122 lines
3.6 KiB
GLSL
122 lines
3.6 KiB
GLSL
/**
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*
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* RenderPipeline
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*
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* Copyright (c) 2014-2016 tobspr <tobias.springer1@gmail.com>
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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*
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*/
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#version 430
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// This shader performs the screen space shading of all lights
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#pragma include "render_pipeline_base.inc.glsl"
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// Tell the lighting pipeline we are doing this in screen space, so gl_FragCoord
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// is available.
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#define IS_SCREEN_SPACE 1
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#pragma include "includes/light_culling.inc.glsl"
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#pragma include "includes/transforms.inc.glsl"
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#pragma include "includes/lighting_pipeline.inc.glsl"
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#pragma include "includes/gbuffer.inc.glsl"
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out vec4 result;
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uniform GBufferData GBuffer;
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// Used for velocity rendering mode
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#if MODE_ACTIVE(VELOCITY)
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uniform sampler2D CombinedVelocity;
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#endif
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void main() {
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// Extract material properties
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vec2 texcoord = get_texcoord();
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Material m = unpack_material(GBuffer);
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ivec3 tile = get_lc_cell_index(ivec2(gl_FragCoord.xy),
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distance(MainSceneData.camera_pos, m.position));
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// Don't shade pixels out of the shading range
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#if !DEBUG_MODE
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if (tile.z >= LC_TILE_SLICES) {
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result = vec4(0, 0, 0, 1);
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return;
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}
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#endif
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// Apply all lights
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result = vec4(shade_material_from_tile_buffer(m, tile), 1);
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/*
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Various debugging modes for previewing materials
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*/
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#if MODE_ACTIVE(DIFFUSE)
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result.xyz = vec3(m.basecolor);
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#endif
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#if MODE_ACTIVE(ROUGHNESS)
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result.xyz = vec3(m.roughness);
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#endif
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#if MODE_ACTIVE(SPECULAR)
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// Multiply specular on diffuse materials to make it visible
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result.xyz = vec3(mix(
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m.specular / 0.18,
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m.specular,
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m.metallic
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));
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#endif
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#if MODE_ACTIVE(NORMAL)
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result.xyz = vec3(abs(m.normal));
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#endif
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#if MODE_ACTIVE(METALLIC)
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result.xyz = vec3(m.metallic);
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#endif
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#if MODE_ACTIVE(TRANSLUCENCY)
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result.xyz = vec3(m.shading_model == SHADING_MODEL_FOLIAGE ? m.shading_model_param0 : 0.0);
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#endif
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#if MODE_ACTIVE(SHADING_MODEL)
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result.xyz = vec3(0.1, 0.1, 0.1);
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switch (m.shading_model) {
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case SHADING_MODEL_FOLIAGE: result.xyz = vec3(0, 1, 0); break;
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case SHADING_MODEL_CLEARCOAT: result.xyz = vec3(0, 0, 1); break;
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case SHADING_MODEL_SKIN: result.xyz = vec3(1, 0, 0); break;
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case SHADING_MODEL_EMISSIVE: result.xyz = vec3(1, 0, 1); break;
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case SHADING_MODEL_TRANSPARENT: result.xyz = vec3(0, 1, 1); break;
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}
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#endif
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#if MODE_ACTIVE(VELOCITY)
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result.xyz = abs(textureLod(CombinedVelocity, texcoord, 0).xyz) * 20.0;
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#endif
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}
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