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maszyna/shaders/light_common.glsl

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#if SHADOWMAP_ENABLED
in vec4 f_light_pos[MAX_CASCADES];
uniform sampler2DArrayShadow shadowmap;
#endif
uniform sampler2D headlightmap;
#include <envmapping.glsl>
#include <conversion.glsl>
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 = 2.5;
const float SUN_NDOTL_SHARPNESS = 1.25;
float length2(vec3 v)
{
return dot(v, v);
}
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];
vec3 coords = f_light_pos[cascade].xyz / f_light_pos[cascade].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 -- replace the original 4x4 grid of individual hardware-PCF
// lookups with 4 textureGather() calls. Each gather returns the 4 raw
// shadow comparisons of a 2x2 texel footprint, so 4 gathers laid out at
// (+-1, +-1) * radius * texel from the sample center cover the same 4x4
// sample area as the original kernel; summing all 16 comparisons and
// dividing by 16 reproduces the original loop's averaging. The cost on
// the TMUs drops from 16 hardware-PCF samples to 4 gathers (the gather
// path returns 4 values per fetch where the original needed 4 fetches),
// roughly a 4x reduction in shadow-sample work. The only thing dropped
// vs. the hardware-PCF path is the implicit bilinear blending inside
// each 2x2 footprint -- effectively turning a tent-weighted kernel into
// a box-weighted one of the same extent, which is imperceptible in
// motion. calc_shadow() is by far the heaviest piece of the lighting
// shader, so this is a measurable GPU saving on every shaded fragment.
float refz = coords.z + bias;
float layer = float(cascade);
vec2 off = radius * texel;
vec4 g0 = textureGather(shadowmap, vec3(coords.xy + vec2(-off.x, -off.y), layer), refz);
vec4 g1 = textureGather(shadowmap, vec3(coords.xy + vec2( off.x, -off.y), layer), refz);
vec4 g2 = textureGather(shadowmap, vec3(coords.xy + vec2(-off.x, off.y), layer), refz);
vec4 g3 = textureGather(shadowmap, vec3(coords.xy + vec2( off.x, off.y), layer), refz);
float shadow = dot(g0 + g1 + g2 + g3, vec4(1.0 / 16.0));
return shadow;
#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·(α1)+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: 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);
}
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(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));
vec3 lights = textureProj(headlightmap, headlightpos).rgb * light.headlight_weights.rgb;
float lightintensity = max(max(lights.r, lights.g), lights.b);
return part * atten * lightintensity;
}
// [0] - diffuse, [1] - specular
// do magic here
vec3 apply_lights(vec3 fragcolor, vec3 fragnormal, vec3 texturecolor, float reflectivity, float specularity, float shadowtone)
{
vec3 basecolor = param[0].rgb;
// Scale ambient before it gets tinted by basecolor / texture.
// Sun, headlights and emission are added afterwards so they are NOT
// attenuated by AMBIENT_SCALE - this only dims the indirect term.
fragcolor *= basecolor * AMBIENT_SCALE;
vec3 emissioncolor = basecolor * 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);
// Tint texture toward fully-saturated under strong env, weighted by fresnel
vec3 texturecoloryuv = rgb2yuv(texturecolor);
vec3 texturecolorfullv = yuv2rgb(vec3(0.2176, texturecoloryuv.gb));
vec3 envyuv = rgb2yuv(envcolor);
texturecolor = mix(texturecolor, texturecolorfullv, envyuv.r * reflectivity * fresnel.r);
if (lights_count == 0U)
return (fragcolor + emissioncolor) * texturecolor
+ envcolor * fresnel * 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 * param[1].x * lights[0].intensity;
float shadow1 = 0.0;
if (shadowtone < 1.0)
shadow1 = (1.0 - shadowtone) * clamp(calc_shadow(), 0.0, 1.0);
// 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;
for (uint i = 1U; i < lights_count; i++)
{
light_s light = lights[i];
vec2 part = calc_headlights(light, fragnormal);
fragcolor += light.color * (part.x * param[1].x + part.y * param[1].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);
fragcolor += emissioncolor;
vec3 specularcolor = specularamount * lights[0].color;
// Env reflection tracked separately — must NOT go through the albedo multiply below
vec3 env_reflection = envcolor * fresnel * reflectivity * (1.0 - shadow1 * 0.5);
// Diffuse + specular: albedo tints diffuse, metals also tint specular
vec3 result = mix(
(fragcolor + specularcolor) * texturecolor,
fragcolor * texturecolor + specularcolor,
metalic);
// Env added after albedo multiply: raw for dielectrics, albedo-tinted for metals
result += mix(env_reflection, env_reflection * texturecolor, metalic);
return result;
}