201 lines
6.1 KiB
GLSL
201 lines
6.1 KiB
GLSL
#version 310 es
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#define YFLIP 0
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#define SPECULAR 0
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#define GLOSSMAP 0
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#define DEBUG_NONE 0
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#define DEBUG_DIFFUSE 1
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#define DEBUG_SPECULAR 2
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#define DEBUG_LIGHTING 3
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#define DEBUG_FOG 4
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#define DEBUG DEBUG_NONE
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#define FORWARD 0
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#define DEFERRED 1
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#define DEFERRED_VTEX 2
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float saturate(float x) { return clamp(x, 0.0, 1.0); }
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layout(std140, binding = 0) uniform GlobalVSData
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{
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vec4 g_ViewProj_Row0;
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vec4 g_ViewProj_Row1;
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vec4 g_ViewProj_Row2;
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vec4 g_ViewProj_Row3;
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vec4 g_CamPos;
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vec4 g_CamRight;
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vec4 g_CamUp;
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vec4 g_CamFront;
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vec4 g_SunDir;
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vec4 g_SunColor;
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vec4 g_TimeParams;
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vec4 g_ResolutionParams;
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vec4 g_CamAxisRight;
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vec4 g_FogColor_Distance;
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vec4 g_ShadowVP_Row0;
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vec4 g_ShadowVP_Row1;
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vec4 g_ShadowVP_Row2;
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vec4 g_ShadowVP_Row3;
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};
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vec4 ComputeFogFactor(vec3 WorldPos)
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{
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vec4 FogData;
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vec3 vEye = WorldPos - g_CamPos.xyz;
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vec3 nEye = normalize(vEye);
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FogData.w = exp(-dot(vEye, vEye) * g_FogColor_Distance.w * 0.75);
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float fog_sun_factor = pow(saturate(dot(nEye, g_SunDir.xyz)), 8.0);
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FogData.xyz = mix(vec3(1.0, 1.0, 1.0), vec3(0.6, 0.6, 0.9), nEye.y * 0.5 + 0.5);
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FogData.xyz = mix(FogData.xyz, vec3(0.95, 0.87, 0.78), fog_sun_factor);
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return FogData;
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}
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void ApplyFog(inout vec3 Color, vec4 FogData)
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{
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Color = mix(FogData.xyz, Color, FogData.w);
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}
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void ApplyLighting(inout mediump vec3 Color, mediump float DiffuseFactor)
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{
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mediump vec3 DiffuseLight = g_SunColor.xyz * DiffuseFactor;
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mediump vec3 AmbientLight = vec3(0.2, 0.35, 0.55) * 0.5;
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mediump vec3 Lighting = DiffuseLight + AmbientLight;
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#if DEBUG == DEBUG_LIGHTING
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Color = Lighting;
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#else
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Color *= Lighting;
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#endif
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}
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void ApplySpecular(inout mediump vec3 Color, mediump vec3 EyeVec, mediump vec3 Normal, mediump vec3 SpecularColor, mediump float Shininess, mediump float FresnelAmount)
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{
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mediump vec3 HalfAngle = normalize(-EyeVec + g_SunDir.xyz);
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mediump float v_dot_h = saturate(dot(HalfAngle, -EyeVec));
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mediump float n_dot_l = saturate(dot(Normal, g_SunDir.xyz));
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mediump float n_dot_h = saturate(dot(Normal, HalfAngle));
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mediump float n_dot_v = saturate(dot(-EyeVec, Normal));
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mediump float h_dot_l = saturate(dot(g_SunDir.xyz, HalfAngle));
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const mediump float roughness_value = 0.25;
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mediump float r_sq = roughness_value * roughness_value;
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mediump float n_dot_h_sq = n_dot_h * n_dot_h;
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mediump float roughness_a = 1.0 / (4.0 * r_sq * n_dot_h_sq * n_dot_h_sq);
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mediump float roughness_b = n_dot_h_sq - 1.0;
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mediump float roughness_c = r_sq * n_dot_h_sq;
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mediump float roughness = saturate(roughness_a * exp(roughness_b / roughness_c));
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FresnelAmount = 0.5;
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mediump float fresnel_term = pow(1.0 - n_dot_v, 5.0) * (1.0 - FresnelAmount) + FresnelAmount;
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mediump float geo_numerator = 2.0 * n_dot_h;
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mediump float geo_denominator = 1.0 / v_dot_h;
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mediump float geo_term = min(1.0, min(n_dot_v, n_dot_l) * geo_numerator * geo_denominator);
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#if SPECULAR || GLOSSMAP
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Color += SpecularColor * g_SunColor.xyz * fresnel_term * roughness * n_dot_l * geo_term / (n_dot_v * n_dot_l + 0.0001);
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#endif
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//Color = vec3(0.025 * 1.0 / (n_dot_v * n_dot_l));
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}
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precision highp int;
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layout(binding = 0) uniform mediump sampler2D TexDisplacement;
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layout(binding = 1) uniform mediump sampler2D TexLOD;
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layout(location = 0) in vec4 Position;
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layout(location = 1) in vec4 LODWeights;
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layout(location = 0) out highp vec3 EyeVec;
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layout(location = 1) out highp vec4 TexCoord;
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layout(std140, binding = 4) uniform GlobalOcean
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{
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vec4 OceanScale;
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vec4 OceanPosition;
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vec4 InvOceanSize_PatchScale;
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vec4 NormalTexCoordScale;
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};
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struct PatchData
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{
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vec4 Position;
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vec4 LODs;
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};
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layout(std140, binding = 0) uniform Offsets
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{
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PatchData Patches[256];
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};
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vec2 lod_factor(vec2 uv)
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{
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float level = textureLod(TexLOD, uv, 0.0).x * (255.0 / 32.0);
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float floor_level = floor(level);
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float fract_level = level - floor_level;
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return vec2(floor_level, fract_level);
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}
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#ifdef VULKAN
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#define INSTANCE_ID gl_InstanceIndex
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#else
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#define INSTANCE_ID gl_InstanceID
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#endif
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vec2 warp_position()
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{
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float vlod = dot(LODWeights, Patches[INSTANCE_ID].LODs);
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vlod = mix(vlod, Patches[INSTANCE_ID].Position.w, all(equal(LODWeights, vec4(0.0))));
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float floor_lod = floor(vlod);
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float fract_lod = vlod - floor_lod;
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uint ufloor_lod = uint(floor_lod);
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uvec4 uPosition = uvec4(Position);
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uvec2 mask = (uvec2(1u) << uvec2(ufloor_lod, ufloor_lod + 1u)) - 1u;
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uvec4 rounding;
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rounding.x = uPosition.x < 32u ? mask.x : 0u;
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rounding.y = uPosition.y < 32u ? mask.x : 0u;
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rounding.z = uPosition.x < 32u ? mask.y : 0u;
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rounding.w = uPosition.y < 32u ? mask.y : 0u;
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//rounding = uPosition.xyxy * mask.xxyy;
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vec4 lower_upper_snapped = vec4((uPosition.xyxy + rounding) & (~mask).xxyy);
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return mix(lower_upper_snapped.xy, lower_upper_snapped.zw, fract_lod);
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}
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void main()
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{
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vec2 PatchPos = Patches[INSTANCE_ID].Position.xz * InvOceanSize_PatchScale.zw;
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vec2 WarpedPos = warp_position();
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vec2 VertexPos = PatchPos + WarpedPos;
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vec2 NormalizedPos = VertexPos * InvOceanSize_PatchScale.xy;
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vec2 NormalizedTex = NormalizedPos * NormalTexCoordScale.zw;
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vec2 lod = lod_factor(NormalizedPos);
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vec2 Offset = exp2(lod.x) * InvOceanSize_PatchScale.xy * NormalTexCoordScale.zw;
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vec3 Displacement =
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mix(textureLod(TexDisplacement, NormalizedTex + 0.5 * Offset, lod.x).yxz,
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textureLod(TexDisplacement, NormalizedTex + 1.0 * Offset, lod.x + 1.0).yxz,
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lod.y);
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vec3 WorldPos = vec3(NormalizedPos.x, 0.0, NormalizedPos.y) + Displacement;
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WorldPos *= OceanScale.xyz;
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WorldPos += OceanPosition.xyz;
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EyeVec = WorldPos - g_CamPos.xyz;
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TexCoord = vec4(NormalizedTex, NormalizedTex * NormalTexCoordScale.xy) + 0.5 * InvOceanSize_PatchScale.xyxy * NormalTexCoordScale.zwzw;
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gl_Position = WorldPos.x * g_ViewProj_Row0 + WorldPos.y * g_ViewProj_Row1 + WorldPos.z * g_ViewProj_Row2 + g_ViewProj_Row3;
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#if YFLIP
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gl_Position *= vec4(1.0, -1.0, 1.0, 1.0);
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#endif
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}
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