mirror of
https://github.com/aharabada/glitchy-engine-beef.git
synced 2026-09-05 21:01:52 +00:00
206 lines
5.7 KiB
HLSL
206 lines
5.7 KiB
HLSL
#define PI 3.14159265358979323846f
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SamplerState Sampler : register(s0);
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Texture2D GBuffer_Albedo : register(t0);
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Texture2D GBuffer_Normal : register(t1);
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Texture2D GBuffer_Tangent : register(t2);
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Texture2D GBuffer_Position : register(t3);
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Texture2D GBuffer_Material : register(t4);
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cbuffer Constants
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{
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float3 LightColor;
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float Illuminance;
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float3 LightDir;
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float3 CameraPos;
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float2 Scaling;
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}
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struct VS_IN
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{
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float2 Position : POSITION;
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float2 TexCoord : TEXCOORD0;
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};
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struct PS_IN
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{
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float4 Position : SV_POSITION;
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float2 TexCoord : TEXCOORD;
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};
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PS_IN VS(VS_IN input)
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{
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PS_IN output;
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output.Position = float4(input.Position, 0, 1);
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output.TexCoord = input.TexCoord * Scaling;
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return output;
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}
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/**
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* Normal Distribution Function. (Trowbridge-Reits GGX)
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* Calculates the relative surface area of microfacets exactly aligned to the halfway vector.
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* @param normal The surface normal.
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* @param halfway The halfway vector between the surface normal and the view direction.
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* @param roughness Roughness value.
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* @returns The relative surface area of microfacets exactly aligned to the halfway vector.
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*/
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float NormalDistributionGGX(float3 normal, float3 halfway, float roughness)
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{
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// Square roughness because it looks better
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float a = roughness * roughness;
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float aa = a * a;
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float n_dot_h = max(dot(normal, halfway), 0.0f);
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float denom = (n_dot_h * n_dot_h) * (aa - 1.0f) + 1.0f;
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denom = PI * denom * denom;
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return aa / denom;
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}
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/**
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* Geometry Function calculating the overshadowing of microfacets based on roughness. (Schlick-Beckmann GGX).
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* @param dot-product of normal vector and vector from surface to camera.
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* @param k Roughness value.
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*/
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float GeometrySchlickGGX(float n_dot_v, float k)
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{
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return n_dot_v / (n_dot_v * (1 - k) + k);
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}
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/**
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* Geometry Function calculating the overshadowing of microfacets based on roughness. (Smith)
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* @param normal The surface normal.
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* @param viewDir Vector from surface to viewer.
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* @param lightDir Vector from surface to light source.
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* @param roughness Roughness value.
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*/
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float GeometrySmith(float3 normal, float3 viewDir, float3 lightDir, float roughness)
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{
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// Direct lighting
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float k = (roughness + 1.0f);
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k = (k * k) / 8;
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// IBL
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// float k = alpha * alpha / 2
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float n_dot_v = max(dot(normal, viewDir), 0.0f);
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float n_dot_l = max(dot(normal, lightDir), 0.0f);
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return GeometrySchlickGGX(n_dot_v, k) * GeometrySchlickGGX(n_dot_l, k);
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}
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/**
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* Calculates the fresnel value.
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* @param h_dot_v Dot product of the normal and view direction
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* @param F0 base reflectivity
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*/
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float3 FresnelSchlick(float cosTheta, float3 F0)
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{
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return F0 + (1.0f - F0) * pow(clamp(1.0f - cosTheta, 0.0f, 1.0f), 5.0f);
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}
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/*
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* Reconstructs the z-component of a normalized normal vector from a two-component value
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* cnrm: The x- and y-components of a normalized normal vector
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*/
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float3 DecompressNormal(float2 cnrm)
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{
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return float3(cnrm, sqrt(1.0 - cnrm.x * cnrm.x - cnrm.y * cnrm.y));
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}
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float4 PS(PS_IN input) : SV_TARGET
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{
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// Load Data from GBuffer
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float4 rawAlbedo = GBuffer_Albedo.Sample(Sampler, input.TexCoord);
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float4 rawNormal = GBuffer_Normal.Sample(Sampler, input.TexCoord);
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float4 rawTangent = GBuffer_Tangent.Sample(Sampler, input.TexCoord);
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float4 rawPosition = GBuffer_Position.Sample(Sampler, input.TexCoord);
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float4 rawMaterial = GBuffer_Material.Sample(Sampler, input.TexCoord);
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// Extract data from GBuffer
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float3 albedo = rawAlbedo.rgb;
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//float3 surfaceNormal = normalize(rawNormal.xyz);
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float3 worldPosition = rawPosition.xyz;
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float metallic = rawMaterial.r;
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float roughness = rawMaterial.g;
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float3 textureNormal = DecompressNormal(rawNormal.rg);
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float3 rawGeoNrm = float3(rawNormal.ba, rawTangent.r);
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float3 rawGeoTan = rawTangent.gba;
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// Reconstruct normal space
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float3 normal = normalize(rawGeoNrm);
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float3 tangent = normalize(rawGeoTan - dot(rawGeoTan, normal) * normal);
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float3 bitangent = -cross(normal, tangent);
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float3x3 tangentTransform = float3x3(tangent, bitangent, normal);
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float3 surfaceNormal = mul(textureNormal, tangentTransform);
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float3 lightDir = normalize(LightDir);
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float3 viewDir = normalize(CameraPos - worldPosition.xyz);
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float3 halfway = normalize(lightDir + viewDir);
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float n_dot_v = max(dot(surfaceNormal, viewDir), 0.0f);
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float n_dot_l = max(dot(surfaceNormal, lightDir), 0.0f);
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float nrmDist = NormalDistributionGGX(surfaceNormal, halfway, roughness);
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float geo = GeometrySmith(surfaceNormal, viewDir, lightDir, roughness);
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float3 F0 = 0.04f;
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F0 = lerp(F0, albedo, metallic);
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float3 fresnel = FresnelSchlick(n_dot_v, F0);
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// if (InspectNrmDist)
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// return float4(nrmDist.xxx, 1);
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// else if (InspectGeo)
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// return float4(geo.xxx, 1);
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// else if (InspectFresnel)
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// return float4(fresnel, 1);
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// else if (CookTorrance)
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// {
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float3 ks = fresnel;
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float3 kd = 1.0f - ks;
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// Metals have no diffuse light
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kd *= 1.0f - metallic;
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float3 diffuse = albedo / PI;
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float3 specular = (nrmDist * fresnel * geo) / max(4 * n_dot_v * n_dot_l, 0.0001f);
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float3 luminanceColor = LightColor * Illuminance;
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float3 cook = (kd * diffuse + specular) * luminanceColor * n_dot_l;
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float3 final = cook;
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// Tone mapping // TODO: do in postprocessing
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final = final / (final + 1.0f);
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// Gamma correction // TODO: do in postprocessing/hardware
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final = pow(final, 1.0f / 2.2f);
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/////////////TODO: REMOVEME
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//final = max(final - 10000000, nrmDist.xxx);
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//final = max(final - 10000000, geo.xxx);
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//final = max(final - 10000000, fresnel);
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//final = max(final - 10000000, surfaceNormal / 2 + 0.5f);
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//final = max(final - 10000000, abs(normal - surfaceNormal) / 2 + 0.5f);
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/////////////TODO: END_REMOVEME
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return float4(final, 1);
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//}
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}
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#effect[VS=VS,PS=PS]
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