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										 |  |  | #[vertex] | 
					
						
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 | 
					
						
							|  |  |  | #version 450 | 
					
						
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 | 
					
						
							|  |  |  | #VERSION_DEFINES | 
					
						
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 | 
					
						
							|  |  |  | /* Include our forward mobile UBOs definitions etc. */ | 
					
						
							|  |  |  | #include "scene_forward_mobile_inc.glsl" | 
					
						
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 | 
					
						
							|  |  |  | /* INPUT ATTRIBS */ | 
					
						
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 | 
					
						
							|  |  |  | layout(location = 0) in vec3 vertex_attrib; | 
					
						
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 | 
					
						
							|  |  |  | //only for pure render depth when normal is not used | 
					
						
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 | 
					
						
							|  |  |  | #ifdef NORMAL_USED | 
					
						
							|  |  |  | layout(location = 1) in vec3 normal_attrib; | 
					
						
							|  |  |  | #endif | 
					
						
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 | 
					
						
							|  |  |  | #if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED) | 
					
						
							|  |  |  | layout(location = 2) in vec4 tangent_attrib; | 
					
						
							|  |  |  | #endif | 
					
						
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							|  |  |  | #if defined(COLOR_USED) | 
					
						
							|  |  |  | layout(location = 3) in vec4 color_attrib; | 
					
						
							|  |  |  | #endif | 
					
						
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 | 
					
						
							|  |  |  | #ifdef UV_USED | 
					
						
							|  |  |  | layout(location = 4) in vec2 uv_attrib; | 
					
						
							|  |  |  | #endif | 
					
						
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 | 
					
						
							|  |  |  | #if defined(UV2_USED) || defined(USE_LIGHTMAP) || defined(MODE_RENDER_MATERIAL) | 
					
						
							|  |  |  | layout(location = 5) in vec2 uv2_attrib; | 
					
						
							|  |  |  | #endif // MODE_RENDER_MATERIAL | 
					
						
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 | 
					
						
							|  |  |  | #if defined(CUSTOM0_USED) | 
					
						
							|  |  |  | layout(location = 6) in vec4 custom0_attrib; | 
					
						
							|  |  |  | #endif | 
					
						
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 | 
					
						
							|  |  |  | #if defined(CUSTOM1_USED) | 
					
						
							|  |  |  | layout(location = 7) in vec4 custom1_attrib; | 
					
						
							|  |  |  | #endif | 
					
						
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 | 
					
						
							|  |  |  | #if defined(CUSTOM2_USED) | 
					
						
							|  |  |  | layout(location = 8) in vec4 custom2_attrib; | 
					
						
							|  |  |  | #endif | 
					
						
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 | 
					
						
							|  |  |  | #if defined(CUSTOM3_USED) | 
					
						
							|  |  |  | layout(location = 9) in vec4 custom3_attrib; | 
					
						
							|  |  |  | #endif | 
					
						
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							|  |  |  | #if defined(BONES_USED) || defined(USE_PARTICLE_TRAILS) | 
					
						
							|  |  |  | layout(location = 10) in uvec4 bone_attrib; | 
					
						
							|  |  |  | #endif | 
					
						
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							|  |  |  | #if defined(WEIGHTS_USED) || defined(USE_PARTICLE_TRAILS) | 
					
						
							|  |  |  | layout(location = 11) in vec4 weight_attrib; | 
					
						
							|  |  |  | #endif | 
					
						
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							|  |  |  | /* Varyings */ | 
					
						
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										 |  |  | layout(location = 0) highp out vec3 vertex_interp; | 
					
						
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							|  |  |  | #ifdef NORMAL_USED | 
					
						
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										 |  |  | layout(location = 1) mediump out vec3 normal_interp; | 
					
						
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										 |  |  | #endif | 
					
						
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							|  |  |  | #if defined(COLOR_USED) | 
					
						
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										 |  |  | layout(location = 2) mediump out vec4 color_interp; | 
					
						
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										 |  |  | #endif | 
					
						
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							|  |  |  | #ifdef UV_USED | 
					
						
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										 |  |  | layout(location = 3) mediump out vec2 uv_interp; | 
					
						
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										 |  |  | #endif | 
					
						
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							|  |  |  | #if defined(UV2_USED) || defined(USE_LIGHTMAP) | 
					
						
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										 |  |  | layout(location = 4) mediump out vec2 uv2_interp; | 
					
						
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										 |  |  | #endif | 
					
						
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							|  |  |  | #if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED) | 
					
						
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										 |  |  | layout(location = 5) mediump out vec3 tangent_interp; | 
					
						
							|  |  |  | layout(location = 6) mediump out vec3 binormal_interp; | 
					
						
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										 |  |  | #endif | 
					
						
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							|  |  |  | #ifdef MATERIAL_UNIFORMS_USED | 
					
						
							|  |  |  | layout(set = MATERIAL_UNIFORM_SET, binding = 0, std140) uniform MaterialUniforms{ | 
					
						
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							|  |  |  | #MATERIAL_UNIFORMS | 
					
						
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							|  |  |  | } material; | 
					
						
							|  |  |  | #endif | 
					
						
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							|  |  |  | #ifdef MODE_DUAL_PARABOLOID | 
					
						
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										 |  |  | layout(location = 8) out highp float dp_clip; | 
					
						
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							|  |  |  | #endif | 
					
						
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										 |  |  | #ifdef USE_MULTIVIEW | 
					
						
							|  |  |  | #ifdef has_VK_KHR_multiview | 
					
						
							|  |  |  | #define ViewIndex gl_ViewIndex | 
					
						
							|  |  |  | #else | 
					
						
							|  |  |  | // !BAS! This needs to become an input once we implement our fallback! | 
					
						
							|  |  |  | #define ViewIndex 0 | 
					
						
							|  |  |  | #endif | 
					
						
							|  |  |  | #else | 
					
						
							|  |  |  | // Set to zero, not supported in non stereo | 
					
						
							|  |  |  | #define ViewIndex 0 | 
					
						
							|  |  |  | #endif //USE_MULTIVIEW | 
					
						
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										 |  |  | invariant gl_Position; | 
					
						
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							|  |  |  | #GLOBALS | 
					
						
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							|  |  |  | void main() { | 
					
						
							|  |  |  | 	vec4 instance_custom = vec4(0.0); | 
					
						
							|  |  |  | #if defined(COLOR_USED) | 
					
						
							|  |  |  | 	color_interp = color_attrib; | 
					
						
							|  |  |  | #endif | 
					
						
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							|  |  |  | 	bool is_multimesh = bool(draw_call.flags & INSTANCE_FLAGS_MULTIMESH); | 
					
						
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							|  |  |  | 	mat4 world_matrix = draw_call.transform; | 
					
						
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							|  |  |  | 	mat3 world_normal_matrix; | 
					
						
							|  |  |  | 	if (bool(draw_call.flags & INSTANCE_FLAGS_NON_UNIFORM_SCALE)) { | 
					
						
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										 |  |  | 		world_normal_matrix = transpose(inverse(mat3(world_matrix))); | 
					
						
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										 |  |  | 	} else { | 
					
						
							|  |  |  | 		world_normal_matrix = mat3(world_matrix); | 
					
						
							|  |  |  | 	} | 
					
						
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							|  |  |  | 	if (is_multimesh) { | 
					
						
							|  |  |  | 		//multimesh, instances are for it | 
					
						
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							|  |  |  | 		mat4 matrix; | 
					
						
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							|  |  |  | #ifdef USE_PARTICLE_TRAILS | 
					
						
							|  |  |  | 		uint trail_size = (draw_call.flags >> INSTANCE_FLAGS_PARTICLE_TRAIL_SHIFT) & INSTANCE_FLAGS_PARTICLE_TRAIL_MASK; | 
					
						
							|  |  |  | 		uint stride = 3 + 1 + 1; //particles always uses this format | 
					
						
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							|  |  |  | 		uint offset = trail_size * stride * gl_InstanceIndex; | 
					
						
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							|  |  |  | #ifdef COLOR_USED | 
					
						
							|  |  |  | 		vec4 pcolor; | 
					
						
							|  |  |  | #endif | 
					
						
							|  |  |  | 		{ | 
					
						
							|  |  |  | 			uint boffset = offset + bone_attrib.x * stride; | 
					
						
							|  |  |  | 			matrix = mat4(transforms.data[boffset + 0], transforms.data[boffset + 1], transforms.data[boffset + 2], vec4(0.0, 0.0, 0.0, 1.0)) * weight_attrib.x; | 
					
						
							|  |  |  | #ifdef COLOR_USED | 
					
						
							|  |  |  | 			pcolor = transforms.data[boffset + 3] * weight_attrib.x; | 
					
						
							|  |  |  | #endif | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 		if (weight_attrib.y > 0.001) { | 
					
						
							|  |  |  | 			uint boffset = offset + bone_attrib.y * stride; | 
					
						
							|  |  |  | 			matrix += mat4(transforms.data[boffset + 0], transforms.data[boffset + 1], transforms.data[boffset + 2], vec4(0.0, 0.0, 0.0, 1.0)) * weight_attrib.y; | 
					
						
							|  |  |  | #ifdef COLOR_USED | 
					
						
							|  |  |  | 			pcolor += transforms.data[boffset + 3] * weight_attrib.y; | 
					
						
							|  |  |  | #endif | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 		if (weight_attrib.z > 0.001) { | 
					
						
							|  |  |  | 			uint boffset = offset + bone_attrib.z * stride; | 
					
						
							|  |  |  | 			matrix += mat4(transforms.data[boffset + 0], transforms.data[boffset + 1], transforms.data[boffset + 2], vec4(0.0, 0.0, 0.0, 1.0)) * weight_attrib.z; | 
					
						
							|  |  |  | #ifdef COLOR_USED | 
					
						
							|  |  |  | 			pcolor += transforms.data[boffset + 3] * weight_attrib.z; | 
					
						
							|  |  |  | #endif | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 		if (weight_attrib.w > 0.001) { | 
					
						
							|  |  |  | 			uint boffset = offset + bone_attrib.w * stride; | 
					
						
							|  |  |  | 			matrix += mat4(transforms.data[boffset + 0], transforms.data[boffset + 1], transforms.data[boffset + 2], vec4(0.0, 0.0, 0.0, 1.0)) * weight_attrib.w; | 
					
						
							|  |  |  | #ifdef COLOR_USED | 
					
						
							|  |  |  | 			pcolor += transforms.data[boffset + 3] * weight_attrib.w; | 
					
						
							|  |  |  | #endif | 
					
						
							|  |  |  | 		} | 
					
						
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							|  |  |  | 		instance_custom = transforms.data[offset + 4]; | 
					
						
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							|  |  |  | #ifdef COLOR_USED | 
					
						
							|  |  |  | 		color_interp *= pcolor; | 
					
						
							|  |  |  | #endif | 
					
						
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 | 
					
						
							|  |  |  | #else | 
					
						
							|  |  |  | 		uint stride = 0; | 
					
						
							|  |  |  | 		{ | 
					
						
							|  |  |  | 			//TODO implement a small lookup table for the stride | 
					
						
							|  |  |  | 			if (bool(draw_call.flags & INSTANCE_FLAGS_MULTIMESH_FORMAT_2D)) { | 
					
						
							|  |  |  | 				stride += 2; | 
					
						
							|  |  |  | 			} else { | 
					
						
							|  |  |  | 				stride += 3; | 
					
						
							|  |  |  | 			} | 
					
						
							|  |  |  | 			if (bool(draw_call.flags & INSTANCE_FLAGS_MULTIMESH_HAS_COLOR)) { | 
					
						
							|  |  |  | 				stride += 1; | 
					
						
							|  |  |  | 			} | 
					
						
							|  |  |  | 			if (bool(draw_call.flags & INSTANCE_FLAGS_MULTIMESH_HAS_CUSTOM_DATA)) { | 
					
						
							|  |  |  | 				stride += 1; | 
					
						
							|  |  |  | 			} | 
					
						
							|  |  |  | 		} | 
					
						
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							|  |  |  | 		uint offset = stride * gl_InstanceIndex; | 
					
						
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							|  |  |  | 		if (bool(draw_call.flags & INSTANCE_FLAGS_MULTIMESH_FORMAT_2D)) { | 
					
						
							|  |  |  | 			matrix = mat4(transforms.data[offset + 0], transforms.data[offset + 1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0)); | 
					
						
							|  |  |  | 			offset += 2; | 
					
						
							|  |  |  | 		} else { | 
					
						
							|  |  |  | 			matrix = mat4(transforms.data[offset + 0], transforms.data[offset + 1], transforms.data[offset + 2], vec4(0.0, 0.0, 0.0, 1.0)); | 
					
						
							|  |  |  | 			offset += 3; | 
					
						
							|  |  |  | 		} | 
					
						
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 | 
					
						
							|  |  |  | 		if (bool(draw_call.flags & INSTANCE_FLAGS_MULTIMESH_HAS_COLOR)) { | 
					
						
							|  |  |  | #ifdef COLOR_USED | 
					
						
							|  |  |  | 			color_interp *= transforms.data[offset]; | 
					
						
							|  |  |  | #endif | 
					
						
							|  |  |  | 			offset += 1; | 
					
						
							|  |  |  | 		} | 
					
						
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 | 
					
						
							|  |  |  | 		if (bool(draw_call.flags & INSTANCE_FLAGS_MULTIMESH_HAS_CUSTOM_DATA)) { | 
					
						
							|  |  |  | 			instance_custom = transforms.data[offset]; | 
					
						
							|  |  |  | 		} | 
					
						
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							|  |  |  | #endif | 
					
						
							|  |  |  | 		//transpose | 
					
						
							|  |  |  | 		matrix = transpose(matrix); | 
					
						
							|  |  |  | 		world_matrix = world_matrix * matrix; | 
					
						
							|  |  |  | 		world_normal_matrix = world_normal_matrix * mat3(matrix); | 
					
						
							|  |  |  | 	} | 
					
						
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							|  |  |  | 	vec3 vertex = vertex_attrib; | 
					
						
							|  |  |  | #ifdef NORMAL_USED | 
					
						
							|  |  |  | 	vec3 normal = normal_attrib * 2.0 - 1.0; | 
					
						
							|  |  |  | #endif | 
					
						
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							|  |  |  | #if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED) | 
					
						
							|  |  |  | 	vec3 tangent = tangent_attrib.xyz * 2.0 - 1.0; | 
					
						
							|  |  |  | 	float binormalf = tangent_attrib.a * 2.0 - 1.0; | 
					
						
							|  |  |  | 	vec3 binormal = normalize(cross(normal, tangent) * binormalf); | 
					
						
							|  |  |  | #endif | 
					
						
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							|  |  |  | #ifdef UV_USED | 
					
						
							|  |  |  | 	uv_interp = uv_attrib; | 
					
						
							|  |  |  | #endif | 
					
						
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							|  |  |  | #if defined(UV2_USED) || defined(USE_LIGHTMAP) | 
					
						
							|  |  |  | 	uv2_interp = uv2_attrib; | 
					
						
							|  |  |  | #endif | 
					
						
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							|  |  |  | #ifdef OVERRIDE_POSITION | 
					
						
							|  |  |  | 	vec4 position; | 
					
						
							|  |  |  | #endif | 
					
						
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										 |  |  | #ifdef USE_MULTIVIEW | 
					
						
							|  |  |  | 	mat4 projection_matrix = scene_data.projection_matrix_view[ViewIndex]; | 
					
						
							|  |  |  | 	mat4 inv_projection_matrix = scene_data.inv_projection_matrix_view[ViewIndex]; | 
					
						
							|  |  |  | #else | 
					
						
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										 |  |  | 	mat4 projection_matrix = scene_data.projection_matrix; | 
					
						
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										 |  |  | 	mat4 inv_projection_matrix = scene_data.inv_projection_matrix; | 
					
						
							|  |  |  | #endif //USE_MULTIVIEW | 
					
						
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										 |  |  | 
 | 
					
						
							|  |  |  | //using world coordinates | 
					
						
							|  |  |  | #if !defined(SKIP_TRANSFORM_USED) && defined(VERTEX_WORLD_COORDS_USED) | 
					
						
							|  |  |  | 
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							|  |  |  | 	vertex = (world_matrix * vec4(vertex, 1.0)).xyz; | 
					
						
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							|  |  |  | 	normal = world_normal_matrix * normal; | 
					
						
							|  |  |  | 
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							|  |  |  | #if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED) | 
					
						
							|  |  |  | 
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							|  |  |  | 	tangent = world_normal_matrix * tangent; | 
					
						
							|  |  |  | 	binormal = world_normal_matrix * binormal; | 
					
						
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							|  |  |  | #endif | 
					
						
							|  |  |  | #endif | 
					
						
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							|  |  |  | 	float roughness = 1.0; | 
					
						
							|  |  |  | 
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							|  |  |  | 	mat4 modelview = scene_data.inv_camera_matrix * world_matrix; | 
					
						
							|  |  |  | 	mat3 modelview_normal = mat3(scene_data.inv_camera_matrix) * world_normal_matrix; | 
					
						
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							|  |  |  | 	{ | 
					
						
							|  |  |  | #CODE : VERTEX | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 
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							|  |  |  | 	/* output */ | 
					
						
							|  |  |  | 
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							|  |  |  | // using local coordinates (default) | 
					
						
							|  |  |  | #if !defined(SKIP_TRANSFORM_USED) && !defined(VERTEX_WORLD_COORDS_USED) | 
					
						
							|  |  |  | 
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							|  |  |  | 	vertex = (modelview * vec4(vertex, 1.0)).xyz; | 
					
						
							|  |  |  | #ifdef NORMAL_USED | 
					
						
							|  |  |  | 	normal = modelview_normal * normal; | 
					
						
							|  |  |  | #endif | 
					
						
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							|  |  |  | #endif | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | #if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED) | 
					
						
							|  |  |  | 
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							|  |  |  | 	binormal = modelview_normal * binormal; | 
					
						
							|  |  |  | 	tangent = modelview_normal * tangent; | 
					
						
							|  |  |  | #endif | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | //using world coordinates | 
					
						
							|  |  |  | #if !defined(SKIP_TRANSFORM_USED) && defined(VERTEX_WORLD_COORDS_USED) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	vertex = (scene_data.inv_camera_matrix * vec4(vertex, 1.0)).xyz; | 
					
						
							|  |  |  | 	normal = mat3(scene_data.inverse_normal_matrix) * normal; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | #if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	binormal = mat3(scene_data.camera_inverse_binormal_matrix) * binormal; | 
					
						
							|  |  |  | 	tangent = mat3(scene_data.camera_inverse_tangent_matrix) * tangent; | 
					
						
							|  |  |  | #endif | 
					
						
							|  |  |  | #endif | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	vertex_interp = vertex; | 
					
						
							|  |  |  | #ifdef NORMAL_USED | 
					
						
							|  |  |  | 	normal_interp = normal; | 
					
						
							|  |  |  | #endif | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | #if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED) | 
					
						
							|  |  |  | 	tangent_interp = tangent; | 
					
						
							|  |  |  | 	binormal_interp = binormal; | 
					
						
							|  |  |  | #endif | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | #ifdef MODE_RENDER_DEPTH | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | #ifdef MODE_DUAL_PARABOLOID | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	vertex_interp.z *= scene_data.dual_paraboloid_side; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	dp_clip = vertex_interp.z; //this attempts to avoid noise caused by objects sent to the other parabolloid side due to bias | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	//for dual paraboloid shadow mapping, this is the fastest but least correct way, as it curves straight edges | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	vec3 vtx = vertex_interp; | 
					
						
							|  |  |  | 	float distance = length(vtx); | 
					
						
							|  |  |  | 	vtx = normalize(vtx); | 
					
						
							|  |  |  | 	vtx.xy /= 1.0 - vtx.z; | 
					
						
							|  |  |  | 	vtx.z = (distance / scene_data.z_far); | 
					
						
							|  |  |  | 	vtx.z = vtx.z * 2.0 - 1.0; | 
					
						
							|  |  |  | 	vertex_interp = vtx; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | #endif | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | #endif //MODE_RENDER_DEPTH | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | #ifdef OVERRIDE_POSITION | 
					
						
							|  |  |  | 	gl_Position = position; | 
					
						
							|  |  |  | #else | 
					
						
							|  |  |  | 	gl_Position = projection_matrix * vec4(vertex_interp, 1.0); | 
					
						
							|  |  |  | #endif // OVERRIDE_POSITION | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | #ifdef MODE_RENDER_DEPTH | 
					
						
							|  |  |  | 	if (scene_data.pancake_shadows) { | 
					
						
							|  |  |  | 		if (gl_Position.z <= 0.00001) { | 
					
						
							|  |  |  | 			gl_Position.z = 0.00001; | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | #endif // MODE_RENDER_DEPTH | 
					
						
							|  |  |  | #ifdef MODE_RENDER_MATERIAL | 
					
						
							|  |  |  | 	if (scene_data.material_uv2_mode) { | 
					
						
							|  |  |  | 		vec2 uv_offset = draw_call.lightmap_uv_scale.xy; // we are abusing lightmap_uv_scale here, we shouldn't have a lightmap during a depth pass... | 
					
						
							|  |  |  | 		gl_Position.xy = (uv2_attrib.xy + uv_offset) * 2.0 - 1.0; | 
					
						
							|  |  |  | 		gl_Position.z = 0.00001; | 
					
						
							|  |  |  | 		gl_Position.w = 1.0; | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | #endif // MODE_RENDER_MATERIAL | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | #[fragment] | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | #version 450 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | #VERSION_DEFINES | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2021-07-12 20:32:05 -03:00
										 |  |  | /* Specialization Constants */ | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2021-08-13 14:27:33 -03:00
										 |  |  | #if !defined(MODE_RENDER_DEPTH) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | #if !defined(MODE_UNSHADED) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | layout(constant_id = 0) const bool sc_use_light_projector = false; | 
					
						
							|  |  |  | layout(constant_id = 1) const bool sc_use_light_soft_shadows = false; | 
					
						
							|  |  |  | layout(constant_id = 2) const bool sc_use_directional_soft_shadows = false; | 
					
						
							| 
									
										
										
										
											2021-07-19 16:41:55 -03:00
										 |  |  | 
 | 
					
						
							| 
									
										
										
										
											2021-08-13 14:27:33 -03:00
										 |  |  | layout(constant_id = 3) const uint sc_soft_shadow_samples = 4; | 
					
						
							|  |  |  | layout(constant_id = 4) const uint sc_penumbra_shadow_samples = 4; | 
					
						
							| 
									
										
										
										
											2021-07-19 16:41:55 -03:00
										 |  |  | 
 | 
					
						
							| 
									
										
										
										
											2021-08-13 14:27:33 -03:00
										 |  |  | layout(constant_id = 5) const uint sc_directional_soft_shadow_samples = 4; | 
					
						
							|  |  |  | layout(constant_id = 6) const uint sc_directional_penumbra_shadow_samples = 4; | 
					
						
							| 
									
										
										
										
											2021-07-19 16:41:55 -03:00
										 |  |  | 
 | 
					
						
							| 
									
										
										
										
											2021-08-13 14:27:33 -03:00
										 |  |  | layout(constant_id = 8) const bool sc_projector_use_mipmaps = true; | 
					
						
							| 
									
										
										
										
											2021-07-19 16:41:55 -03:00
										 |  |  | 
 | 
					
						
							| 
									
										
										
										
											2021-08-13 14:27:33 -03:00
										 |  |  | layout(constant_id = 9) const bool sc_disable_omni_lights = false; | 
					
						
							|  |  |  | layout(constant_id = 10) const bool sc_disable_spot_lights = false; | 
					
						
							|  |  |  | layout(constant_id = 11) const bool sc_disable_reflection_probes = false; | 
					
						
							|  |  |  | layout(constant_id = 12) const bool sc_disable_directional_lights = false; | 
					
						
							| 
									
										
										
										
											2021-07-19 16:41:55 -03:00
										 |  |  | 
 | 
					
						
							| 
									
										
										
										
											2021-08-13 14:27:33 -03:00
										 |  |  | #endif //!MODE_UNSHADED | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | layout(constant_id = 7) const bool sc_decal_use_mipmaps = true; | 
					
						
							|  |  |  | layout(constant_id = 13) const bool sc_disable_decals = false; | 
					
						
							|  |  |  | layout(constant_id = 14) const bool sc_disable_fog = false; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | #endif //!MODE_RENDER_DEPTH | 
					
						
							| 
									
										
										
										
											2021-07-12 20:32:05 -03:00
										 |  |  | 
 | 
					
						
							| 
									
										
										
										
											2021-07-26 21:31:15 +10:00
										 |  |  | layout(constant_id = 15) const float sc_luminance_multiplier = 2.0; | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2021-03-10 22:23:55 +11:00
										 |  |  | /* Include our forward mobile UBOs definitions etc. */ | 
					
						
							|  |  |  | #include "scene_forward_mobile_inc.glsl" | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | /* Varyings */ | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2021-08-10 21:50:28 -03:00
										 |  |  | layout(location = 0) highp in vec3 vertex_interp; | 
					
						
							| 
									
										
										
										
											2021-03-10 22:23:55 +11:00
										 |  |  | 
 | 
					
						
							|  |  |  | #ifdef NORMAL_USED | 
					
						
							| 
									
										
										
										
											2021-08-10 21:50:28 -03:00
										 |  |  | layout(location = 1) mediump in vec3 normal_interp; | 
					
						
							| 
									
										
										
										
											2021-03-10 22:23:55 +11:00
										 |  |  | #endif | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | #if defined(COLOR_USED) | 
					
						
							| 
									
										
										
										
											2021-08-10 21:50:28 -03:00
										 |  |  | layout(location = 2) mediump in vec4 color_interp; | 
					
						
							| 
									
										
										
										
											2021-03-10 22:23:55 +11:00
										 |  |  | #endif | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | #ifdef UV_USED | 
					
						
							| 
									
										
										
										
											2021-08-10 21:50:28 -03:00
										 |  |  | layout(location = 3) mediump in vec2 uv_interp; | 
					
						
							| 
									
										
										
										
											2021-03-10 22:23:55 +11:00
										 |  |  | #endif | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | #if defined(UV2_USED) || defined(USE_LIGHTMAP) | 
					
						
							| 
									
										
										
										
											2021-08-10 21:50:28 -03:00
										 |  |  | layout(location = 4) mediump in vec2 uv2_interp; | 
					
						
							| 
									
										
										
										
											2021-03-10 22:23:55 +11:00
										 |  |  | #endif | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | #if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED) | 
					
						
							| 
									
										
										
										
											2021-08-10 21:50:28 -03:00
										 |  |  | layout(location = 5) mediump in vec3 tangent_interp; | 
					
						
							|  |  |  | layout(location = 6) mediump in vec3 binormal_interp; | 
					
						
							| 
									
										
										
										
											2021-03-10 22:23:55 +11:00
										 |  |  | #endif | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | #ifdef MODE_DUAL_PARABOLOID | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2021-08-10 21:50:28 -03:00
										 |  |  | layout(location = 8) highp in float dp_clip; | 
					
						
							| 
									
										
										
										
											2021-03-10 22:23:55 +11:00
										 |  |  | 
 | 
					
						
							|  |  |  | #endif | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2021-05-07 23:19:04 +10:00
										 |  |  | #ifdef USE_MULTIVIEW | 
					
						
							|  |  |  | #ifdef has_VK_KHR_multiview | 
					
						
							|  |  |  | #define ViewIndex gl_ViewIndex | 
					
						
							|  |  |  | #else | 
					
						
							|  |  |  | // !BAS! This needs to become an input once we implement our fallback! | 
					
						
							|  |  |  | #define ViewIndex 0 | 
					
						
							|  |  |  | #endif | 
					
						
							|  |  |  | #else | 
					
						
							|  |  |  | // Set to zero, not supported in non stereo | 
					
						
							|  |  |  | #define ViewIndex 0 | 
					
						
							|  |  |  | #endif //USE_MULTIVIEW | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2021-03-10 22:23:55 +11:00
										 |  |  | //defines to keep compatibility with vertex | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | #define world_matrix draw_call.transform | 
					
						
							| 
									
										
										
										
											2021-05-07 23:19:04 +10:00
										 |  |  | #ifdef USE_MULTIVIEW | 
					
						
							|  |  |  | #define projection_matrix scene_data.projection_matrix_view[ViewIndex] | 
					
						
							|  |  |  | #else | 
					
						
							| 
									
										
										
										
											2021-03-10 22:23:55 +11:00
										 |  |  | #define projection_matrix scene_data.projection_matrix | 
					
						
							| 
									
										
										
										
											2021-05-07 23:19:04 +10:00
										 |  |  | #endif | 
					
						
							| 
									
										
										
										
											2021-03-10 22:23:55 +11:00
										 |  |  | 
 | 
					
						
							|  |  |  | #if defined(ENABLE_SSS) && defined(ENABLE_TRANSMITTANCE) | 
					
						
							|  |  |  | //both required for transmittance to be enabled | 
					
						
							|  |  |  | #define LIGHT_TRANSMITTANCE_USED | 
					
						
							|  |  |  | #endif | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | #ifdef MATERIAL_UNIFORMS_USED | 
					
						
							|  |  |  | layout(set = MATERIAL_UNIFORM_SET, binding = 0, std140) uniform MaterialUniforms{ | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | #MATERIAL_UNIFORMS | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | } material; | 
					
						
							|  |  |  | #endif | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | #GLOBALS | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | /* clang-format on */ | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | #ifdef MODE_RENDER_DEPTH | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | #ifdef MODE_RENDER_MATERIAL | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | layout(location = 0) out vec4 albedo_output_buffer; | 
					
						
							|  |  |  | layout(location = 1) out vec4 normal_output_buffer; | 
					
						
							|  |  |  | layout(location = 2) out vec4 orm_output_buffer; | 
					
						
							|  |  |  | layout(location = 3) out vec4 emission_output_buffer; | 
					
						
							|  |  |  | layout(location = 4) out float depth_output_buffer; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | #endif // MODE_RENDER_MATERIAL | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | #else // RENDER DEPTH | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | #ifdef MODE_MULTIPLE_RENDER_TARGETS | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | layout(location = 0) out vec4 diffuse_buffer; //diffuse (rgb) and roughness | 
					
						
							|  |  |  | layout(location = 1) out vec4 specular_buffer; //specular and SSS (subsurface scatter) | 
					
						
							|  |  |  | #else | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2021-08-18 12:18:50 -03:00
										 |  |  | layout(location = 0) out mediump vec4 frag_color; | 
					
						
							| 
									
										
										
										
											2021-03-10 22:23:55 +11:00
										 |  |  | #endif // MODE_MULTIPLE_RENDER_TARGETS | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | #endif // RENDER DEPTH | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | #include "scene_forward_aa_inc.glsl" | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | #if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED) | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2021-08-01 23:17:40 +03:00
										 |  |  | /* Make a default specular mode SPECULAR_SCHLICK_GGX. */ | 
					
						
							|  |  |  | #if !defined(SPECULAR_DISABLED) && !defined(SPECULAR_SCHLICK_GGX) && !defined(SPECULAR_BLINN) && !defined(SPECULAR_PHONG) && !defined(SPECULAR_TOON) | 
					
						
							|  |  |  | #define SPECULAR_SCHLICK_GGX | 
					
						
							|  |  |  | #endif | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2021-03-10 22:23:55 +11:00
										 |  |  | #include "scene_forward_lights_inc.glsl" | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | #endif //!defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | #ifndef MODE_RENDER_DEPTH | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | /* | 
					
						
							|  |  |  | 	Only supporting normal fog here. | 
					
						
							|  |  |  | */ | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | vec4 fog_process(vec3 vertex) { | 
					
						
							|  |  |  | 	vec3 fog_color = scene_data.fog_light_color; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	if (scene_data.fog_aerial_perspective > 0.0) { | 
					
						
							|  |  |  | 		vec3 sky_fog_color = vec3(0.0); | 
					
						
							|  |  |  | 		vec3 cube_view = scene_data.radiance_inverse_xform * vertex; | 
					
						
							|  |  |  | 		// mip_level always reads from the second mipmap and higher so the fog is always slightly blurred | 
					
						
							|  |  |  | 		float mip_level = mix(1.0 / MAX_ROUGHNESS_LOD, 1.0, 1.0 - (abs(vertex.z) - scene_data.z_near) / (scene_data.z_far - scene_data.z_near)); | 
					
						
							|  |  |  | #ifdef USE_RADIANCE_CUBEMAP_ARRAY | 
					
						
							|  |  |  | 		float lod, blend; | 
					
						
							|  |  |  | 		blend = modf(mip_level * MAX_ROUGHNESS_LOD, lod); | 
					
						
							|  |  |  | 		sky_fog_color = texture(samplerCubeArray(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), vec4(cube_view, lod)).rgb; | 
					
						
							|  |  |  | 		sky_fog_color = mix(sky_fog_color, texture(samplerCubeArray(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), vec4(cube_view, lod + 1)).rgb, blend); | 
					
						
							|  |  |  | #else | 
					
						
							|  |  |  | 		sky_fog_color = textureLod(samplerCube(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), cube_view, mip_level * MAX_ROUGHNESS_LOD).rgb; | 
					
						
							|  |  |  | #endif //USE_RADIANCE_CUBEMAP_ARRAY | 
					
						
							|  |  |  | 		fog_color = mix(fog_color, sky_fog_color, scene_data.fog_aerial_perspective); | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	if (scene_data.fog_sun_scatter > 0.001) { | 
					
						
							|  |  |  | 		vec4 sun_scatter = vec4(0.0); | 
					
						
							|  |  |  | 		float sun_total = 0.0; | 
					
						
							|  |  |  | 		vec3 view = normalize(vertex); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		for (uint i = 0; i < scene_data.directional_light_count; i++) { | 
					
						
							|  |  |  | 			vec3 light_color = directional_lights.data[i].color * directional_lights.data[i].energy; | 
					
						
							|  |  |  | 			float light_amount = pow(max(dot(view, directional_lights.data[i].direction), 0.0), 8.0); | 
					
						
							|  |  |  | 			fog_color += light_color * light_amount * scene_data.fog_sun_scatter; | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	float fog_amount = 1.0 - exp(min(0.0, vertex.z * scene_data.fog_density)); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	if (abs(scene_data.fog_height_density) > 0.001) { | 
					
						
							|  |  |  | 		float y = (scene_data.camera_matrix * vec4(vertex, 1.0)).y; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		float y_dist = scene_data.fog_height - y; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		float vfog_amount = clamp(exp(y_dist * scene_data.fog_height_density), 0.0, 1.0); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		fog_amount = max(vfog_amount, fog_amount); | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	return vec4(fog_color, fog_amount); | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | #endif //!MODE_RENDER DEPTH | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | void main() { | 
					
						
							|  |  |  | #ifdef MODE_DUAL_PARABOLOID | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	if (dp_clip > 0.0) | 
					
						
							|  |  |  | 		discard; | 
					
						
							|  |  |  | #endif | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	//lay out everything, whathever is unused is optimized away anyway | 
					
						
							|  |  |  | 	vec3 vertex = vertex_interp; | 
					
						
							|  |  |  | 	vec3 view = -normalize(vertex_interp); | 
					
						
							|  |  |  | 	vec3 albedo = vec3(1.0); | 
					
						
							|  |  |  | 	vec3 backlight = vec3(0.0); | 
					
						
							|  |  |  | 	vec4 transmittance_color = vec4(0.0); | 
					
						
							|  |  |  | 	float transmittance_depth = 0.0; | 
					
						
							|  |  |  | 	float transmittance_boost = 0.0; | 
					
						
							|  |  |  | 	float metallic = 0.0; | 
					
						
							|  |  |  | 	float specular = 0.5; | 
					
						
							|  |  |  | 	vec3 emission = vec3(0.0); | 
					
						
							|  |  |  | 	float roughness = 1.0; | 
					
						
							|  |  |  | 	float rim = 0.0; | 
					
						
							|  |  |  | 	float rim_tint = 0.0; | 
					
						
							|  |  |  | 	float clearcoat = 0.0; | 
					
						
							|  |  |  | 	float clearcoat_gloss = 0.0; | 
					
						
							|  |  |  | 	float anisotropy = 0.0; | 
					
						
							|  |  |  | 	vec2 anisotropy_flow = vec2(1.0, 0.0); | 
					
						
							|  |  |  | 	vec4 fog = vec4(0.0); | 
					
						
							|  |  |  | #if defined(CUSTOM_RADIANCE_USED) | 
					
						
							|  |  |  | 	vec4 custom_radiance = vec4(0.0); | 
					
						
							|  |  |  | #endif | 
					
						
							|  |  |  | #if defined(CUSTOM_IRRADIANCE_USED) | 
					
						
							|  |  |  | 	vec4 custom_irradiance = vec4(0.0); | 
					
						
							|  |  |  | #endif | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	float ao = 1.0; | 
					
						
							|  |  |  | 	float ao_light_affect = 0.0; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	float alpha = 1.0; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | #if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED) | 
					
						
							|  |  |  | 	vec3 binormal = normalize(binormal_interp); | 
					
						
							|  |  |  | 	vec3 tangent = normalize(tangent_interp); | 
					
						
							|  |  |  | #else | 
					
						
							|  |  |  | 	vec3 binormal = vec3(0.0); | 
					
						
							|  |  |  | 	vec3 tangent = vec3(0.0); | 
					
						
							|  |  |  | #endif | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | #ifdef NORMAL_USED | 
					
						
							|  |  |  | 	vec3 normal = normalize(normal_interp); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | #if defined(DO_SIDE_CHECK) | 
					
						
							|  |  |  | 	if (!gl_FrontFacing) { | 
					
						
							|  |  |  | 		normal = -normal; | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | #endif | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | #endif //NORMAL_USED | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | #ifdef UV_USED | 
					
						
							|  |  |  | 	vec2 uv = uv_interp; | 
					
						
							|  |  |  | #endif | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | #if defined(UV2_USED) || defined(USE_LIGHTMAP) | 
					
						
							|  |  |  | 	vec2 uv2 = uv2_interp; | 
					
						
							|  |  |  | #endif | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | #if defined(COLOR_USED) | 
					
						
							|  |  |  | 	vec4 color = color_interp; | 
					
						
							|  |  |  | #endif | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | #if defined(NORMAL_MAP_USED) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	vec3 normal_map = vec3(0.5); | 
					
						
							|  |  |  | #endif | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	float normal_map_depth = 1.0; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	vec2 screen_uv = gl_FragCoord.xy * scene_data.screen_pixel_size + scene_data.screen_pixel_size * 0.5; //account for center | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	float sss_strength = 0.0; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | #ifdef ALPHA_SCISSOR_USED | 
					
						
							|  |  |  | 	float alpha_scissor_threshold = 1.0; | 
					
						
							|  |  |  | #endif // ALPHA_SCISSOR_USED | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | #ifdef ALPHA_HASH_USED | 
					
						
							|  |  |  | 	float alpha_hash_scale = 1.0; | 
					
						
							|  |  |  | #endif // ALPHA_HASH_USED | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | #ifdef ALPHA_ANTIALIASING_EDGE_USED | 
					
						
							|  |  |  | 	float alpha_antialiasing_edge = 0.0; | 
					
						
							|  |  |  | 	vec2 alpha_texture_coordinate = vec2(0.0, 0.0); | 
					
						
							|  |  |  | #endif // ALPHA_ANTIALIASING_EDGE_USED | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	{ | 
					
						
							|  |  |  | #CODE : FRAGMENT | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | #ifdef LIGHT_TRANSMITTANCE_USED | 
					
						
							|  |  |  | #ifdef SSS_MODE_SKIN | 
					
						
							|  |  |  | 	transmittance_color.a = sss_strength; | 
					
						
							|  |  |  | #else | 
					
						
							|  |  |  | 	transmittance_color.a *= sss_strength; | 
					
						
							|  |  |  | #endif | 
					
						
							|  |  |  | #endif | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | #ifndef USE_SHADOW_TO_OPACITY | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | #ifdef ALPHA_SCISSOR_USED | 
					
						
							|  |  |  | 	if (alpha < alpha_scissor_threshold) { | 
					
						
							|  |  |  | 		discard; | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | #endif // ALPHA_SCISSOR_USED | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | // alpha hash can be used in unison with alpha antialiasing | 
					
						
							|  |  |  | #ifdef ALPHA_HASH_USED | 
					
						
							|  |  |  | 	if (alpha < compute_alpha_hash_threshold(vertex, alpha_hash_scale)) { | 
					
						
							|  |  |  | 		discard; | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | #endif // ALPHA_HASH_USED | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | // If we are not edge antialiasing, we need to remove the output alpha channel from scissor and hash | 
					
						
							|  |  |  | #if (defined(ALPHA_SCISSOR_USED) || defined(ALPHA_HASH_USED)) && !defined(ALPHA_ANTIALIASING_EDGE_USED) | 
					
						
							|  |  |  | 	alpha = 1.0; | 
					
						
							|  |  |  | #endif | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | #ifdef ALPHA_ANTIALIASING_EDGE_USED | 
					
						
							| 
									
										
										
										
											2021-05-20 12:07:26 +02:00
										 |  |  | // If alpha scissor is used, we must further the edge threshold, otherwise we won't get any edge feather | 
					
						
							| 
									
										
										
										
											2021-03-10 22:23:55 +11:00
										 |  |  | #ifdef ALPHA_SCISSOR_USED | 
					
						
							|  |  |  | 	alpha_antialiasing_edge = clamp(alpha_scissor_threshold + alpha_antialiasing_edge, 0.0, 1.0); | 
					
						
							|  |  |  | #endif | 
					
						
							|  |  |  | 	alpha = compute_alpha_antialiasing_edge(alpha, alpha_texture_coordinate, alpha_antialiasing_edge); | 
					
						
							|  |  |  | #endif // ALPHA_ANTIALIASING_EDGE_USED | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | #ifdef USE_OPAQUE_PREPASS | 
					
						
							|  |  |  | 	if (alpha < opaque_prepass_threshold) { | 
					
						
							|  |  |  | 		discard; | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | #endif // USE_OPAQUE_PREPASS | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | #endif // !USE_SHADOW_TO_OPACITY | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | #ifdef NORMAL_MAP_USED | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	normal_map.xy = normal_map.xy * 2.0 - 1.0; | 
					
						
							|  |  |  | 	normal_map.z = sqrt(max(0.0, 1.0 - dot(normal_map.xy, normal_map.xy))); //always ignore Z, as it can be RG packed, Z may be pos/neg, etc. | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	normal = normalize(mix(normal, tangent * normal_map.x + binormal * normal_map.y + normal * normal_map.z, normal_map_depth)); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | #endif | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | #ifdef LIGHT_ANISOTROPY_USED | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	if (anisotropy > 0.01) { | 
					
						
							|  |  |  | 		//rotation matrix | 
					
						
							|  |  |  | 		mat3 rot = mat3(tangent, binormal, normal); | 
					
						
							|  |  |  | 		//make local to space | 
					
						
							|  |  |  | 		tangent = normalize(rot * vec3(anisotropy_flow.x, anisotropy_flow.y, 0.0)); | 
					
						
							|  |  |  | 		binormal = normalize(rot * vec3(-anisotropy_flow.y, anisotropy_flow.x, 0.0)); | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | #endif | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | #ifdef ENABLE_CLIP_ALPHA | 
					
						
							|  |  |  | 	if (albedo.a < 0.99) { | 
					
						
							|  |  |  | 		//used for doublepass and shadowmapping | 
					
						
							|  |  |  | 		discard; | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | #endif | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	/////////////////////// FOG ////////////////////// | 
					
						
							|  |  |  | #ifndef MODE_RENDER_DEPTH | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | #ifndef CUSTOM_FOG_USED | 
					
						
							|  |  |  | 	// fog must be processed as early as possible and then packed. | 
					
						
							|  |  |  | 	// to maximize VGPR usage | 
					
						
							|  |  |  | 	// Draw "fixed" fog before volumetric fog to ensure volumetric fog can appear in front of the sky. | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2021-08-13 14:27:33 -03:00
										 |  |  | 	if (!sc_disable_fog && scene_data.fog_enabled) { | 
					
						
							| 
									
										
										
										
											2021-03-10 22:23:55 +11:00
										 |  |  | 		fog = fog_process(vertex); | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | #endif //!CUSTOM_FOG_USED | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	uint fog_rg = packHalf2x16(fog.rg); | 
					
						
							|  |  |  | 	uint fog_ba = packHalf2x16(fog.ba); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | #endif //!MODE_RENDER_DEPTH | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	/////////////////////// DECALS //////////////////////////////// | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | #ifndef MODE_RENDER_DEPTH | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	vec3 vertex_ddx = dFdx(vertex); | 
					
						
							|  |  |  | 	vec3 vertex_ddy = dFdy(vertex); | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2021-08-13 14:27:33 -03:00
										 |  |  | 	if (!sc_disable_decals) { //Decals | 
					
						
							| 
									
										
										
										
											2021-03-10 22:23:55 +11:00
										 |  |  | 		// must implement | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		uint decal_indices = draw_call.decals.x; | 
					
						
							|  |  |  | 		for (uint i = 0; i < 8; i++) { | 
					
						
							|  |  |  | 			uint decal_index = decal_indices & 0xFF; | 
					
						
							|  |  |  | 			if (i == 4) { | 
					
						
							|  |  |  | 				decal_indices = draw_call.decals.y; | 
					
						
							|  |  |  | 			} else { | 
					
						
							|  |  |  | 				decal_indices = decal_indices >> 8; | 
					
						
							|  |  |  | 			} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 			if (decal_index == 0xFF) { | 
					
						
							|  |  |  | 				break; | 
					
						
							|  |  |  | 			} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 			vec3 uv_local = (decals.data[decal_index].xform * vec4(vertex, 1.0)).xyz; | 
					
						
							|  |  |  | 			if (any(lessThan(uv_local, vec3(0.0, -1.0, 0.0))) || any(greaterThan(uv_local, vec3(1.0)))) { | 
					
						
							|  |  |  | 				continue; //out of decal | 
					
						
							|  |  |  | 			} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 			float fade = pow(1.0 - (uv_local.y > 0.0 ? uv_local.y : -uv_local.y), uv_local.y > 0.0 ? decals.data[decal_index].upper_fade : decals.data[decal_index].lower_fade); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 			if (decals.data[decal_index].normal_fade > 0.0) { | 
					
						
							|  |  |  | 				fade *= smoothstep(decals.data[decal_index].normal_fade, 1.0, dot(normal_interp, decals.data[decal_index].normal) * 0.5 + 0.5); | 
					
						
							|  |  |  | 			} | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2021-08-13 14:27:33 -03:00
										 |  |  | 			//we need ddx/ddy for mipmaps, so simulate them | 
					
						
							|  |  |  | 			vec2 ddx = (decals.data[decal_index].xform * vec4(vertex_ddx, 0.0)).xz; | 
					
						
							|  |  |  | 			vec2 ddy = (decals.data[decal_index].xform * vec4(vertex_ddy, 0.0)).xz; | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2021-03-10 22:23:55 +11:00
										 |  |  | 			if (decals.data[decal_index].albedo_rect != vec4(0.0)) { | 
					
						
							|  |  |  | 				//has albedo | 
					
						
							| 
									
										
										
										
											2021-08-13 14:27:33 -03:00
										 |  |  | 				vec4 decal_albedo; | 
					
						
							|  |  |  | 				if (sc_decal_use_mipmaps) { | 
					
						
							|  |  |  | 					decal_albedo = textureGrad(sampler2D(decal_atlas_srgb, decal_sampler), uv_local.xz * decals.data[decal_index].albedo_rect.zw + decals.data[decal_index].albedo_rect.xy, ddx * decals.data[decal_index].albedo_rect.zw, ddy * decals.data[decal_index].albedo_rect.zw); | 
					
						
							|  |  |  | 				} else { | 
					
						
							|  |  |  | 					decal_albedo = textureLod(sampler2D(decal_atlas_srgb, decal_sampler), uv_local.xz * decals.data[decal_index].albedo_rect.zw + decals.data[decal_index].albedo_rect.xy, 0.0); | 
					
						
							|  |  |  | 				} | 
					
						
							| 
									
										
										
										
											2021-03-10 22:23:55 +11:00
										 |  |  | 				decal_albedo *= decals.data[decal_index].modulate; | 
					
						
							|  |  |  | 				decal_albedo.a *= fade; | 
					
						
							|  |  |  | 				albedo = mix(albedo, decal_albedo.rgb, decal_albedo.a * decals.data[decal_index].albedo_mix); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 				if (decals.data[decal_index].normal_rect != vec4(0.0)) { | 
					
						
							| 
									
										
										
										
											2021-08-13 14:27:33 -03:00
										 |  |  | 					vec3 decal_normal; | 
					
						
							|  |  |  | 					if (sc_decal_use_mipmaps) { | 
					
						
							|  |  |  | 						decal_normal = textureGrad(sampler2D(decal_atlas, decal_sampler), uv_local.xz * decals.data[decal_index].normal_rect.zw + decals.data[decal_index].normal_rect.xy, ddx * decals.data[decal_index].normal_rect.zw, ddy * decals.data[decal_index].normal_rect.zw).xyz; | 
					
						
							|  |  |  | 					} else { | 
					
						
							|  |  |  | 						decal_normal = textureLod(sampler2D(decal_atlas, decal_sampler), uv_local.xz * decals.data[decal_index].normal_rect.zw + decals.data[decal_index].normal_rect.xy, 0.0).xyz; | 
					
						
							|  |  |  | 					} | 
					
						
							| 
									
										
										
										
											2021-03-10 22:23:55 +11:00
										 |  |  | 					decal_normal.xy = decal_normal.xy * vec2(2.0, -2.0) - vec2(1.0, -1.0); //users prefer flipped y normal maps in most authoring software | 
					
						
							|  |  |  | 					decal_normal.z = sqrt(max(0.0, 1.0 - dot(decal_normal.xy, decal_normal.xy))); | 
					
						
							|  |  |  | 					//convert to view space, use xzy because y is up | 
					
						
							|  |  |  | 					decal_normal = (decals.data[decal_index].normal_xform * decal_normal.xzy).xyz; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 					normal = normalize(mix(normal, decal_normal, decal_albedo.a)); | 
					
						
							|  |  |  | 				} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 				if (decals.data[decal_index].orm_rect != vec4(0.0)) { | 
					
						
							| 
									
										
										
										
											2021-08-13 14:27:33 -03:00
										 |  |  | 					vec3 decal_orm; | 
					
						
							|  |  |  | 					if (sc_decal_use_mipmaps) { | 
					
						
							|  |  |  | 						decal_orm = textureGrad(sampler2D(decal_atlas, decal_sampler), uv_local.xz * decals.data[decal_index].orm_rect.zw + decals.data[decal_index].orm_rect.xy, ddx * decals.data[decal_index].orm_rect.zw, ddy * decals.data[decal_index].orm_rect.zw).xyz; | 
					
						
							|  |  |  | 					} else { | 
					
						
							|  |  |  | 						decal_orm = textureLod(sampler2D(decal_atlas, decal_sampler), uv_local.xz * decals.data[decal_index].orm_rect.zw + decals.data[decal_index].orm_rect.xy, 0.0).xyz; | 
					
						
							|  |  |  | 					} | 
					
						
							| 
									
										
										
										
											2021-03-10 22:23:55 +11:00
										 |  |  | 					ao = mix(ao, decal_orm.r, decal_albedo.a); | 
					
						
							|  |  |  | 					roughness = mix(roughness, decal_orm.g, decal_albedo.a); | 
					
						
							|  |  |  | 					metallic = mix(metallic, decal_orm.b, decal_albedo.a); | 
					
						
							|  |  |  | 				} | 
					
						
							|  |  |  | 			} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 			if (decals.data[decal_index].emission_rect != vec4(0.0)) { | 
					
						
							|  |  |  | 				//emission is additive, so its independent from albedo | 
					
						
							| 
									
										
										
										
											2021-08-13 14:27:33 -03:00
										 |  |  | 				if (sc_decal_use_mipmaps) { | 
					
						
							|  |  |  | 					emission += textureGrad(sampler2D(decal_atlas_srgb, decal_sampler), uv_local.xz * decals.data[decal_index].emission_rect.zw + decals.data[decal_index].emission_rect.xy, ddx * decals.data[decal_index].emission_rect.zw, ddy * decals.data[decal_index].emission_rect.zw).xyz * decals.data[decal_index].emission_energy * fade; | 
					
						
							|  |  |  | 				} else { | 
					
						
							|  |  |  | 					emission += textureLod(sampler2D(decal_atlas_srgb, decal_sampler), uv_local.xz * decals.data[decal_index].emission_rect.zw + decals.data[decal_index].emission_rect.xy, 0.0).xyz * decals.data[decal_index].emission_energy * fade; | 
					
						
							|  |  |  | 				} | 
					
						
							| 
									
										
										
										
											2021-03-10 22:23:55 +11:00
										 |  |  | 			} | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 	} //Decals | 
					
						
							|  |  |  | #endif //!MODE_RENDER_DEPTH | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	/////////////////////// LIGHTING ////////////////////////////// | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | #ifdef NORMAL_USED | 
					
						
							|  |  |  | 	if (scene_data.roughness_limiter_enabled) { | 
					
						
							| 
									
										
										
										
											2021-08-21 20:56:25 -05:00
										 |  |  | 		//https://www.jp.square-enix.com/tech/library/pdf/ImprovedGeometricSpecularAA.pdf | 
					
						
							| 
									
										
										
										
											2021-03-10 22:23:55 +11:00
										 |  |  | 		float roughness2 = roughness * roughness; | 
					
						
							| 
									
										
										
										
											2021-06-12 17:02:05 -07:00
										 |  |  | 		vec3 dndu = dFdx(normal), dndv = dFdy(normal); | 
					
						
							| 
									
										
										
										
											2021-03-10 22:23:55 +11:00
										 |  |  | 		float variance = scene_data.roughness_limiter_amount * (dot(dndu, dndu) + dot(dndv, dndv)); | 
					
						
							|  |  |  | 		float kernelRoughness2 = min(2.0 * variance, scene_data.roughness_limiter_limit); //limit effect | 
					
						
							|  |  |  | 		float filteredRoughness2 = min(1.0, roughness2 + kernelRoughness2); | 
					
						
							|  |  |  | 		roughness = sqrt(filteredRoughness2); | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | #endif // NORMAL_USED | 
					
						
							|  |  |  | 	//apply energy conservation | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	vec3 specular_light = vec3(0.0, 0.0, 0.0); | 
					
						
							|  |  |  | 	vec3 diffuse_light = vec3(0.0, 0.0, 0.0); | 
					
						
							|  |  |  | 	vec3 ambient_light = vec3(0.0, 0.0, 0.0); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | #if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	if (scene_data.use_reflection_cubemap) { | 
					
						
							|  |  |  | 		vec3 ref_vec = reflect(-view, normal); | 
					
						
							|  |  |  | 		ref_vec = scene_data.radiance_inverse_xform * ref_vec; | 
					
						
							|  |  |  | #ifdef USE_RADIANCE_CUBEMAP_ARRAY | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		float lod, blend; | 
					
						
							|  |  |  | 		blend = modf(roughness * MAX_ROUGHNESS_LOD, lod); | 
					
						
							|  |  |  | 		specular_light = texture(samplerCubeArray(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), vec4(ref_vec, lod)).rgb; | 
					
						
							|  |  |  | 		specular_light = mix(specular_light, texture(samplerCubeArray(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), vec4(ref_vec, lod + 1)).rgb, blend); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | #else // USE_RADIANCE_CUBEMAP_ARRAY | 
					
						
							|  |  |  | 		specular_light = textureLod(samplerCube(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), ref_vec, roughness * MAX_ROUGHNESS_LOD).rgb; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | #endif //USE_RADIANCE_CUBEMAP_ARRAY | 
					
						
							| 
									
										
										
										
											2021-08-08 19:43:48 -07:00
										 |  |  | 		float horizon = min(1.0 + dot(ref_vec, normal), 1.0); | 
					
						
							|  |  |  | 		specular_light *= horizon * horizon; | 
					
						
							| 
									
										
										
										
											2021-03-10 22:23:55 +11:00
										 |  |  | 		specular_light *= scene_data.ambient_light_color_energy.a; | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | #if defined(CUSTOM_RADIANCE_USED) | 
					
						
							|  |  |  | 	specular_light = mix(specular_light, custom_radiance.rgb, custom_radiance.a); | 
					
						
							|  |  |  | #endif // CUSTOM_RADIANCE_USED | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | #ifndef USE_LIGHTMAP | 
					
						
							|  |  |  | 	//lightmap overrides everything | 
					
						
							|  |  |  | 	if (scene_data.use_ambient_light) { | 
					
						
							|  |  |  | 		ambient_light = scene_data.ambient_light_color_energy.rgb; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		if (scene_data.use_ambient_cubemap) { | 
					
						
							|  |  |  | 			vec3 ambient_dir = scene_data.radiance_inverse_xform * normal; | 
					
						
							|  |  |  | #ifdef USE_RADIANCE_CUBEMAP_ARRAY | 
					
						
							|  |  |  | 			vec3 cubemap_ambient = texture(samplerCubeArray(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), vec4(ambient_dir, MAX_ROUGHNESS_LOD)).rgb; | 
					
						
							|  |  |  | #else | 
					
						
							|  |  |  | 			vec3 cubemap_ambient = textureLod(samplerCube(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), ambient_dir, MAX_ROUGHNESS_LOD).rgb; | 
					
						
							|  |  |  | #endif //USE_RADIANCE_CUBEMAP_ARRAY | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 			ambient_light = mix(ambient_light, cubemap_ambient * scene_data.ambient_light_color_energy.a, scene_data.ambient_color_sky_mix); | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | #endif // !USE_LIGHTMAP | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | #if defined(CUSTOM_IRRADIANCE_USED) | 
					
						
							|  |  |  | 	ambient_light = mix(specular_light, custom_irradiance.rgb, custom_irradiance.a); | 
					
						
							|  |  |  | #endif // CUSTOM_IRRADIANCE_USED | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | #endif //!defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	//radiance | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | #if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | #ifdef USE_LIGHTMAP | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	//lightmap | 
					
						
							|  |  |  | 	if (bool(draw_call.flags & INSTANCE_FLAGS_USE_LIGHTMAP_CAPTURE)) { //has lightmap capture | 
					
						
							|  |  |  | 		uint index = draw_call.gi_offset; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		vec3 wnormal = mat3(scene_data.camera_matrix) * normal; | 
					
						
							|  |  |  | 		const float c1 = 0.429043; | 
					
						
							|  |  |  | 		const float c2 = 0.511664; | 
					
						
							|  |  |  | 		const float c3 = 0.743125; | 
					
						
							|  |  |  | 		const float c4 = 0.886227; | 
					
						
							|  |  |  | 		const float c5 = 0.247708; | 
					
						
							|  |  |  | 		ambient_light += (c1 * lightmap_captures.data[index].sh[8].rgb * (wnormal.x * wnormal.x - wnormal.y * wnormal.y) + | 
					
						
							|  |  |  | 						  c3 * lightmap_captures.data[index].sh[6].rgb * wnormal.z * wnormal.z + | 
					
						
							|  |  |  | 						  c4 * lightmap_captures.data[index].sh[0].rgb - | 
					
						
							|  |  |  | 						  c5 * lightmap_captures.data[index].sh[6].rgb + | 
					
						
							|  |  |  | 						  2.0 * c1 * lightmap_captures.data[index].sh[4].rgb * wnormal.x * wnormal.y + | 
					
						
							|  |  |  | 						  2.0 * c1 * lightmap_captures.data[index].sh[7].rgb * wnormal.x * wnormal.z + | 
					
						
							|  |  |  | 						  2.0 * c1 * lightmap_captures.data[index].sh[5].rgb * wnormal.y * wnormal.z + | 
					
						
							|  |  |  | 						  2.0 * c2 * lightmap_captures.data[index].sh[3].rgb * wnormal.x + | 
					
						
							|  |  |  | 						  2.0 * c2 * lightmap_captures.data[index].sh[1].rgb * wnormal.y + | 
					
						
							|  |  |  | 						  2.0 * c2 * lightmap_captures.data[index].sh[2].rgb * wnormal.z); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	} else if (bool(draw_call.flags & INSTANCE_FLAGS_USE_LIGHTMAP)) { // has actual lightmap | 
					
						
							|  |  |  | 		bool uses_sh = bool(draw_call.flags & INSTANCE_FLAGS_USE_SH_LIGHTMAP); | 
					
						
							|  |  |  | 		uint ofs = draw_call.gi_offset & 0xFFFF; | 
					
						
							|  |  |  | 		vec3 uvw; | 
					
						
							|  |  |  | 		uvw.xy = uv2 * draw_call.lightmap_uv_scale.zw + draw_call.lightmap_uv_scale.xy; | 
					
						
							|  |  |  | 		uvw.z = float((draw_call.gi_offset >> 16) & 0xFFFF); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		if (uses_sh) { | 
					
						
							|  |  |  | 			uvw.z *= 4.0; //SH textures use 4 times more data | 
					
						
							|  |  |  | 			vec3 lm_light_l0 = textureLod(sampler2DArray(lightmap_textures[ofs], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw + vec3(0.0, 0.0, 0.0), 0.0).rgb; | 
					
						
							|  |  |  | 			vec3 lm_light_l1n1 = textureLod(sampler2DArray(lightmap_textures[ofs], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw + vec3(0.0, 0.0, 1.0), 0.0).rgb; | 
					
						
							|  |  |  | 			vec3 lm_light_l1_0 = textureLod(sampler2DArray(lightmap_textures[ofs], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw + vec3(0.0, 0.0, 2.0), 0.0).rgb; | 
					
						
							|  |  |  | 			vec3 lm_light_l1p1 = textureLod(sampler2DArray(lightmap_textures[ofs], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw + vec3(0.0, 0.0, 3.0), 0.0).rgb; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 			uint idx = draw_call.gi_offset >> 20; | 
					
						
							|  |  |  | 			vec3 n = normalize(lightmaps.data[idx].normal_xform * normal); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 			ambient_light += lm_light_l0 * 0.282095f; | 
					
						
							|  |  |  | 			ambient_light += lm_light_l1n1 * 0.32573 * n.y; | 
					
						
							|  |  |  | 			ambient_light += lm_light_l1_0 * 0.32573 * n.z; | 
					
						
							|  |  |  | 			ambient_light += lm_light_l1p1 * 0.32573 * n.x; | 
					
						
							|  |  |  | 			if (metallic > 0.01) { // since the more direct bounced light is lost, we can kind of fake it with this trick | 
					
						
							|  |  |  | 				vec3 r = reflect(normalize(-vertex), normal); | 
					
						
							|  |  |  | 				specular_light += lm_light_l1n1 * 0.32573 * r.y; | 
					
						
							|  |  |  | 				specular_light += lm_light_l1_0 * 0.32573 * r.z; | 
					
						
							|  |  |  | 				specular_light += lm_light_l1p1 * 0.32573 * r.x; | 
					
						
							|  |  |  | 			} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		} else { | 
					
						
							|  |  |  | 			ambient_light += textureLod(sampler2DArray(lightmap_textures[ofs], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw, 0.0).rgb; | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	// No GI nor non low end mode... | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | #endif // USE_LIGHTMAP | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	// skipping ssao, do we remove ssao totally? | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2021-08-13 14:27:33 -03:00
										 |  |  | 	if (!sc_disable_reflection_probes) { //Reflection probes | 
					
						
							| 
									
										
										
										
											2021-03-10 22:23:55 +11:00
										 |  |  | 		vec4 reflection_accum = vec4(0.0, 0.0, 0.0, 0.0); | 
					
						
							|  |  |  | 		vec4 ambient_accum = vec4(0.0, 0.0, 0.0, 0.0); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		uint reflection_indices = draw_call.reflection_probes.x; | 
					
						
							|  |  |  | 		for (uint i = 0; i < 8; i++) { | 
					
						
							|  |  |  | 			uint reflection_index = reflection_indices & 0xFF; | 
					
						
							|  |  |  | 			if (i == 4) { | 
					
						
							|  |  |  | 				reflection_indices = draw_call.reflection_probes.y; | 
					
						
							|  |  |  | 			} else { | 
					
						
							|  |  |  | 				reflection_indices = reflection_indices >> 8; | 
					
						
							|  |  |  | 			} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 			if (reflection_index == 0xFF) { | 
					
						
							|  |  |  | 				break; | 
					
						
							|  |  |  | 			} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 			reflection_process(reflection_index, vertex, normal, roughness, ambient_light, specular_light, ambient_accum, reflection_accum); | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		if (reflection_accum.a > 0.0) { | 
					
						
							|  |  |  | 			specular_light = reflection_accum.rgb / reflection_accum.a; | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 	} //Reflection probes | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	// finalize ambient light here | 
					
						
							|  |  |  | 	ambient_light *= albedo.rgb; | 
					
						
							|  |  |  | 	ambient_light *= ao; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	// convert ao to direct light ao | 
					
						
							|  |  |  | 	ao = mix(1.0, ao, ao_light_affect); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	//this saves some VGPRs | 
					
						
							|  |  |  | 	vec3 f0 = F0(metallic, specular, albedo); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	{ | 
					
						
							|  |  |  | #if defined(DIFFUSE_TOON) | 
					
						
							|  |  |  | 		//simplify for toon, as | 
					
						
							|  |  |  | 		specular_light *= specular * metallic * albedo * 2.0; | 
					
						
							|  |  |  | #else | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
											
												Fix various typos
Follow-up typos found via `codespell -q 3 -S ./thirdparty,*.po,./DONORS.md -L ackward,ang,ans,ba,beng,cas,childs,childrens,dof,doubleclick,fave,findn,hist,inout,leapyear,lod,nd,numer,ois,ony,paket,seeked,sinc,switchs,te,uint`
											
										 
											2021-07-25 07:18:25 -04:00
										 |  |  | 		// scales the specular reflections, needs to be computed before lighting happens, | 
					
						
							| 
									
										
										
										
											2021-03-10 22:23:55 +11:00
										 |  |  | 		// but after environment, GI, and reflection probes are added | 
					
						
							|  |  |  | 		// Environment brdf approximation (Lazarov 2013) | 
					
						
							|  |  |  | 		// see https://www.unrealengine.com/en-US/blog/physically-based-shading-on-mobile | 
					
						
							|  |  |  | 		const vec4 c0 = vec4(-1.0, -0.0275, -0.572, 0.022); | 
					
						
							|  |  |  | 		const vec4 c1 = vec4(1.0, 0.0425, 1.04, -0.04); | 
					
						
							|  |  |  | 		vec4 r = roughness * c0 + c1; | 
					
						
							|  |  |  | 		float ndotv = clamp(dot(normal, view), 0.0, 1.0); | 
					
						
							|  |  |  | 		float a004 = min(r.x * r.x, exp2(-9.28 * ndotv)) * r.x + r.y; | 
					
						
							|  |  |  | 		vec2 env = vec2(-1.04, 1.04) * a004 + r.zw; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		specular_light *= env.x * f0 + env.y; | 
					
						
							|  |  |  | #endif | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | #endif // !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | #if !defined(MODE_RENDER_DEPTH) | 
					
						
							|  |  |  | 	//this saves some VGPRs | 
					
						
							|  |  |  | 	uint orms = packUnorm4x8(vec4(ao, roughness, metallic, specular)); | 
					
						
							|  |  |  | #endif | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | // LIGHTING | 
					
						
							|  |  |  | #if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED) | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2021-08-13 14:27:33 -03:00
										 |  |  | 	if (!sc_disable_directional_lights) { //directional light | 
					
						
							| 
									
										
										
										
											2021-03-10 22:23:55 +11:00
										 |  |  | 
 | 
					
						
							|  |  |  | 		// Do shadow and lighting in two passes to reduce register pressure | 
					
						
							|  |  |  | 		uint shadow0 = 0; | 
					
						
							|  |  |  | 		uint shadow1 = 0; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		for (uint i = 0; i < 8; i++) { | 
					
						
							|  |  |  | 			if (i >= scene_data.directional_light_count) { | 
					
						
							|  |  |  | 				break; | 
					
						
							|  |  |  | 			} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 			if (!bool(directional_lights.data[i].mask & draw_call.layer_mask)) { | 
					
						
							|  |  |  | 				continue; //not masked | 
					
						
							|  |  |  | 			} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 			float shadow = 1.0; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 			// Directional light shadow code is basically the same as forward clustered at this point in time minus `LIGHT_TRANSMITTANCE_USED` support. | 
					
						
							|  |  |  | 			// Not sure if there is a reason to change this seeing directional lights are part of our global data | 
					
						
							|  |  |  | 			// Should think about whether we may want to move this code into an include file or function?? | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | #ifdef USE_SOFT_SHADOWS | 
					
						
							|  |  |  | 			//version with soft shadows, more expensive | 
					
						
							|  |  |  | 			if (directional_lights.data[i].shadow_enabled) { | 
					
						
							|  |  |  | 				float depth_z = -vertex.z; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 				vec4 pssm_coord; | 
					
						
							|  |  |  | 				vec3 shadow_color = vec3(0.0); | 
					
						
							|  |  |  | 				vec3 light_dir = directional_lights.data[i].direction; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | #define BIAS_FUNC(m_var, m_idx)                                                                                                                                       \ | 
					
						
							|  |  |  | 	m_var.xyz += light_dir * directional_lights.data[i].shadow_bias[m_idx];                                                                                           \ | 
					
						
							|  |  |  | 	vec3 normal_bias = normalize(normal_interp) * (1.0 - max(0.0, dot(light_dir, -normalize(normal_interp)))) * directional_lights.data[i].shadow_normal_bias[m_idx]; \ | 
					
						
							|  |  |  | 	normal_bias -= light_dir * dot(light_dir, normal_bias);                                                                                                           \ | 
					
						
							|  |  |  | 	m_var.xyz += normal_bias; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 				if (depth_z < directional_lights.data[i].shadow_split_offsets.x) { | 
					
						
							|  |  |  | 					vec4 v = vec4(vertex, 1.0); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 					BIAS_FUNC(v, 0) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 					pssm_coord = (directional_lights.data[i].shadow_matrix1 * v); | 
					
						
							|  |  |  | 					pssm_coord /= pssm_coord.w; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 					if (directional_lights.data[i].softshadow_angle > 0) { | 
					
						
							|  |  |  | 						float range_pos = dot(directional_lights.data[i].direction, v.xyz); | 
					
						
							|  |  |  | 						float range_begin = directional_lights.data[i].shadow_range_begin.x; | 
					
						
							|  |  |  | 						float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle; | 
					
						
							|  |  |  | 						vec2 tex_scale = directional_lights.data[i].uv_scale1 * test_radius; | 
					
						
							|  |  |  | 						shadow = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale); | 
					
						
							|  |  |  | 					} else { | 
					
						
							|  |  |  | 						shadow = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord); | 
					
						
							|  |  |  | 					} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 					shadow_color = directional_lights.data[i].shadow_color1.rgb; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 				} else if (depth_z < directional_lights.data[i].shadow_split_offsets.y) { | 
					
						
							|  |  |  | 					vec4 v = vec4(vertex, 1.0); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 					BIAS_FUNC(v, 1) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 					pssm_coord = (directional_lights.data[i].shadow_matrix2 * v); | 
					
						
							|  |  |  | 					pssm_coord /= pssm_coord.w; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 					if (directional_lights.data[i].softshadow_angle > 0) { | 
					
						
							|  |  |  | 						float range_pos = dot(directional_lights.data[i].direction, v.xyz); | 
					
						
							|  |  |  | 						float range_begin = directional_lights.data[i].shadow_range_begin.y; | 
					
						
							|  |  |  | 						float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle; | 
					
						
							|  |  |  | 						vec2 tex_scale = directional_lights.data[i].uv_scale2 * test_radius; | 
					
						
							|  |  |  | 						shadow = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale); | 
					
						
							|  |  |  | 					} else { | 
					
						
							|  |  |  | 						shadow = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord); | 
					
						
							|  |  |  | 					} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 					shadow_color = directional_lights.data[i].shadow_color2.rgb; | 
					
						
							|  |  |  | 				} else if (depth_z < directional_lights.data[i].shadow_split_offsets.z) { | 
					
						
							|  |  |  | 					vec4 v = vec4(vertex, 1.0); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 					BIAS_FUNC(v, 2) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 					pssm_coord = (directional_lights.data[i].shadow_matrix3 * v); | 
					
						
							|  |  |  | 					pssm_coord /= pssm_coord.w; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 					if (directional_lights.data[i].softshadow_angle > 0) { | 
					
						
							|  |  |  | 						float range_pos = dot(directional_lights.data[i].direction, v.xyz); | 
					
						
							|  |  |  | 						float range_begin = directional_lights.data[i].shadow_range_begin.z; | 
					
						
							|  |  |  | 						float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle; | 
					
						
							|  |  |  | 						vec2 tex_scale = directional_lights.data[i].uv_scale3 * test_radius; | 
					
						
							|  |  |  | 						shadow = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale); | 
					
						
							|  |  |  | 					} else { | 
					
						
							|  |  |  | 						shadow = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord); | 
					
						
							|  |  |  | 					} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 					shadow_color = directional_lights.data[i].shadow_color3.rgb; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 				} else { | 
					
						
							|  |  |  | 					vec4 v = vec4(vertex, 1.0); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 					BIAS_FUNC(v, 3) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 					pssm_coord = (directional_lights.data[i].shadow_matrix4 * v); | 
					
						
							|  |  |  | 					pssm_coord /= pssm_coord.w; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 					if (directional_lights.data[i].softshadow_angle > 0) { | 
					
						
							|  |  |  | 						float range_pos = dot(directional_lights.data[i].direction, v.xyz); | 
					
						
							|  |  |  | 						float range_begin = directional_lights.data[i].shadow_range_begin.w; | 
					
						
							|  |  |  | 						float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle; | 
					
						
							|  |  |  | 						vec2 tex_scale = directional_lights.data[i].uv_scale4 * test_radius; | 
					
						
							|  |  |  | 						shadow = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale); | 
					
						
							|  |  |  | 					} else { | 
					
						
							|  |  |  | 						shadow = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord); | 
					
						
							|  |  |  | 					} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 					shadow_color = directional_lights.data[i].shadow_color4.rgb; | 
					
						
							|  |  |  | 				} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 				if (directional_lights.data[i].blend_splits) { | 
					
						
							|  |  |  | 					vec3 shadow_color_blend = vec3(0.0); | 
					
						
							|  |  |  | 					float pssm_blend; | 
					
						
							|  |  |  | 					float shadow2; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 					if (depth_z < directional_lights.data[i].shadow_split_offsets.x) { | 
					
						
							|  |  |  | 						vec4 v = vec4(vertex, 1.0); | 
					
						
							|  |  |  | 						BIAS_FUNC(v, 1) | 
					
						
							|  |  |  | 						pssm_coord = (directional_lights.data[i].shadow_matrix2 * v); | 
					
						
							|  |  |  | 						pssm_coord /= pssm_coord.w; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 						if (directional_lights.data[i].softshadow_angle > 0) { | 
					
						
							|  |  |  | 							float range_pos = dot(directional_lights.data[i].direction, v.xyz); | 
					
						
							|  |  |  | 							float range_begin = directional_lights.data[i].shadow_range_begin.y; | 
					
						
							|  |  |  | 							float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle; | 
					
						
							|  |  |  | 							vec2 tex_scale = directional_lights.data[i].uv_scale2 * test_radius; | 
					
						
							|  |  |  | 							shadow2 = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale); | 
					
						
							|  |  |  | 						} else { | 
					
						
							|  |  |  | 							shadow2 = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord); | 
					
						
							|  |  |  | 						} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 						pssm_blend = smoothstep(0.0, directional_lights.data[i].shadow_split_offsets.x, depth_z); | 
					
						
							|  |  |  | 						shadow_color_blend = directional_lights.data[i].shadow_color2.rgb; | 
					
						
							|  |  |  | 					} else if (depth_z < directional_lights.data[i].shadow_split_offsets.y) { | 
					
						
							|  |  |  | 						vec4 v = vec4(vertex, 1.0); | 
					
						
							|  |  |  | 						BIAS_FUNC(v, 2) | 
					
						
							|  |  |  | 						pssm_coord = (directional_lights.data[i].shadow_matrix3 * v); | 
					
						
							|  |  |  | 						pssm_coord /= pssm_coord.w; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 						if (directional_lights.data[i].softshadow_angle > 0) { | 
					
						
							|  |  |  | 							float range_pos = dot(directional_lights.data[i].direction, v.xyz); | 
					
						
							|  |  |  | 							float range_begin = directional_lights.data[i].shadow_range_begin.z; | 
					
						
							|  |  |  | 							float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle; | 
					
						
							|  |  |  | 							vec2 tex_scale = directional_lights.data[i].uv_scale3 * test_radius; | 
					
						
							|  |  |  | 							shadow2 = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale); | 
					
						
							|  |  |  | 						} else { | 
					
						
							|  |  |  | 							shadow2 = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord); | 
					
						
							|  |  |  | 						} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 						pssm_blend = smoothstep(directional_lights.data[i].shadow_split_offsets.x, directional_lights.data[i].shadow_split_offsets.y, depth_z); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 						shadow_color_blend = directional_lights.data[i].shadow_color3.rgb; | 
					
						
							|  |  |  | 					} else if (depth_z < directional_lights.data[i].shadow_split_offsets.z) { | 
					
						
							|  |  |  | 						vec4 v = vec4(vertex, 1.0); | 
					
						
							|  |  |  | 						BIAS_FUNC(v, 3) | 
					
						
							|  |  |  | 						pssm_coord = (directional_lights.data[i].shadow_matrix4 * v); | 
					
						
							|  |  |  | 						pssm_coord /= pssm_coord.w; | 
					
						
							|  |  |  | 						if (directional_lights.data[i].softshadow_angle > 0) { | 
					
						
							|  |  |  | 							float range_pos = dot(directional_lights.data[i].direction, v.xyz); | 
					
						
							|  |  |  | 							float range_begin = directional_lights.data[i].shadow_range_begin.w; | 
					
						
							|  |  |  | 							float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle; | 
					
						
							|  |  |  | 							vec2 tex_scale = directional_lights.data[i].uv_scale4 * test_radius; | 
					
						
							|  |  |  | 							shadow2 = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale); | 
					
						
							|  |  |  | 						} else { | 
					
						
							|  |  |  | 							shadow2 = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord); | 
					
						
							|  |  |  | 						} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 						pssm_blend = smoothstep(directional_lights.data[i].shadow_split_offsets.y, directional_lights.data[i].shadow_split_offsets.z, depth_z); | 
					
						
							|  |  |  | 						shadow_color_blend = directional_lights.data[i].shadow_color4.rgb; | 
					
						
							|  |  |  | 					} else { | 
					
						
							|  |  |  | 						pssm_blend = 0.0; //if no blend, same coord will be used (divide by z will result in same value, and already cached) | 
					
						
							|  |  |  | 					} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 					pssm_blend = sqrt(pssm_blend); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 					shadow = mix(shadow, shadow2, pssm_blend); | 
					
						
							|  |  |  | 					shadow_color = mix(shadow_color, shadow_color_blend, pssm_blend); | 
					
						
							|  |  |  | 				} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 				shadow = mix(shadow, 1.0, smoothstep(directional_lights.data[i].fade_from, directional_lights.data[i].fade_to, vertex.z)); //done with negative values for performance | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | #undef BIAS_FUNC | 
					
						
							|  |  |  | 			} | 
					
						
							|  |  |  | #else | 
					
						
							|  |  |  | 			// Soft shadow disabled version | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 			if (directional_lights.data[i].shadow_enabled) { | 
					
						
							|  |  |  | 				float depth_z = -vertex.z; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 				vec4 pssm_coord; | 
					
						
							|  |  |  | 				vec3 light_dir = directional_lights.data[i].direction; | 
					
						
							|  |  |  | 				vec3 base_normal_bias = normalize(normal_interp) * (1.0 - max(0.0, dot(light_dir, -normalize(normal_interp)))); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | #define BIAS_FUNC(m_var, m_idx)                                                                 \ | 
					
						
							|  |  |  | 	m_var.xyz += light_dir * directional_lights.data[i].shadow_bias[m_idx];                     \ | 
					
						
							|  |  |  | 	vec3 normal_bias = base_normal_bias * directional_lights.data[i].shadow_normal_bias[m_idx]; \ | 
					
						
							|  |  |  | 	normal_bias -= light_dir * dot(light_dir, normal_bias);                                     \ | 
					
						
							|  |  |  | 	m_var.xyz += normal_bias; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 				if (depth_z < directional_lights.data[i].shadow_split_offsets.x) { | 
					
						
							|  |  |  | 					vec4 v = vec4(vertex, 1.0); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 					BIAS_FUNC(v, 0) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 					pssm_coord = (directional_lights.data[i].shadow_matrix1 * v); | 
					
						
							|  |  |  | 				} else if (depth_z < directional_lights.data[i].shadow_split_offsets.y) { | 
					
						
							|  |  |  | 					vec4 v = vec4(vertex, 1.0); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 					BIAS_FUNC(v, 1) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 					pssm_coord = (directional_lights.data[i].shadow_matrix2 * v); | 
					
						
							|  |  |  | 				} else if (depth_z < directional_lights.data[i].shadow_split_offsets.z) { | 
					
						
							|  |  |  | 					vec4 v = vec4(vertex, 1.0); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 					BIAS_FUNC(v, 2) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 					pssm_coord = (directional_lights.data[i].shadow_matrix3 * v); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 				} else { | 
					
						
							|  |  |  | 					vec4 v = vec4(vertex, 1.0); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 					BIAS_FUNC(v, 3) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 					pssm_coord = (directional_lights.data[i].shadow_matrix4 * v); | 
					
						
							|  |  |  | 				} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 				pssm_coord /= pssm_coord.w; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 				shadow = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 				if (directional_lights.data[i].blend_splits) { | 
					
						
							|  |  |  | 					float pssm_blend; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 					if (depth_z < directional_lights.data[i].shadow_split_offsets.x) { | 
					
						
							|  |  |  | 						vec4 v = vec4(vertex, 1.0); | 
					
						
							|  |  |  | 						BIAS_FUNC(v, 1) | 
					
						
							|  |  |  | 						pssm_coord = (directional_lights.data[i].shadow_matrix2 * v); | 
					
						
							|  |  |  | 						pssm_blend = smoothstep(0.0, directional_lights.data[i].shadow_split_offsets.x, depth_z); | 
					
						
							|  |  |  | 					} else if (depth_z < directional_lights.data[i].shadow_split_offsets.y) { | 
					
						
							|  |  |  | 						vec4 v = vec4(vertex, 1.0); | 
					
						
							|  |  |  | 						BIAS_FUNC(v, 2) | 
					
						
							|  |  |  | 						pssm_coord = (directional_lights.data[i].shadow_matrix3 * v); | 
					
						
							|  |  |  | 						pssm_blend = smoothstep(directional_lights.data[i].shadow_split_offsets.x, directional_lights.data[i].shadow_split_offsets.y, depth_z); | 
					
						
							|  |  |  | 					} else if (depth_z < directional_lights.data[i].shadow_split_offsets.z) { | 
					
						
							|  |  |  | 						vec4 v = vec4(vertex, 1.0); | 
					
						
							|  |  |  | 						BIAS_FUNC(v, 3) | 
					
						
							|  |  |  | 						pssm_coord = (directional_lights.data[i].shadow_matrix4 * v); | 
					
						
							|  |  |  | 						pssm_blend = smoothstep(directional_lights.data[i].shadow_split_offsets.y, directional_lights.data[i].shadow_split_offsets.z, depth_z); | 
					
						
							|  |  |  | 					} else { | 
					
						
							|  |  |  | 						pssm_blend = 0.0; //if no blend, same coord will be used (divide by z will result in same value, and already cached) | 
					
						
							|  |  |  | 					} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 					pssm_coord /= pssm_coord.w; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 					float shadow2 = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord); | 
					
						
							|  |  |  | 					shadow = mix(shadow, shadow2, pssm_blend); | 
					
						
							|  |  |  | 				} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 				shadow = mix(shadow, 1.0, smoothstep(directional_lights.data[i].fade_from, directional_lights.data[i].fade_to, vertex.z)); //done with negative values for performance | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | #undef BIAS_FUNC | 
					
						
							|  |  |  | 			} | 
					
						
							|  |  |  | #endif | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 			if (i < 4) { | 
					
						
							|  |  |  | 				shadow0 |= uint(clamp(shadow * 255.0, 0.0, 255.0)) << (i * 8); | 
					
						
							|  |  |  | 			} else { | 
					
						
							|  |  |  | 				shadow1 |= uint(clamp(shadow * 255.0, 0.0, 255.0)) << ((i - 4) * 8); | 
					
						
							|  |  |  | 			} | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		for (uint i = 0; i < 8; i++) { | 
					
						
							|  |  |  | 			if (i >= scene_data.directional_light_count) { | 
					
						
							|  |  |  | 				break; | 
					
						
							|  |  |  | 			} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 			if (!bool(directional_lights.data[i].mask & draw_call.layer_mask)) { | 
					
						
							|  |  |  | 				continue; //not masked | 
					
						
							|  |  |  | 			} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 			// We're not doing light transmittence | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 			float shadow = 1.0; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 			if (i < 4) { | 
					
						
							|  |  |  | 				shadow = float(shadow0 >> (i * 8) & 0xFF) / 255.0; | 
					
						
							|  |  |  | 			} else { | 
					
						
							|  |  |  | 				shadow = float(shadow1 >> ((i - 4) * 8) & 0xFF) / 255.0; | 
					
						
							|  |  |  | 			} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 			blur_shadow(shadow); | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2021-07-15 17:06:33 -03:00
										 |  |  | 			light_compute(normal, directional_lights.data[i].direction, normalize(view), 0.0, directional_lights.data[i].color * directional_lights.data[i].energy, shadow, f0, orms, 1.0, | 
					
						
							| 
									
										
										
										
											2021-03-10 22:23:55 +11:00
										 |  |  | #ifdef LIGHT_BACKLIGHT_USED | 
					
						
							|  |  |  | 					backlight, | 
					
						
							|  |  |  | #endif | 
					
						
							|  |  |  | /* not supported here | 
					
						
							|  |  |  | #ifdef LIGHT_TRANSMITTANCE_USED | 
					
						
							|  |  |  | 					transmittance_color, | 
					
						
							|  |  |  | 					transmittance_depth, | 
					
						
							|  |  |  | 					transmittance_boost, | 
					
						
							|  |  |  | 					transmittance_z, | 
					
						
							|  |  |  | #endif | 
					
						
							|  |  |  | */ | 
					
						
							|  |  |  | #ifdef LIGHT_RIM_USED | 
					
						
							|  |  |  | 					rim, rim_tint, albedo, | 
					
						
							|  |  |  | #endif | 
					
						
							|  |  |  | #ifdef LIGHT_CLEARCOAT_USED | 
					
						
							|  |  |  | 					clearcoat, clearcoat_gloss, | 
					
						
							|  |  |  | #endif | 
					
						
							|  |  |  | #ifdef LIGHT_ANISOTROPY_USED | 
					
						
							|  |  |  | 					binormal, tangent, anisotropy, | 
					
						
							|  |  |  | #endif | 
					
						
							|  |  |  | #ifdef USE_SOFT_SHADOW | 
					
						
							|  |  |  | 					directional_lights.data[i].size, | 
					
						
							|  |  |  | #endif | 
					
						
							|  |  |  | #ifdef USE_SHADOW_TO_OPACITY | 
					
						
							|  |  |  | 					alpha, | 
					
						
							|  |  |  | #endif | 
					
						
							|  |  |  | 					diffuse_light, | 
					
						
							|  |  |  | 					specular_light); | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 	} //directional light | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2021-08-13 14:27:33 -03:00
										 |  |  | 	if (!sc_disable_omni_lights) { //omni lights | 
					
						
							| 
									
										
										
										
											2021-03-10 22:23:55 +11:00
										 |  |  | 		uint light_indices = draw_call.omni_lights.x; | 
					
						
							|  |  |  | 		for (uint i = 0; i < 8; i++) { | 
					
						
							|  |  |  | 			uint light_index = light_indices & 0xFF; | 
					
						
							|  |  |  | 			if (i == 4) { | 
					
						
							|  |  |  | 				light_indices = draw_call.omni_lights.y; | 
					
						
							|  |  |  | 			} else { | 
					
						
							|  |  |  | 				light_indices = light_indices >> 8; | 
					
						
							|  |  |  | 			} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 			if (light_index == 0xFF) { | 
					
						
							|  |  |  | 				break; | 
					
						
							|  |  |  | 			} | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2021-08-04 17:18:06 +02:00
										 |  |  | 			float shadow = light_process_omni_shadow(light_index, vertex, normal); | 
					
						
							| 
									
										
										
										
											2021-03-10 22:23:55 +11:00
										 |  |  | 
 | 
					
						
							|  |  |  | 			shadow = blur_shadow(shadow); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 			light_process_omni(light_index, vertex, view, normal, vertex_ddx, vertex_ddy, f0, orms, shadow, | 
					
						
							|  |  |  | #ifdef LIGHT_BACKLIGHT_USED | 
					
						
							|  |  |  | 					backlight, | 
					
						
							|  |  |  | #endif | 
					
						
							|  |  |  | /* | 
					
						
							|  |  |  | #ifdef LIGHT_TRANSMITTANCE_USED | 
					
						
							|  |  |  | 					transmittance_color, | 
					
						
							|  |  |  | 					transmittance_depth, | 
					
						
							|  |  |  | 					transmittance_boost, | 
					
						
							|  |  |  | #endif | 
					
						
							|  |  |  | */ | 
					
						
							|  |  |  | #ifdef LIGHT_RIM_USED | 
					
						
							|  |  |  | 					rim, | 
					
						
							|  |  |  | 					rim_tint, | 
					
						
							|  |  |  | 					albedo, | 
					
						
							|  |  |  | #endif | 
					
						
							|  |  |  | #ifdef LIGHT_CLEARCOAT_USED | 
					
						
							|  |  |  | 					clearcoat, clearcoat_gloss, | 
					
						
							|  |  |  | #endif | 
					
						
							|  |  |  | #ifdef LIGHT_ANISOTROPY_USED | 
					
						
							|  |  |  | 					tangent, binormal, anisotropy, | 
					
						
							|  |  |  | #endif | 
					
						
							|  |  |  | #ifdef USE_SHADOW_TO_OPACITY | 
					
						
							|  |  |  | 					alpha, | 
					
						
							|  |  |  | #endif | 
					
						
							|  |  |  | 					diffuse_light, specular_light); | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 	} //omni lights | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2021-08-13 14:27:33 -03:00
										 |  |  | 	if (!sc_disable_spot_lights) { //spot lights | 
					
						
							| 
									
										
										
										
											2021-03-10 22:23:55 +11:00
										 |  |  | 
 | 
					
						
							|  |  |  | 		uint light_indices = draw_call.spot_lights.x; | 
					
						
							|  |  |  | 		for (uint i = 0; i < 8; i++) { | 
					
						
							|  |  |  | 			uint light_index = light_indices & 0xFF; | 
					
						
							|  |  |  | 			if (i == 4) { | 
					
						
							|  |  |  | 				light_indices = draw_call.spot_lights.y; | 
					
						
							|  |  |  | 			} else { | 
					
						
							|  |  |  | 				light_indices = light_indices >> 8; | 
					
						
							|  |  |  | 			} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 			if (light_index == 0xFF) { | 
					
						
							|  |  |  | 				break; | 
					
						
							|  |  |  | 			} | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2021-08-04 17:18:06 +02:00
										 |  |  | 			float shadow = light_process_spot_shadow(light_index, vertex, normal); | 
					
						
							| 
									
										
										
										
											2021-03-10 22:23:55 +11:00
										 |  |  | 
 | 
					
						
							|  |  |  | 			shadow = blur_shadow(shadow); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 			light_process_spot(light_index, vertex, view, normal, vertex_ddx, vertex_ddy, f0, orms, shadow, | 
					
						
							|  |  |  | #ifdef LIGHT_BACKLIGHT_USED | 
					
						
							|  |  |  | 					backlight, | 
					
						
							|  |  |  | #endif | 
					
						
							|  |  |  | /* | 
					
						
							|  |  |  | #ifdef LIGHT_TRANSMITTANCE_USED | 
					
						
							|  |  |  | 					transmittance_color, | 
					
						
							|  |  |  | 					transmittance_depth, | 
					
						
							|  |  |  | 					transmittance_boost, | 
					
						
							|  |  |  | #endif | 
					
						
							|  |  |  | */ | 
					
						
							|  |  |  | #ifdef LIGHT_RIM_USED | 
					
						
							|  |  |  | 					rim, | 
					
						
							|  |  |  | 					rim_tint, | 
					
						
							|  |  |  | 					albedo, | 
					
						
							|  |  |  | #endif | 
					
						
							|  |  |  | #ifdef LIGHT_CLEARCOAT_USED | 
					
						
							|  |  |  | 					clearcoat, clearcoat_gloss, | 
					
						
							|  |  |  | #endif | 
					
						
							|  |  |  | #ifdef LIGHT_ANISOTROPY_USED | 
					
						
							|  |  |  | 					tangent, binormal, anisotropy, | 
					
						
							|  |  |  | #endif | 
					
						
							|  |  |  | #ifdef USE_SHADOW_TO_OPACITY | 
					
						
							|  |  |  | 					alpha, | 
					
						
							|  |  |  | #endif | 
					
						
							|  |  |  | 					diffuse_light, specular_light); | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 	} //spot lights | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | #ifdef USE_SHADOW_TO_OPACITY | 
					
						
							|  |  |  | 	alpha = min(alpha, clamp(length(ambient_light), 0.0, 1.0)); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | #if defined(ALPHA_SCISSOR_USED) | 
					
						
							|  |  |  | 	if (alpha < alpha_scissor) { | 
					
						
							|  |  |  | 		discard; | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | #endif // ALPHA_SCISSOR_USED | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | #ifdef USE_OPAQUE_PREPASS | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	if (alpha < opaque_prepass_threshold) { | 
					
						
							|  |  |  | 		discard; | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | #endif // USE_OPAQUE_PREPASS | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | #endif // USE_SHADOW_TO_OPACITY | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | #endif //!defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | #ifdef MODE_RENDER_DEPTH | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | #ifdef MODE_RENDER_MATERIAL | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	albedo_output_buffer.rgb = albedo; | 
					
						
							|  |  |  | 	albedo_output_buffer.a = alpha; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	normal_output_buffer.rgb = normal * 0.5 + 0.5; | 
					
						
							|  |  |  | 	normal_output_buffer.a = 0.0; | 
					
						
							|  |  |  | 	depth_output_buffer.r = -vertex.z; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	orm_output_buffer.r = ao; | 
					
						
							|  |  |  | 	orm_output_buffer.g = roughness; | 
					
						
							|  |  |  | 	orm_output_buffer.b = metallic; | 
					
						
							|  |  |  | 	orm_output_buffer.a = sss_strength; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	emission_output_buffer.rgb = emission; | 
					
						
							|  |  |  | 	emission_output_buffer.a = 0.0; | 
					
						
							|  |  |  | #endif // MODE_RENDER_MATERIAL | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | #else // MODE_RENDER_DEPTH | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	// multiply by albedo | 
					
						
							|  |  |  | 	diffuse_light *= albedo; // ambient must be multiplied by albedo at the end | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	// apply direct light AO | 
					
						
							|  |  |  | 	ao = unpackUnorm4x8(orms).x; | 
					
						
							|  |  |  | 	specular_light *= ao; | 
					
						
							|  |  |  | 	diffuse_light *= ao; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	// apply metallic | 
					
						
							|  |  |  | 	metallic = unpackUnorm4x8(orms).z; | 
					
						
							|  |  |  | 	diffuse_light *= 1.0 - metallic; | 
					
						
							|  |  |  | 	ambient_light *= 1.0 - metallic; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	//restore fog | 
					
						
							|  |  |  | 	fog = vec4(unpackHalf2x16(fog_rg), unpackHalf2x16(fog_ba)); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | #ifdef MODE_MULTIPLE_RENDER_TARGETS | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | #ifdef MODE_UNSHADED | 
					
						
							|  |  |  | 	diffuse_buffer = vec4(albedo.rgb, 0.0); | 
					
						
							|  |  |  | 	specular_buffer = vec4(0.0); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | #else // MODE_UNSHADED | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | #ifdef SSS_MODE_SKIN | 
					
						
							|  |  |  | 	sss_strength = -sss_strength; | 
					
						
							|  |  |  | #endif // SSS_MODE_SKIN | 
					
						
							|  |  |  | 	diffuse_buffer = vec4(emission + diffuse_light + ambient_light, sss_strength); | 
					
						
							|  |  |  | 	specular_buffer = vec4(specular_light, metallic); | 
					
						
							|  |  |  | #endif // MODE_UNSHADED | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	diffuse_buffer.rgb = mix(diffuse_buffer.rgb, fog.rgb, fog.a); | 
					
						
							|  |  |  | 	specular_buffer.rgb = mix(specular_buffer.rgb, vec3(0.0), fog.a); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | #else //MODE_MULTIPLE_RENDER_TARGETS | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | #ifdef MODE_UNSHADED | 
					
						
							|  |  |  | 	frag_color = vec4(albedo, alpha); | 
					
						
							|  |  |  | #else // MODE_UNSHADED | 
					
						
							|  |  |  | 	frag_color = vec4(emission + ambient_light + diffuse_light + specular_light, alpha); | 
					
						
							|  |  |  | #endif // MODE_UNSHADED | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	// Draw "fixed" fog before volumetric fog to ensure volumetric fog can appear in front of the sky. | 
					
						
							|  |  |  | 	frag_color.rgb = mix(frag_color.rgb, fog.rgb, fog.a); | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2021-07-26 21:31:15 +10:00
										 |  |  | 	// On mobile we use a UNORM buffer with 10bpp which results in a range from 0.0 - 1.0 resulting in HDR breaking | 
					
						
							|  |  |  | 	// We divide by sc_luminance_multiplier to support a range from 0.0 - 2.0 both increasing precision on bright and darker images | 
					
						
							|  |  |  | 	frag_color.rgb = frag_color.rgb / sc_luminance_multiplier; | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2021-03-10 22:23:55 +11:00
										 |  |  | #endif //MODE_MULTIPLE_RENDER_TARGETS | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | #endif //MODE_RENDER_DEPTH | 
					
						
							|  |  |  | } |