// stage D of the vulkan renderer: the sun with its cascaded shadows, the environment map, the headlights and the lamps (in the // clusters or not). the cube shadow maps of the lamps, the shadow maps of the headlights, the contact shadows, the shadows of // the clouds, the directional sky ambient light and the prefiltered environment map of shaders/ogl46/light_common.glsl come // with the later stages; the code below is the one of the opengl renderer with those left out, it shades as that one does // with them off layout(set = PASS_SET, binding = SHADOW_TEX) uniform sampler2DArrayShadow shadowmap; layout(set = PASS_SET, binding = HEADLIGHT_TEX) uniform sampler2D headlightmap; #include "envmapping.glsl" #include "conversion.glsl" float glossiness = 1.0; float metalic = 0.0; layout(location = 7) in vec4 UserData; #pragma param(weathering, 2, 3, 1, zero) // --------------------------------------------------------------------- // Lighting balance tunables - tweak these to control overall scene // exposure without touching tonemapping.glsl. // // AMBIENT_SCALE: brightness of SHADED faces (indirect/sky term). // Lower -> deeper shadows, less burn under bright // textures. Higher -> flatter / brighter shading. // // SUN_DIFFUSE_SCALE: brightness of UNSHADED (sun-lit) faces. Lower // this to dim hot surfaces in direct sunlight // without affecting shaded areas. Was 3.5; 2.5 // calmly fits the ACES tonemap shoulder. // // SUN_NDOTL_SHARPNESS: N.L curve on the sun. 1.0 = pure Lambert, higher // = sharper terminator (more contrast between // lit and shaded faces of the same surface). // --------------------------------------------------------------------- const float AMBIENT_SCALE = 0.65; const float SUN_DIFFUSE_SCALE = 1.5; const float SUN_NDOTL_SHARPNESS = 1.25; float length2(vec3 v) { return dot(v, v); } // share of the sun (the moon) held back before the fragment by the shadow map, 0..1 float calc_shadow_map(); float calc_shadow() { return calc_shadow_map(); } float calc_shadow_map() { if (SHADOWMAP_ENABLED) { float distance = dot(f_pos.xyz, f_pos.xyz); uint cascade; for (cascade = 0U; cascade < MAX_CASCADES; cascade++) if (distance <= cascade_end[cascade]) break; // cascades fitted to the depth of the view of an earlier frame (gfx.shadow.sdsm) cover only the area of the points seen // then: a point at the edge of the view or one which came closer since may be outside the map of its cascade. it goes to // the first further cascade whose map holds it with the reach of the filter, and is lit past the last one if (shadow_fit.x > 0.0) { float border = 4.0 / float(textureSize(shadowmap, 0).x); for (; cascade < MAX_CASCADES; cascade++) { vec2 fitcoords = (lightview[cascade] * vec4(f_pos.xyz, 1.0)).xy; if (all(greaterThanEqual(fitcoords, vec2(border))) && all(lessThanEqual(fitcoords, vec2(1.0 - border)))) break; } if (cascade >= MAX_CASCADES) return 0.0; } // Normal offset: sample the shadow map from a point pushed along the surface normal // by a fraction of the cascade's texel footprint. A constant depth bias can't keep up // with large texels (far cascades, small shadow maps) on surfaces at a grazing angle // to the sun, which then show shadow acne stripes. lightview maps view space metres // to [0,1] shadow map coordinates, so its x/y row lengths give texels per metre. vec3 shadownormal = normalize(f_normal); float shadowNdotL = clamp(dot(shadownormal, normalize(-lights[0].dir)), 0.0, 1.0); mat4 shadowview = lightview[cascade]; float texelspermetre = min(length(vec3(shadowview[0][0], shadowview[1][0], shadowview[2][0])), length(vec3(shadowview[0][1], shadowview[1][1], shadowview[2][1]))) * float(textureSize(shadowmap, 0).x); float texelsize = 1.0 / texelspermetre; vec3 shadowpos = f_pos.xyz + shadownormal * (texelsize * 1.5 * (1.0 - shadowNdotL)); vec4 lightpos = shadowview * vec4(shadowpos, 1.0); vec3 coords = lightpos.xyz / lightpos.w; if (coords.z < 0.0) return 0.0f; float bias = 0.00005f * float(cascade + 1U); // Fast path: 4 textureGather() calls cover a 4x4 texel block. Raw gathered // comparisons must be weighted by the sub-texel position (bilinear weights), // otherwise the result is constant across each shadow map texel and shadow // edges turn into texel-sized stair steps. With per-axis weights // (1-f, 1, 1, f) this equals a 3x3 grid of hardware bilinear PCF taps. vec2 size = vec2(textureSize(shadowmap, 0).xy); vec2 uv = coords.xy * size - 0.5; vec2 base = floor(uv); vec2 f = uv - base; float refz = coords.z + bias; float layer = float(cascade); // sampling at texel corners selects blocks with lower-left texel base-1 and base+1 vec4 g00 = textureGather(shadowmap, vec3((base + vec2(0.0, 0.0)) / size, layer), refz); vec4 g10 = textureGather(shadowmap, vec3((base + vec2(2.0, 0.0)) / size, layer), refz); vec4 g01 = textureGather(shadowmap, vec3((base + vec2(0.0, 2.0)) / size, layer), refz); vec4 g11 = textureGather(shadowmap, vec3((base + vec2(2.0, 2.0)) / size, layer), refz); // gather component order: x=(0,1) y=(1,1) z=(1,0) w=(0,0) float shadow = dot(g00, vec4(1.0 - f.x, 1.0, 1.0 - f.y, (1.0 - f.x) * (1.0 - f.y))) + dot(g10, vec4(1.0, f.x, f.x * (1.0 - f.y), 1.0 - f.y)) + dot(g01, vec4((1.0 - f.x) * f.y, f.y, 1.0, 1.0 - f.x)) + dot(g11, vec4(f.y, f.x * f.y, f.x, 1.0)); return shadow / 9.0; } else { return 0.0; } } // ----------------------------------------------------------------------- // GGX Microfacet BRDF helpers (Cook-Torrance) // ----------------------------------------------------------------------- // Trowbridge-Reitz (GGX) Normal Distribution Function // D(N,H,α) = α⁴ / (π · ((NdotH)²·(α⁴−1)+1)²) // α = roughness² (perceptual remapping so the slider feels linear) float D_GGX(float NdotH, float roughness) { float a = roughness * roughness; // perceptual -> linear roughness float a2 = a * a; float d = (NdotH * NdotH) * (a2 - 1.0) + 1.0; return a2 / (3.14159265359 * d * d); } // Schlick-GGX single-term masking/shadowing (k remapped for direct lighting) float G_SchlickGGX(float NdotX, float roughness) { float r = roughness + 1.0; float k = (r * r) * (1.0 / 8.0); // k_direct = (roughness+1)²/8 return NdotX / (NdotX * (1.0 - k) + k); } // Separable Smith geometry term (not height-correlated) // G(N,V,L) = G_SchlickGGX(NdotV) · G_SchlickGGX(NdotL) float G_Smith(float NdotV, float NdotL, float roughness) { return G_SchlickGGX(NdotV, roughness) * G_SchlickGGX(NdotL, roughness); } const float BRDF_PI = 3.14159265359; // the smoothest surface the lights are reflected by: a mirror would make a highlight smaller than a pixel const float MIN_ROUGHNESS = 0.045; // cap of the brdf for the lamps and headlights (see specular_light()): a tiny light next to a polished surface const float LOCAL_LIGHT_BRDF_LIMIT = 16.0; // no cap for the sun const float SUN_BRDF_LIMIT = 1.0e6; // the specular reflectance at normal incidence and the perceptual roughness the lights are reflected with, worked out by // apply_lights() for the fragment before it adds the lamps (add_local_lights()) vec3 spec_f0 = vec3(0.04); float spec_roughness = 0.5; // a matte material (mat_default) reflects nothing: neither the surroundings nor the sun and the lamps, only the diffuse light bool matte = false; // light of a light from Light_dir reflected by the surface, in the units of the diffuse shading (a white lambertian surface // facing the light reflects 1 of it): pi times the cook-torrance brdf with schlick's fresnel of F0, times n.l. Limit caps the // brdf without the n.l vec3 specular_light(vec3 light_dir, vec3 fragnormal, vec3 f0, float roughness, float limit) { float NdotL = dot(fragnormal, light_dir); if (NdotL <= 0.0) return vec3(0.0); vec3 V = normalize(-f_pos.xyz); vec3 H = normalize(light_dir + V); float NdotV = max(dot(fragnormal, V), 1e-4); float NdotH = max(dot(fragnormal, H), 0.0); float VdotH = max(dot(V, H), 0.0); float brdf = D_GGX(NdotH, roughness) * G_Smith(NdotV, NdotL, roughness) / (4.0 * NdotL * NdotV); vec3 fresnel = f0 + (1.0 - f0) * pow(1.0 - VdotH, 5.0); return fresnel * (min(brdf, limit) * NdotL * BRDF_PI); } // perceptual roughness raised where the normal changes much from a pixel to the next (normal maps, tight curves), so the // highlight of a detail smaller than a pixel spreads over the pixel instead of flickering. Kaplanyan, Tokuyoshi, "Improved // geometric specular antialiasing", 2019 float specular_antialiasing(vec3 fragnormal, float roughness) { vec3 dndx = dFdx(fragnormal); vec3 dndy = dFdy(fragnormal); float variance = 0.25 * (dot(dndx, dndx) + dot(dndy, dndy)); float kernel = min(2.0 * variance, 0.18); float a2 = roughness * roughness * roughness * roughness; return sqrt(sqrt(clamp(a2 + kernel, 0.0, 1.0))); } // the materials without a specgloss map give glossiness: (param[1].w, 10 by default) as the exponent of the blinn-phong // highlight of the old renderer. a lobe of exponent n is about a ggx one of alpha sqrt(2 / (n + 2)) float phong_roughness(float exponent) { return sqrt(sqrt(2.0 / (max(exponent, 0.0) + 2.0))); } // glossiness which apply_lights() turns into the roughness of a blinn-phong exponent (it takes 1 - glossiness / param[1].w) float phong_glossiness(float exponent) { return (1.0 - phong_roughness(exponent)) * max(abs(param[1].w), 1.0); } // the reflection of the surroundings of a material without a specgloss map is a smooth varnish over the rough surface: the // old renderer showed it as a sharp reflection, as much of it as reflection: (and the masks of the material) asked for bool legacy_coat = false; // set up the gloss of a material without a specgloss map, before apply_lights() void legacy_gloss() { glossiness = phong_glossiness(abs(param[1].w)); legacy_coat = true; } // Returns vec2(diffuse, specular) for a single punctual light. // // diffuse – Lambert N·L (Fresnel-weighted diffuse is handled per-material // in apply_lights, so we return raw N·L here). // specular – Cook-Torrance GGX: D·G / (4·NdotL·NdotV). // The Fresnel factor (F) is intentionally omitted here; // apply_lights already carries a per-material Fresnel term // that is applied to env reflections and can be routed to // direct specular there. // // Roughness is derived identically to env_roughness in apply_lights so // that direct and indirect specular highlights read consistently. vec2 calc_light(vec3 light_dir, vec3 fragnormal) { vec3 N = fragnormal; vec3 L = light_dir; vec3 V = normalize(-f_pos.xyz); vec3 H = normalize(L + V); float NdotL = max(dot(N, L), 0.0); float NdotV = max(dot(N, V), 1e-4); float NdotH = max(dot(N, H), 0.0); float diffuse_v = NdotL; // Mirror the env-map roughness derivation so direct and indirect lobes match. // glossiness == param[1].w → roughness == 0.04 (near-mirror) // glossiness == 0 → roughness == 1.0 (fully diffuse) float roughness = clamp(1.0 - glossiness / max(abs(param[1].w), 1.0), 0.04, 1.0); // Cook-Torrance specular (no Fresnel — see above): // f_spec = D(N,H,α) · G(N,V,L,α) / (4 · NdotL · NdotV) float D = D_GGX(NdotH, roughness); float G = G_Smith(NdotV, NdotL, roughness); float specular_v = (NdotL > 0.0) ? (D * G) / max(4.0 * NdotL * NdotV, 1e-4) : 0.0; return vec2(diffuse_v, specular_v); } vec2 calc_point_light(light_s light, vec3 fragnormal) { vec3 light_dir = normalize(light.pos - f_pos.xyz); vec2 val = calc_light(light_dir, fragnormal); val.x += light.ambient; val *= light.intensity; float distance = length(light.pos - f_pos.xyz); float atten = 1.0f / (distance * distance); //float atten = 1.0f / (1.0f + light.linear * distance + light.quadratic * (distance * distance)); return val * atten; } vec2 calc_spot_light(light_s light, vec3 fragnormal) { vec3 light_dir = normalize(light.pos - f_pos.xyz); float theta = dot(light_dir, normalize(-light.dir)); float epsilon = light.in_cutoff - light.out_cutoff; float intensity = clamp((theta - light.out_cutoff) / epsilon, 0.0, 1.0); vec2 point = calc_point_light(light, fragnormal); return point * intensity; } vec2 calc_dir_light(light_s light, vec3 fragnormal) { vec3 light_dir = normalize(-light.dir); return calc_light(light_dir, fragnormal); } // dpdx and dpdy are the change of the view space position of the fragment from a pixel to the next one. the beam texture is // sampled with gradients worked out from them instead of the ones of the hardware: those are undefined where the fragments of // a quad do not go through the same lights, which is what happens at the edges of the clusters vec2 calc_headlights(light_s light, vec3 fragnormal, vec3 dpdx, vec3 dpdy) { vec4 headlightpos = light.headlight_projection * f_pos; vec3 coords = headlightpos.xyz / headlightpos.w; if (coords.z > 1.0) return vec2(0.0); if (coords.z < 0.0) return vec2(0.0); // the beam is what the projection takes in. beyond its sides the texture would be clamped to its edge, and near the projector // (where a pixel spans many texels) its coarsest levels spill the average of the whole beam over the surroundings if (coords.x < 0.0 || coords.x > 1.0 || coords.y < 0.0 || coords.y > 1.0) return vec2(0.0); vec3 light_dir = normalize(light.pos - f_pos.xyz); // Tighter wrap (was +0.25): faces angled away from the headlight cone // fall off to dark much faster, so cab/exterior surfaces read with a // clear directional shape instead of a flat half-lit wash. vec2 part = vec2(1.0) * clamp(dot(fragnormal, light_dir) + 0.10, 0.0, 1.0); float distance = length(light.pos - f_pos.xyz); float atten = 1.0f / (1.0f + light.linear * distance + light.quadratic * (distance * distance)); atten *= mix(1.0, 0.0, clamp((coords.z - 0.998) * 500.0, 0.0, 1.0)); vec2 beamcoords = headlightpos.xy / headlightpos.w; vec4 dheadlightposdx = light.headlight_projection * vec4(dpdx, 0.0); vec4 dheadlightposdy = light.headlight_projection * vec4(dpdy, 0.0); vec2 dbeamdx = (dheadlightposdx.xy - beamcoords * dheadlightposdx.w) / headlightpos.w; vec2 dbeamdy = (dheadlightposdy.xy - beamcoords * dheadlightposdy.w) / headlightpos.w; vec3 lights = textureGrad(headlightmap, beamcoords, dbeamdx, dbeamdy).rgb * light.headlight_weights.rgb; float lightintensity = max(max(lights.r, lights.g), lights.b); // x the diffuse light, y the light the specular reflection takes (specular_light() brings its own n.l) return vec2(part.x, 1.0) * (atten * lightintensity); } // closest distance (squared) the light of a lamp is computed for: nearer the inverse square would grow without a limit const float LOCAL_LIGHT_MIN_DISTANCE2 = 0.01; // light of a lamp (point or spot light: the lamps of models and vehicles, the cab lamp) reaching the fragment, x the diffuse // part and y the light the specular reflection takes (specular_light() brings its own n.l). it falls off with the square of the distance, and smoothly to nothing at the range of the light, // 1 / sqrt(quadratic), past which the culling of the clusters does not take it. a spot light fades from its inner cone to the // outer one vec2 calc_local_light(light_s light, vec3 fragnormal) { vec3 tolight = light.pos - f_pos.xyz; float distance2 = dot(tolight, tolight); vec3 light_dir = tolight * inversesqrt(max(distance2, 1e-8)); float edge = clamp(1.0 - distance2 * distance2 * (light.quadratic * light.quadratic), 0.0, 1.0); float atten = edge * edge / max(distance2, LOCAL_LIGHT_MIN_DISTANCE2); if (light.type == LIGHT_SPOT) atten *= smoothstep(light.out_cutoff, light.in_cutoff, dot(-light_dir, normalize(light.dir))); if (atten <= 0.0) return vec2(0.0); return vec2(max(dot(fragnormal, light_dir), 0.0), 1.0) * atten; } // index of the light cluster the fragment is in, see gl/cluster_grid.h: its screen tile and slice of depth. the depth is the clip // space w, which is 1 / gl_FragCoord.w. a tile is kept in the grid, as the far edge of the render target and rounding // right below it give one past the last uint fragment_cluster() { ivec2 tile = ivec2(gl_FragCoord.xy * (vec2(CLUSTER_GRID_X, CLUSTER_GRID_Y) / cluster_viewport_size)); tile = clamp(tile, ivec2(0), ivec2(CLUSTER_GRID_X - 1, CLUSTER_GRID_Y - 1)); int slice = clamp(int(floor(cluster_slice_bias - log(gl_FragCoord.w) * cluster_slice_scale)), 0, CLUSTER_GRID_Z - 1); return uint(tile.x + CLUSTER_GRID_X * (tile.y + CLUSTER_GRID_Y * slice)); } // adds the light of a headlight or lamp to the diffuse and the specular light of the fragment void add_local_light(light_s light, vec2 part, vec3 fragnormal, inout vec3 diffuse, inout vec3 specular) { if (part.y <= 0.0) return; vec3 color = light.color * light.intensity; diffuse += color * part.x; if (matte) return; specular += color * (part.y * param[1].y) * specular_light(normalize(light.pos - f_pos.xyz), fragnormal, spec_f0, spec_roughness, LOCAL_LIGHT_BRDF_LIMIT); } // adds the light of the headlights and lamps which reach the fragment to its diffuse and specular light. these are the ones in // the list of its cluster when the lights are clustered (the sun is not on the list, the callers take care of it), and the // first lights_count - 1 of lights[] otherwise, which are headlights only. the specular light is reflected with spec_f0 and // spec_roughness, and is already coloured by the fresnel term void add_local_lights(vec3 fragnormal, inout vec3 diffuse, inout vec3 specular) { // worked out before the loops, which the fragments of a quad do not leave together vec3 dpdx = dFdx(f_pos.xyz); vec3 dpdy = dFdy(f_pos.xyz); if (lights_clustered != 0U) { cluster_range_s range = cluster_ranges[fragment_cluster()]; for (uint i = 0U; i < range.count; i++) { light_s light = lights[cluster_light_indices[range.offset + i]]; vec2 part = (light.type == LIGHT_HEADLIGHTS) ? calc_headlights(light, fragnormal, dpdx, dpdy) : calc_local_light(light, fragnormal); add_local_light(light, part, fragnormal, diffuse, specular); } } else { for (uint i = 1U; i < lights_count; i++) { light_s light = lights[i]; add_local_light(light, calc_headlights(light, fragnormal, dpdx, dpdy), fragnormal, diffuse, specular); } } } // the light of the headlights and lamps added to Fragcolor, diffuse and specular together (for shaders which don't tell // the albedo from the reflection) vec3 add_headlights(vec3 fragcolor, vec3 fragnormal) { vec3 diffuse = vec3(0.0); vec3 specular = vec3(0.0); add_local_lights(fragnormal, diffuse, specular); return fragcolor + diffuse + specular; } // ----------------------------------------------------------------------- // Split-sum environment BRDF (Karis / UE4 analytic approximation). // // This is the missing piece that made matte specgloss surfaces "shine like // crazy": previously the env reflection was added at full strength // (envcolor * fresnel * reflectivity) and roughness only blurred the mip, // never dimmed the energy. A rough surface therefore mirrored the bright // sky just as strongly as a polished one. // // EnvBRDFApprox returns the pre-integrated specular scale (the "DFG" term) // for a given F0, roughness and view angle. For rough surfaces it collapses // toward ~0, so low-glossiness materials reflect almost nothing — matching // what Substance 3D Painter shows. Polished surfaces keep their full // reflection, and the grazing-angle Fresnel edge is preserved. // roughness 1.0 (matte) -> scale ~0.015 (virtually no reflection) // roughness 0.0 (mirror) -> scale ~F0..1 (full reflection + Fresnel rim) vec3 EnvBRDFApprox(vec3 F0, float roughness, float NoV) { const vec4 c0 = vec4(-1.0, -0.0275, -0.572, 0.022); const vec4 c1 = vec4( 1.0, 0.0425, 1.040, -0.040); vec4 r = roughness * c0 + c1; float a004 = min(r.x * r.x, exp2(-9.28 * NoV)) * r.x + r.y; vec2 AB = vec2(-1.04, 1.04) * a004 + r.zw; return F0 * AB.x + AB.y; } // Diffuse colour of the submodel (t3d/e3d) or shape, used as the albedo multiplier: // untextured materials take it as their colour, textured ones multiply the base texture by it // (same as the legacy renderer's GL_MODULATE). param[0].rgb holds the authored sRGB colour, // param[1].x its intensity (HSV value unless a material overrides it). vec3 material_diffuse() { vec3 diffusecolor = pow(max(param[0].rgb, vec3(0.0)), vec3(2.2)); float value = max(param[0].r, max(param[0].g, param[0].b)); return (value > 0.0 ? diffusecolor * (param[1].x / value) : vec3(0.0)); } // lights the surface: the ambient light, the sun (the moon), the headlights and lamps and the reflection of the surroundings. // the units are the ones of the ambient light, the irradiance over pi: a white lambertian surface lit by 1 of it shows 1. // Texturecolor is the albedo (the base colour of a metal), Specularity the specular level of a dielectric (0.5 is the // reflectance of 4% at normal incidence), Reflectivity how much of the reflected surroundings is the cubemap rather than the // ambient light, Shadowtone the share of the sun left in its shadow (1 for the materials which take no shadows). // a Sunless surface (the interior of a cab) gets no light of the sun, its shadow only darkens the ambient light vec3 shade_surface(vec3 fragcolor, vec3 fragnormal, vec3 texturecolor, float reflectivity, float specularity, float shadowtone, bool sunless) { // Diffuse colour is applied once, to the albedo; the light terms below are not scaled by it again texturecolor *= material_diffuse(); float polished = 0.0; if (sunless) { // Cab interior: dim ambient less than the exterior path - ambient // is the dominant indoor illumination, but it was still too bright. fragcolor *= 0.80; } else { #ifndef NO_WEATHERING float weathered = (param[2].w > 0.0 ? clamp(param[2].w * UserData.x, 0.0, 1.0) : 0.0); float tinted = (param[2].w < 0.0 ? clamp(-param[2].w * UserData.x, 0.0, 1.0) : 0.0); // a tint only scales the colour of the texture, the steel keeps its own polish polished = weathered * smoothstep(0.03, 0.12, dot(texturecolor, vec3(0.2126, 0.7152, 0.0722))); float weatheredluma = min(dot(texturecolor, vec3(0.2126, 0.7152, 0.0722)), 0.05); vec3 unused = texturecolor * (weatheredluma / max(dot(texturecolor, vec3(0.2126, 0.7152, 0.0722)), 1e-4)); unused = mix(unused, vec3(1.0, 0.82, 0.74) * (weatheredluma / 0.8525), 0.5); texturecolor = mix(texturecolor, unused, smoothstep(0.0, 0.4, weathered)); texturecolor = (tinted > 0.0 ? texturecolor * mix(vec3(1.0), param[2].rgb, tinted) : texturecolor); specularity = mix(specularity, min(specularity, 0.03), smoothstep(0.0, 0.4, polished)); metalic = mix(metalic, 0.0, polished); glossiness = mix(glossiness, min(glossiness, 0.06 * abs(param[1].w)), polished); reflectivity = mix(reflectivity, min(reflectivity, 0.08 * param[1].z), smoothstep(0.0, 0.4, polished)); #endif // Scale ambient before it gets tinted by the texture. // Sun, headlights and emission are added afterwards so they are NOT // attenuated by AMBIENT_SCALE - this only dims the indirect term. fragcolor *= AMBIENT_SCALE; } vec3 emissioncolor = vec3(emission); vec3 view_dir = normalize(-f_pos.xyz); float NdotV = max(dot(fragnormal, view_dir), 1e-4); // glossiness == param[1].w -> mirror, glossiness == 0 -> fully rough float roughness = clamp(1.0 - glossiness / max(abs(param[1].w), 1.0), 0.0, 1.0); roughness = max(specular_antialiasing(fragnormal, roughness), MIN_ROUGHNESS); // metals reflect with their base colour, dielectrics with the specular level (0.5 -> 0.04) vec3 f0 = mix(vec3(0.08 * specularity), texturecolor, metalic); spec_f0 = f0; spec_roughness = roughness; // Pre-integrated env BRDF: how much of the surroundings the surface reflects, for its F0, roughness and the view angle. // the surroundings are the cubemap where the material asks for it (reflectivity) and the ambient light elsewhere, so a // surface reflects them always, the rough one barely vec3 env_spec = EnvBRDFApprox(f0, roughness, NdotV); float env_roughness = roughness; vec3 cubemap_spec = env_spec; float cubemap_share = max(reflectivity, 0.0); float ambient_share = clamp(1.0 - reflectivity, 0.0, 1.0); if (matte) { env_spec = vec3(0.0); cubemap_share = 0.0; } // what the diffuse layer is left with vec3 diffuse_albedo = texturecolor * (1.0 - metalic) * (1.0 - env_spec); if (legacy_coat) { // the varnish: a smooth dielectric layer reflecting the cubemap, worn off where the material is weathered env_roughness = specular_antialiasing(fragnormal, roughness * smoothstep(0.0, 0.4, polished)); cubemap_spec = EnvBRDFApprox(mix(vec3(0.04), texturecolor, metalic), env_roughness, NdotV); ambient_share = 1.0; diffuse_albedo *= 1.0 - cubemap_spec * min(cubemap_share, 1.0); } vec3 envcolor = (matte ? vec3(0.0) : envmap_color_rough(fragnormal, env_roughness)); if (lights_count == 0U) return fragcolor * diffuse_albedo + emissioncolor * texturecolor + fragcolor * env_spec * ambient_share + envcolor * cubemap_spec * cubemap_share; vec3 light_dir = normalize(-lights[0].dir); float NdotL = max(dot(fragnormal, light_dir), 0.0); // Sharpen sun N.L falloff so the lit-to-shaded terminator on cab // panels, vehicle bodies and terrain reads as a clear edge rather // than a soft Lambertian ramp. Tunable via SUN_NDOTL_SHARPNESS. float sun_NdotL = pow(NdotL, SUN_NDOTL_SHARPNESS); // the shadows of the clouds come with the weather (stage P2): nothing holds the sun back yet float cloudsun = 1.0; // Sun HDR scale -> SUN_DIFFUSE_SCALE, the same for the diffuse and the specular light vec3 sunlight = lights[0].color * (SUN_DIFFUSE_SCALE * lights[0].intensity * cloudsun); float shadow = 0.0; if (shadowtone < 1.0) shadow = clamp(calc_shadow(), 0.0, 1.0); // the cubemap knows nothing of what shades the fragment: it is dimmed a little in the shadow of the sun float cubemap_shadow = 1.0; if (sunless) { // the sun adds no light in the cab, where it would fall its shadow darkens the ambient light float diffuseamount = sun_NdotL * lights[0].intensity; float darkness = (shadowtone < 1.0 ? max(shadow, 1.0 - cloudsun) : 0.0); fragcolor = mix(fragcolor, fragcolor * shadowtone, clamp(diffuseamount * darkness, 0.0, 1.0)); } else cubemap_shadow = 1.0 - (1.0 - shadowtone) * shadow * 0.5; // the reflection of the surroundings, before the light of the sun and the lamps joins the ambient light vec3 env_reflection = fragcolor * env_spec * ambient_share + envcolor * cubemap_spec * (cubemap_share * cubemap_shadow); // the shadow leaves the share of the sun Shadowtone tells (the old shadow colour of the scenery) to the diffuse light, // nothing to the highlight if (!sunless) fragcolor += sunlight * (sun_NdotL * (1.0 - (1.0 - shadowtone) * shadow)); vec3 specular = matte ? vec3(0.0) : sunlight * specular_light(light_dir, fragnormal, f0, roughness, SUN_BRDF_LIMIT) * (1.0 - shadow); vec3 lampspecular = vec3(0.0); add_local_lights(fragnormal, fragcolor, lampspecular); return fragcolor * diffuse_albedo // ambient, sun and lamps on the diffuse layer + specular * param[1].y // highlight of the sun, fresnel coloured (metals take their base colour) + lampspecular // highlights of the lamps, param[1].y already applied + emissioncolor * texturecolor + env_reflection; } vec3 apply_lights(vec3 fragcolor, vec3 fragnormal, vec3 texturecolor, float reflectivity, float specularity, float shadowtone) { return shade_surface(fragcolor, fragnormal, texturecolor, reflectivity, specularity, shadowtone, false); } // the interior of a cab: no light of the sun, its shadow darkens the ambient light vec3 apply_lights_sunless(vec3 fragcolor, vec3 fragnormal, vec3 texturecolor, float reflectivity, float specularity, float shadowtone) { return shade_surface(fragcolor, fragnormal, texturecolor, reflectivity, specularity, shadowtone, true); }