#version 450 #include "shaders://_builtins/constants.glsl" #include "shaders://_builtins/PBR.glsl" struct Light { mat4 transform; vec4 color; float intensity; }; const int MAX_LIGHT_COUNT = 128; #define SHADOW_FACTOR 0.25 layout(set = 1, binding = 1) uniform LightBuffer { layout(align = 16) Light lights[MAX_LIGHT_COUNT]; } LightsBuffer; layout( push_constant ) uniform constants { uint lightCount; } PushConstants; layout(set = 0, binding = 0) uniform sampler2D positionTexture; layout(set = 0, binding = 1) uniform sampler2D normalTexture; layout(set = 0, binding = 2) uniform sampler2D albedoTexture; layout(set = 0, binding = 3) uniform sampler2D specularTexture; layout(set = 0, binding = 4) uniform sampler2D shadowmapTexture; layout (location = 0) in vec2 inUV; layout(location = 1) in vec3 cameraPos; layout(location = 0) out vec4 outColor; mat4 get_orthographicMatrix(float l, float r, float b, float t, float f, float n) { mat4 M = mat4(0); // set OpenGL perspective projection matrix M[0][0] = 2 / (r - l); M[0][1] = 0; M[0][2] = 0; M[0][3] = 0; M[1][0] = 0; M[1][1] = -2 / (t - b); M[1][2] = 0; M[1][3] = 0; M[2][0] = 0; M[2][1] = 0; M[2][2] = -2 / (f - n); M[2][3] = 0; M[0][3] = -(r + l) / (r - l); M[1][3] = -(t + b) / (t - b); M[2][3] = -(f + n) / (f - n); M[3][3] = 1; return M; } float textureProj(vec4 P, float bias, vec2 offset) { float shadow = 1.0; vec4 shadowCoord = P / P.w; shadowCoord.st = shadowCoord.st * 0.5 + 0.5; if (shadowCoord.z > -1.0 && shadowCoord.z < 1.0) { float dist = texture(shadowmapTexture, shadowCoord.st + offset).r; if (shadowCoord.w > 0.0 && dist < shadowCoord.z - bias) { shadow = SHADOW_FACTOR; } } return shadow; } float filterPCF(vec4 sc, float bias) { ivec2 texDim = textureSize(shadowmapTexture, 0).xy; float scale = 1.5; float dx = scale * 1.0 / float(texDim.x); float dy = scale * 1.0 / float(texDim.y); float shadowFactor = 0.0; int count = 0; int range = 1; for (int x = -range; x <= range; x++) { for (int y = -range; y <= range; y++) { shadowFactor += textureProj(sc, bias, vec2(dx*x, dy*y)); count++; } } return shadowFactor / count; } vec4 shadow(vec3 fragcolor, float bias, vec3 fragpos) { mat4 projectionMatrix = get_orthographicMatrix(-1, 1, -1, 1, 100, 0.1); mat4 viewMatrix = inverse( LightsBuffer.lights[0].transform); vec4 shadowClip = projectionMatrix * viewMatrix * vec4(fragpos, 1.0); float shadowFactor; shadowFactor= filterPCF(shadowClip, bias); fragcolor *= shadowFactor; return vec4(fragcolor, 1.0); } void main() { vec4 gposition = texture(positionTexture, inUV); vec4 gnormal = texture(normalTexture, inUV); vec4 galbedo = texture(albedoTexture, inUV); vec4 gspec = texture(specularTexture, inUV); vec4 shadowmap = texture(shadowmapTexture, inUV); vec3 position = gposition.xyz; vec3 normal = gnormal.xyz; vec3 albedo = galbedo.xyz; vec3 spec = gspec.xyz; float specFactor = gspec.w; float metallicFactor = gposition.w; float roughnessFactor = galbedo.w; float ao = gnormal.w; vec3 V = normalize(cameraPos - position); vec3 F0 = mix(vec3(0.04), albedo, metallicFactor); vec3 F = fresnelSchlickRoughness(max(dot(normal, V), 0.0), F0, roughnessFactor); vec3 Lo = vec3(0); { Light directional_light = LightsBuffer.lights[0]; vec3 L = vec3(directional_light.transform[2]); vec3 H = normalize(V + L); vec3 radiance = directional_light.color.xyz * directional_light.intensity; float NDF = DistributionGGX(normal, H, roughnessFactor); float G = GeometrySmith(normal, V, L, roughnessFactor); vec3 numerator = NDF * G * F; float denominator = 4.0 * max(dot(normal, V), 0.0) * max(dot(normal, L), 0.0); vec3 specular = numerator / max(denominator, 0.001); vec3 kS = F; vec3 kD = vec3(1.0) - kS; kD *= 1.0 - metallicFactor; float NdotL = max(dot(normal, L), 0.0); Lo += clamp((kD * albedo / PI + specular) * radiance * NdotL, vec3(0), vec3(1)); } for(int i = 1; i < PushConstants.lightCount; ++i) { Light l = LightsBuffer.lights[i]; vec3 L = normalize(l.transform[3].xyz - position); vec3 H = normalize(V + L); float distance = length(l.transform[3].xyz - position); float attenuation = 1.0 / (distance * distance); vec3 radiance = l.color.xyz * attenuation * l.intensity; float NDF = DistributionGGX(normal, H, roughnessFactor); float G = GeometrySmith(normal, V, L, roughnessFactor); vec3 numerator = NDF * G * F; float denominator = 4.0 * max(dot(normal, V), 0.0) * max(dot(normal, L), 0.0); vec3 specular = numerator / max(denominator, 0.001); vec3 kS = F; vec3 kD = vec3(1.0) - kS; kD *= 1.0 - metallicFactor; float NdotL = max(dot(normal, L), 0.0); Lo += clamp((kD * albedo / PI + specular) * radiance * NdotL, vec3(0), vec3(1)); } vec3 ambient = vec3(0.2) * albedo; vec3 color = ambient + Lo; color += spec * specFactor; float bias = 0.0000005; outColor = shadow(color, bias, position); }