#line 2 /* * Copyright (c) 2023 lax1dude. All Rights Reserved. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. * IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, * INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT * NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, * WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE * POSSIBILITY OF SUCH DAMAGE. * */ precision lowp int; precision highp float; precision highp sampler2D; in vec2 v_position2f; layout(location = 0) out vec4 output4f; uniform sampler2D u_gbufferColorTexture; uniform sampler2D u_gbufferNormalTexture; uniform sampler2D u_gbufferMaterialTexture; uniform sampler2D u_gbufferDepthTexture; uniform vec2 u_halfResolutionPixelAlignment2f; #ifdef COMPILE_GLOBAL_AMBIENT_OCCLUSION uniform sampler2D u_ssaoTexture; #endif #ifdef COMPILE_SCREEN_SPACE_REFLECTIONS uniform sampler2D u_ssrReflectionTexture; #endif #ifdef COMPILE_ENV_MAP_REFLECTIONS uniform sampler2D u_environmentMap; #endif uniform sampler2D u_irradianceMap; uniform sampler2D u_brdfLUT; uniform sampler2D u_metalsLUT; uniform mat4 u_inverseProjMatrix4f; uniform mat4 u_inverseViewMatrix4f; uniform vec3 u_sunDirection3f; uniform float u_skyLightFactor1f; #if defined(COMPILE_SCREEN_SPACE_REFLECTIONS) || defined(COMPILE_ENV_MAP_REFLECTIONS) #define LIB_INCLUDE_PBR_IMAGE_BASED_LIGHTING_SPECULAR #endif #EAGLER INCLUDE (3) "eagler:glsl/deferred/lib/pbr_env_map.glsl" void main() { vec3 diffuseColor3f; vec3 normalVector3f; vec2 lightmapCoords2f; vec4 materialData4f; float depth = textureLod(u_gbufferDepthTexture, v_position2f, 0.0).r; if(depth < 0.00001) { discard; } vec4 sampleVar4f = textureLod(u_gbufferColorTexture, v_position2f, 0.0); diffuseColor3f.rgb = sampleVar4f.rgb * sampleVar4f.rgb; lightmapCoords2f.x = sampleVar4f.a; sampleVar4f = textureLod(u_gbufferNormalTexture, v_position2f, 0.0); normalVector3f.xyz = sampleVar4f.rgb * 2.0 - 1.0; normalVector3f.xyz = mat3(u_inverseViewMatrix4f) * normalVector3f.xyz; normalVector3f.xyz = normalize(normalVector3f.xyz); lightmapCoords2f.y = sampleVar4f.a; materialData4f = textureLod(u_gbufferMaterialTexture, v_position2f, 0.0); float shadow = 0.075; #ifdef COMPILE_GLOBAL_AMBIENT_OCCLUSION vec4 ao = textureLod(u_ssaoTexture, min(v_position2f * u_halfResolutionPixelAlignment2f, 1.0), 0.0); ao.g = ao.b > 0.0 ? ao.g : 1.0; shadow = mix(shadow, shadow * ao.g, 0.9); #endif lightmapCoords2f *= lightmapCoords2f; vec3 irradianceMapSamplePos2f = normalVector3f; irradianceMapSamplePos2f.xz /= abs(irradianceMapSamplePos2f.y) + 1.0; float dst = 1.0 - dot(irradianceMapSamplePos2f.xz, irradianceMapSamplePos2f.xz); dst *= dst; irradianceMapSamplePos2f.xz *= 0.975; vec3 skyLight = vec3(sqrt(0.01 + max(-u_sunDirection3f.y, 0.0))); if(dst < 0.005) { vec4 sample1 = textureLod(u_irradianceMap, irradianceMapSamplePos2f.xz * vec2(0.5, 0.25) + vec2(0.5, 0.25), 0.0); vec4 sample2 = textureLod(u_irradianceMap, irradianceMapSamplePos2f.xz * vec2(0.5, -0.25) + vec2(0.5, 0.75), 0.0); skyLight += mix(sample1.rgb, sample2.rgb, smoothstep(0.0, 1.0, irradianceMapSamplePos2f.y * -12.5 + 0.5)).rgb; }else { irradianceMapSamplePos2f.xz *= vec2(0.5, irradianceMapSamplePos2f.y > 0.0 ? 0.25 : -0.25); irradianceMapSamplePos2f.xz += vec2(0.5, irradianceMapSamplePos2f.y > 0.0 ? 0.25 : 0.75); skyLight += textureLod(u_irradianceMap, irradianceMapSamplePos2f.xz, 0.0).rgb; } skyLight *= lightmapCoords2f.g * u_skyLightFactor1f; vec3 blockLight = lightmapCoords2f.r * vec3(1.0, 0.5809, 0.2433) * 2.0; float emissive = materialData4f.b == 1.0 ? 0.0 : materialData4f.b; vec3 specular = vec3(0.0); #ifdef COMPILE_ENV_MAP_REFLECTIONS float f = materialData4f.g < 0.06 ? 1.0 : 0.0; f += materialData4f.r < 0.5 ? 1.0 : 0.0; while((materialData4f.a >= 0.5 ? f : -1.0) == 0.0) { vec4 worldPosition4f = vec4(v_position2f, depth, 1.0) * 2.0 - 1.0; worldPosition4f = u_inverseProjMatrix4f * worldPosition4f; worldPosition4f.xyz /= worldPosition4f.w; float posDst = dot(worldPosition4f.xyz, worldPosition4f.xyz); if(posDst > 25.0) { break; } worldPosition4f = u_inverseViewMatrix4f * vec4(worldPosition4f.xyz, 0.0); vec3 viewDir3f = normalize(worldPosition4f.xyz); // need confirmation this should be negative vec3 reflectDir = reflect(viewDir3f, normalVector3f); reflectDir.xz /= abs(reflectDir.y) + 1.0; float dst = 1.0 - dot(reflectDir.xz, reflectDir.xz); dst *= dst; reflectDir.xz = reflectDir.xz * 0.975; vec4 envMapSample4f; if(dst < 0.005) { vec4 sample1 = textureLod(u_environmentMap, reflectDir.xz * vec2(0.5, 0.25) + vec2(0.5, 0.25), 0.0); vec4 sample2 = textureLod(u_environmentMap, reflectDir.xz * vec2(0.5, -0.25) + vec2(0.5, 0.75), 0.0); envMapSample4f = vec4(mix(sample1.rgb, sample2.rgb, smoothstep(0.0, 1.0, reflectDir.y * -12.5 + 0.5)).rgb, min(sample1.a, sample2.a)); }else { reflectDir.xz = reflectDir.xz * vec2(0.5, reflectDir.y > 0.0 ? 0.25 : -0.25); reflectDir.xz += vec2(0.5, reflectDir.y > 0.0 ? 0.25 : 0.75); envMapSample4f = textureLod(u_environmentMap, reflectDir.xz, 0.0); } if(envMapSample4f.a > 0.0) { specular = eaglercraftIBL_Specular(diffuseColor3f.rgb, envMapSample4f.rgb, viewDir3f, normalVector3f, materialData4f.rgb); specular *= 1.0 - sqrt(posDst) * 0.2; } break; } #endif #ifdef COMPILE_SCREEN_SPACE_REFLECTIONS #ifndef COMPILE_ENV_MAP_REFLECTIONS float f = materialData4f.g < 0.06 ? 1.0 : 0.0; f += materialData4f.r < 0.5 ? 1.0 : 0.0; if(f == 0.0) { #else if((materialData4f.a < 0.5 ? f : -1.0) == 0.0) { #endif vec4 ssrSample = textureLod(u_ssrReflectionTexture, min(v_position2f * u_halfResolutionPixelAlignment2f, 1.0), 0.0); if(ssrSample.g > 0.0) { ssrSample.g -= 0.005; vec4 worldPosition4f = vec4(v_position2f, depth, 1.0) * 2.0 - 1.0; worldPosition4f = u_inverseProjMatrix4f * worldPosition4f; worldPosition4f = u_inverseViewMatrix4f * vec4(worldPosition4f.xyz / worldPosition4f.w, 0.0); vec3 viewDir3f = normalize(worldPosition4f.xyz); // need confirmation this should be negative specular = eaglercraftIBL_Specular(diffuseColor3f.rgb, ssrSample.rgb, viewDir3f, normalVector3f.xyz, materialData4f.rgb); } } #endif output4f = vec4((diffuseColor3f.rgb * max(skyLight + blockLight, vec3(emissive * emissive * 20.0 + 0.075)) + specular * 8.0) * shadow, 1.0); }