EG/RenderPipelineFile/rpcore/shader/apply_lights.frag.glsl
2025-07-24 11:37:46 +08:00

122 lines
3.6 KiB
GLSL

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