCoord).rgb; vec4 worldPosW = texture(posSampler, inTextCoord); vec3 worldPos = worldPosW.xyz; vec3 pbr = texture(pbrSampler, inTextCoord).rgb; vec3 emissive = texture(emissiveSampler, inTextCoord).rgb; vec3 Opacity = texture(OpacitySampler, inTextCoord).rgb; vec3 translucency = texture(TranslucencySampler, inTextCoord).rgb; float emissiveness = emissive.r; float translucencyf = translucency.r; float ssao = texture(ssaoBlur, inTextCoord).r; // outFragColor = vec4(emissive,1); // return; float ShadowBias = 0.05f; float opacityf = Opacity.x + Opacity.y + Opacity.z; opacityf = opacityf/3.0; float roughness = pbr.g; float metallic = pbr.b; vec3 N = normalize(normal); vec3 V = normalize(sceneInfo.camPos - worldPos); vec3 F0 = vec3(0.04); F0 = mix(F0, albedo, metallic); uint cascadeIndex = 0; vec4 viewPos = sceneInfo.viewMatrix * worldPosW; for (uint i = 0; i < SHADOW_MAP_CASCADE_COUNT - 1; ++i) { if (viewPos.z < shadows.cascadeshadows[i].splitDistance.x) { cascadeIndex = i + 1; } } float shadow = calcVisibility(vec4(worldPos, 1), cascadeIndex,ShadowBias); vec3 Lo = vec3(0.0); for (uint i = 0; i < sceneInfo.numLights; i++) { Light light = lights.lights[i]; if (light.directional == 1) { Lo += calculateDirectionalLight(light, V, N, F0, albedo, metallic, roughness,translucencyf) * shadow; } else { Lo += calculatePointLight(light, worldPos, V, N, F0, albedo, metallic, roughness); } } vec3 ambient = sceneInfo.ambientLightColor * albedo * sceneInfo.ambientLightIntensity * vec3(ssao,ssao,ssao);; if(emissive.x > 0 || emissive.y > 0 || emissive.z > 0) ambient = emissive; outFragColor = vec4(Lo + ambient, 1.0f); outFragColor = vec4(outFragColor.xyz/2 + (outFragColor.xyz/2) * vec3(ssao,ssao,ssao),1); if (DEBUG_SHADOWS == 1) { switch (cascadeIndex) { case 0: outFragColor.rgb *= vec3(1.0f, 0.25f, 0.25f); break; case 1: outFragColor.rgb *= vec3(0.25f, 1.0f, 0.25f); break; case 2: outFragColor.rgb *= vec3(0.25f, 0.25f, 1.0f); break; default: outFragColor.rgb *= vec3(1.0f, 1.0f, 0.25f); break; } } if (length(normal) < 0.001) { outFragColor = vec4(albedo,1.0f); return; } }