#if SHADOWMAP_ENABLED in vec4 f_light_pos[MAX_CASCADES]; uniform sampler2DArrayShadow shadowmap; #endif uniform sampler2D headlightmap; #if GTAO_ENABLED uniform sampler2D gtaomap; #include vec4 gtao_sample() { vec4 none = vec4(1.0, 0.0, 0.0, 0.0); if (gtao_params.x < 0.5) return none; vec4 clip = gtao_reprojection * vec4(f_pos.xyz, 1.0); if (clip.w <= 0.0) return none; vec2 uv = clip.xy / clip.w * 0.5 + 0.5; if (any(lessThan(uv, vec2(0.0))) || any(greaterThan(uv, vec2(1.0)))) return none; ivec2 size = textureSize(gtaomap, 0); vec2 position = uv * vec2(size) - 0.5; ivec2 base = ivec2(floor(position)); vec2 f = position - vec2(base); float visibility = 0.0; vec3 bent = vec3(0.0); float weights = 0.0; for (int i = 0; i < 4; ++i) { ivec2 offset = ivec2(i & 1, i >> 1); vec4 tap = texelFetch(gtaomap, clamp(base + offset, ivec2(0), size - 1), 0); float difference = abs(tap.g - clip.w) / (clip.w * 0.08 + 0.05); float weight = (offset.x == 1 ? f.x : 1.0 - f.x) * (offset.y == 1 ? f.y : 1.0 - f.y) * max(1.0 - difference, 0.0); visibility += tap.r * weight; bent += octahedral_decode(tap.ba) * weight; weights += weight; } if (weights < 1e-3 || dot(bent, bent) < 1e-8) return none; return vec4(clamp(visibility / weights, 0.0, 1.0), normalize(bent)); } float gtao_cone_overlap(float cos1, float cos2, float cosd) { float r1 = acos(cos1); float r2 = acos(cos2); float d = acos(clamp(cosd, -1.0, 1.0)); float smaller = 1.0 - max(cos1, cos2); if (min(r1, r2) <= max(r1, r2) - d) return smaller; if (r1 + r2 <= d) return 0.0; float delta = abs(r1 - r2); return smaller * smoothstep(0.0, 1.0, 1.0 - clamp((d - delta) / max(r1 + r2 - delta, 1e-4), 0.0, 1.0)); } float gtao_specular(vec4 gtao, vec3 normal, vec3 reflected, float roughness) { vec3 bent = (dot(gtao.yzw, gtao.yzw) > 0.5 ? gtao.yzw : normal); float coslobe = clamp(exp2(-3.32193 * roughness * roughness), 0.0, 0.999); float occluded = gtao_cone_overlap(sqrt(clamp(1.0 - gtao.x, 0.0, 1.0)), coslobe, dot(bent, reflected)); float open = gtao_cone_overlap(0.0, coslobe, dot(normal, reflected)); return mix(1.0, clamp(occluded / max(open, 1e-5), 0.0, 1.0), smoothstep(0.9, 0.5, gtao.x)); } #endif #include #include float glossiness = 1.0; float metalic = 0.0; // --------------------------------------------------------------------- // 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; const float HEADLIGHT_DIFFUSE_SCALE = 1.35; float length2(vec3 v) { return dot(v, v); } #ifdef PARALLAX float parallax_occlusion = 0.0; float parallax_shadow = 0.0; #endif float phong_glossiness() { float exponent = abs(param[1].w); float roughness = sqrt(sqrt(2.0 / (exponent + 2.0))); return (1.0 - roughness) * max(exponent, 1.0); } float calc_shadow() { #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; float dist_casc = distance / cascade_end[cascade]; // 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); vec2 texel = vec2(1.0) / vec2(textureSize(shadowmap, 0)); //float radius = 1.0; f_light_pos[cascade].w; //0.5 + 2.0 * max(abs(2.0 * coords.x - 1.0), abs(2.0 * coords.y - 1.0)); float radius = 1.0; float minradius = 0.0; if (cascade == 0U) minradius = 1.0; if (cascade < MAX_CASCADES - 1U) radius = mix(minradius, f_light_pos[cascade+1U].w/f_light_pos[cascade].w, dist_casc); else radius = 0.5; #if defined(GL_ARB_gpu_shader5) || defined(GL_EXT_gpu_shader5) || __VERSION__ >= 400 // 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 // Fallback for drivers without textureGather on shadow samplers // (notably GLES 3.0 and any 3.3 desktop driver that doesn't expose // GL_ARB_texture_gather). Identical to the previous implementation. float shadow = 0.0; for (float y = -1.5; y <= 1.5; y += 1.0) for (float x = -1.5; x <= 1.5; x += 1.0) shadow += texture(shadowmap, vec4(coords.xy + vec2(x, y) * radius * texel, cascade, coords.z + bias) ); shadow /= 16.0; return shadow; #endif #else return 0.0; #endif } // ----------------------------------------------------------------------- // 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); } // Height-correlated Smith geometry term // 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); } // 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 times the cosine of the light: D·G·NdotL / (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 · NdotL = D(N,H,α) · G(N,V,L,α) / (4 · 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 * 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); } vec2 calc_headlights(light_s light, vec3 fragnormal) { 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); 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(clamp(dot(fragnormal, light_dir) + 0.10, 0.0, 1.0), calc_light(light_dir, fragnormal).y); 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)); vec3 lights = textureProj(headlightmap, headlightpos).rgb * light.headlight_weights.rgb; float lightintensity = max(max(lights.r, lights.g), lights.b); return part * atten * lightintensity; } // ----------------------------------------------------------------------- // 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)); } // [0] - diffuse, [1] - specular // do magic here vec3 apply_lights(vec3 fragcolor, vec3 fragnormal, vec3 texturecolor, float reflectivity, float specularity, float shadowtone) { // Diffuse colour is applied once, to the albedo; the light terms below are not scaled by it again texturecolor *= material_diffuse(); // 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; #ifdef PARALLAX fragcolor *= 1.0 - parallax_occlusion; #endif #if GTAO_ENABLED vec4 gtao = gtao_sample(); vec3 gtao_normal = mat3(inv_view) * fragnormal; vec3 gtao_bent = (dot(gtao.yzw, gtao.yzw) > 0.5 ? gtao.yzw : gtao_normal); fragcolor *= pow(gtao.x, gtao_params.y) * min((0.75 + 0.25 * gtao_bent.y) / (0.75 + 0.25 * gtao_normal.y), 1.0); #endif float metal_dark = metalic * (1.0 - smoothstep(0.02, 0.2, dot(texturecolor, vec3(0.2126, 0.7152, 0.0722)))); metalic -= metal_dark; specularity = mix(specularity, min(specularity, 0.06), metal_dark); reflectivity = max(reflectivity, 0.5 * metalic); vec3 emissioncolor = vec3(emission); vec3 view_dir = normalize(-f_pos.xyz); float NdotV = max(dot(fragnormal, view_dir), 0.0); vec3 F0 = mix(vec3(0.04), texturecolor, metalic); vec3 fresnel = F0 + (1.0 - F0) * pow(1.0 - NdotV, 5.0); const float MAX_REFLECTION_LOD = 8.0; float env_roughness = 1.0 - clamp(glossiness / max(abs(param[1].w), 1.0), 0.0, 1.0); vec3 envcolor = envmap_color_lod(fragnormal, env_roughness * MAX_REFLECTION_LOD); // Pre-integrated env BRDF: roughness/F0/view-dependent specular scale. // Replaces the old raw `fresnel` weighting so matte surfaces stop // mirroring the sky. `env_spec` is the colour to multiply the cubemap by. vec3 env_spec = EnvBRDFApprox(F0, env_roughness, NdotV); float env_spec_w = max(env_spec.r, max(env_spec.g, env_spec.b)); #if GTAO_ENABLED env_spec *= gtao_specular(gtao, gtao_normal, normalize(mat3(inv_view) * reflect(f_pos.xyz, fragnormal)), env_roughness); #endif // Tint texture toward fully-saturated under strong env, weighted by the // env BRDF (so a rough/matte surface no longer gets washed toward env hue) vec3 texturecoloryuv = rgb2yuv(texturecolor); vec3 texturecolorfullv = yuv2rgb(vec3(0.2176, texturecoloryuv.gb)); vec3 envyuv = rgb2yuv(envcolor); texturecolor = mix(texturecolor, texturecolorfullv, envyuv.r * reflectivity * env_spec_w); if (lights_count == 0U) // Metals carry no diffuse term; env reflection is gated by the env BRDF // (F0-tinted, roughness-attenuated) so matte surfaces barely reflect. return fragcolor * texturecolor * (1.0 - metalic) + emissioncolor * texturecolor + envcolor * env_spec * reflectivity; vec2 sunlight = calc_dir_light(lights[0], fragnormal); // 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(sunlight.x, SUN_NDOTL_SHARPNESS); float diffuseamount = sun_NdotL * lights[0].intensity; float shadow1 = 0.0; if (shadowtone < 1.0) shadow1 = (1.0 - shadowtone) * clamp(calc_shadow(), 0.0, 1.0); #ifdef PARALLAX shadow1 = max(shadow1, parallax_shadow); #endif // Sun HDR scale -> SUN_DIFFUSE_SCALE (default 2.5). Controls how // bright sun-lit (unshaded) faces get. Lower this if surfaces in // direct sun read as too hot/burnt; raise it for more punch. fragcolor += lights[0].color * SUN_DIFFUSE_SCALE * (1.0 - shadow1) * diffuseamount; vec3 headlightspecular = vec3(0.0); for (uint i = 1U; i < lights_count; i++) { light_s light = lights[i]; vec2 part = calc_headlights(light, fragnormal); fragcolor += light.color * part.x * HEADLIGHT_DIFFUSE_SCALE * light.intensity; headlightspecular += light.color * part.y * light.intensity; } float specularamount = sunlight.y * param[1].y * specularity * lights[0].intensity * clamp(1.0 - shadowtone, 0.0, 1.0); if (shadowtone < 1.0) specularamount *= clamp(1.0 - shadow1, 0.0, 1.0); vec3 specularcolor = specularamount * lights[0].color + headlightspecular * param[1].y * specularity; // Env reflection tracked separately — must NOT go through the albedo multiply // below. Gated by the pre-integrated env BRDF (env_spec) so reflection energy // falls off with roughness; F0 inside env_spec already tints metals by albedo. vec3 env_reflection = envcolor * env_spec * reflectivity * (1.0 - shadow1 * 0.5); // --- Physically-based metal/rough combine (Substance 3D Painter parity) --- // Dielectrics: keep the full diffuse albedo; the direct sun highlight stays // light-coloured because dielectric F0 is achromatic (~0.04) and // must NOT be tinted by the base colour. // Metals: drop the diffuse term entirely and tint the direct highlight // with the albedo (metal F0 == base colour). // The highlight *strength* (specularamount) is deliberately left untouched so // existing material tuning is preserved — only the colour/energy split that // was previously inverted gets corrected. vec3 diffuse_albedo = texturecolor * (1.0 - metalic); vec3 spec_tint = mix(vec3(1.0), texturecolor, metalic); vec3 result = fragcolor * diffuse_albedo // sun + ambient + headlight diffuse + specularcolor * spec_tint // direct sun highlight + emissioncolor * texturecolor // emissive glow (albedo-tinted, unchanged) + env_reflection; // env reflection (env_spec already F0-tinted) return result; }