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-/****************************************************************************
-**
-** Copyright (C) 2014 NVIDIA Corporation.
-** Copyright (C) 2017 The Qt Company Ltd.
-** Contact: https://www.qt.io/licensing/
-**
-** This file is part of Qt 3D Studio.
-**
-** $QT_BEGIN_LICENSE:GPL$
-** Commercial License Usage
-** Licensees holding valid commercial Qt licenses may use this file in
-** accordance with the commercial license agreement provided with the
-** Software or, alternatively, in accordance with the terms contained in
-** a written agreement between you and The Qt Company. For licensing terms
-** and conditions see https://www.qt.io/terms-conditions. For further
-** information use the contact form at https://www.qt.io/contact-us.
-**
-** GNU General Public License Usage
-** Alternatively, this file may be used under the terms of the GNU
-** General Public License version 3 or (at your option) any later version
-** approved by the KDE Free Qt Foundation. The licenses are as published by
-** the Free Software Foundation and appearing in the file LICENSE.GPL3
-** included in the packaging of this file. Please review the following
-** information to ensure the GNU General Public License requirements will
-** be met: https://www.gnu.org/licenses/gpl-3.0.html.
-**
-** $QT_END_LICENSE$
-**
-****************************************************************************/
-
-#ifndef SAMPLE_PROBE_GLSLLIB
-#define SAMPLE_PROBE_GLSLLIB 1
-
-#ifndef QT3DS_ENABLE_LIGHT_PROBE_2
-#define QT3DS_ENABLE_LIGHT_PROBE_2 0
-#endif
-
-#ifndef QT3DS_ENABLE_IBL_FOV
-#define QT3DS_ENABLE_IBL_FOV 0
-#endif
-
-#define USE_RGBE
-
-uniform sampler2D light_probe;
-uniform vec4 light_probe_props;
-uniform vec4 light_probe_rotation;
-uniform vec4 light_probe_offset; // light_probe_offset.w = number of mipmaps
-uniform vec2 light_probe_size;
-
-#if QT3DS_ENABLE_LIGHT_PROBE_2
-uniform sampler2D light_probe2;
-uniform vec4 light_probe2_props;
-uniform vec2 light_probe2_size;
-#endif
-
-#if QT3DS_ENABLE_IBL_FOV
-uniform vec4 light_probe_opts;
-#endif
-
-float noise1d(vec2 n)
-{
- return 0.5 + 0.5 * fract(sin(dot(n.xy, vec2(12.9898, 78.233)))* 43758.5453);
-}
-
-mat3 orthoNormalize( in mat3 tanFrame )
-{
- mat3 outMat;
- outMat[0] = normalize( cross( tanFrame[1], tanFrame[2] ) );
- outMat[1] = normalize( cross( tanFrame[2], outMat[0] ) );
- outMat[2] = tanFrame[2];
-
- return outMat;
-}
-
-mat3 tangentFrame( vec3 N, vec3 p )
-{
- // get edge vectors of the pixel triangle
- vec3 dp1 = dFdx( p );
- vec3 dp2 = dFdy( p );
- // solve the linear system
- vec3 dp2perp = cross( dp2, N );
- vec3 dp1perp = cross( N, dp1 );
- vec3 T = normalize(dp1perp);
- vec3 B = normalize(dp2perp);
- return mat3( T , B , N );
-}
-
-vec2 transformSample( vec2 origUV, vec4 probeRot, vec2 probeOfs )
-{
- vec2 retUV;
- retUV.x = dot( vec3(origUV, 1.0), vec3(probeRot.xy, probeOfs.x) );
- retUV.y = dot( vec3(origUV, 1.0), vec3(probeRot.zw, probeOfs.y) );
- return retUV;
-}
-
-vec3 textureProbe(sampler2D lightProbe, vec2 coord, float lod)
-{
-#ifdef USE_RGBE
- vec4 ret = textureLod(lightProbe, coord, lod);
- return ret.rgb * pow(2.0, ret.a * 255.0 - 128.0);
-#else
- return textureLod(lightProbe, coord, lod).rgb;
-#endif
-}
-
-// This is broken out into its own routine so that if we get some other
-// format image than a lat-long, then we can account for that by changing
-// the code here alone.
-vec2 getProbeSampleUV( vec3 smpDir, vec4 probeRot, vec2 probeOfs )
-{
- vec2 smpUV;
-
-#if QT3DS_ENABLE_IBL_FOV
- smpUV.x = (2.0 * atan(-smpDir.z, smpDir.x) + 3.14159265358 ) / light_probe_opts.x;
- smpUV.y = (2.0 * atan(-smpDir.z, smpDir.y) + 3.14159265358 ) / light_probe_opts.x;
-#else
- smpUV.x = atan( smpDir.x, -smpDir.z) / 3.14159265359;
- smpUV.y = 1.0 - (acos(smpDir.y) / 1.57079632679);
-#endif
- smpUV = transformSample( smpUV.xy * 0.5, probeRot, probeOfs ) + vec2(0.5, 0.5);
-
- return smpUV;
-}
-
-vec4 getTopLayerSample( vec3 inDir, float lodShift, vec3 lodOffsets )
-{
-#if QT3DS_ENABLE_LIGHT_PROBE_2
- if ( light_probe2_props.w < 0.5 )
- return vec4(0.0, 0.0, 0.0, 0.0);
-
- vec2 smpUV = getProbeSampleUV( inDir, vec4(1.0, 0.0, 0.0, 1.0), light_probe_props.xy );
- smpUV.x -= 0.5;
- smpUV.x *= light_probe2_props.x;
- smpUV.x += light_probe2_props.y;
-
- vec4 retVal = 0.4 * textureLod( light_probe2, smpUV , lodShift );
- retVal += 0.2 * textureLod( light_probe2, smpUV , lodShift+lodOffsets.x );
- retVal += 0.3 * textureLod( light_probe2, smpUV , lodShift+lodOffsets.y );
- retVal += 0.1 * textureLod( light_probe2, smpUV , lodShift+lodOffsets.z );
- return retVal;
-#else
- return vec4(0.0, 0.0, 0.0, 0.0);
-#endif
-}
-
-vec3 getProbeSample( vec3 smpDir, float lodShift, vec3 normal )
-{
- vec2 smpUV = getProbeSampleUV( smpDir, light_probe_rotation, light_probe_offset.xy );
- return textureProbe( light_probe, smpUV , lodShift );
-}
-
-vec3 getProbeWeightedSample( vec3 smpDir, float lodShift, float roughness, vec3 normal )
-{
- // This gives us a weighted sum that approximates the total filter support
- // of the full-blown convolution.
- vec2 smpUV = getProbeSampleUV( smpDir, light_probe_rotation, light_probe_offset.xy );
- float wt = 1.0;
-
-#if QT3DS_ENABLE_IBL_FOV
- wt = min(wt, smoothstep(roughness * -0.25, roughness * 0.25, smpUV.x));
- wt = min(wt, smoothstep(roughness * -0.25, roughness * 0.25, smpUV.y));
- wt = min(wt, 1.0 - smoothstep(1.0 - roughness*0.25, 1.0 + roughness*0.25, smpUV.x));
- wt = min(wt, 1.0 - smoothstep(1.0 - roughness*0.25, 1.0 + roughness*0.25, smpUV.y));
-#endif
-
- vec3 lodOffsets;
- lodOffsets.x = mix(-2.0, -0.70710678, roughness);
- lodOffsets.y = min( 2.0 * smoothstep(0.0, 0.1, roughness), 2.0 - 1.29289 * smoothstep(0.1, 1.0, roughness) );
- lodOffsets.z = min( 6.0 * smoothstep(0.0, 0.1, roughness), 6.0 - 4.585786 * smoothstep(0.1, 1.0, roughness) );
-
- ivec2 iSize = ivec2(light_probe_size);
- vec3 ddx = dFdx( smpDir ) * float(iSize.x);
- vec3 ddy = dFdy( smpDir ) * float(iSize.y);
-// vec2 ddxUV = dFdx( smpUV ) * float(iSize.x);
-// vec2 ddyUV = dFdy( smpUV ) * float(iSize.y);
-
- vec2 deriv;
- deriv.x = max( dot(ddx, ddx), dot(ddy, ddy) );
-// deriv.y = max( dot(ddxUV, ddxUV), dot(ddyUV, ddyUV) );
- deriv = clamp( deriv, vec2(1.0), vec2(iSize.x * iSize.y) );
- vec2 lodBound = 0.5 * log2( deriv ) - vec2(1.0);
-
-// float minLod = 0.5 * (lodBound.x + lodBound.y);
- float minLod = lodBound.x;
- float maxLod = log2( max(float(iSize.x), float(iSize.y)) );
- minLod = clamp( minLod / maxLod, 0.0, 1.0 );
- minLod *= minLod * maxLod;
-
- lodShift = max( lodShift, minLod );
-
- vec3 retVal = 0.4 * textureProbe( light_probe, smpUV , lodShift );
- retVal += 0.2 * textureProbe( light_probe, smpUV , max(minLod, lodShift+lodOffsets.x) );
- retVal += 0.3 * textureProbe( light_probe, smpUV , lodShift+lodOffsets.y );
- retVal += 0.1 * textureProbe( light_probe, smpUV , lodShift+lodOffsets.z );
-
-#if QT3DS_ENABLE_LIGHT_PROBE_2
- vec4 topSmp = getTopLayerSample( smpDir, lodShift, lodOffsets );
- vec3 tempVal = mix( retVal, topSmp.xyz, topSmp.w );
- retVal = mix( retVal, tempVal, light_probe2_props.z );
-#endif
-
- if (light_probe_props.z > -1.0) {
- float ctr = 0.5 + 0.5 * light_probe_props.z;
- float vertWt = smoothstep(ctr-roughness*0.25, ctr+roughness*0.25, smpUV.y);
- float wtScaled = mix(1.0, vertWt, light_probe_props.z + 1.0);
- retVal *= wtScaled;
- }
-
- return retVal * wt;
-}
-
-vec2 textureSizeLod( vec2 size, int level )
-{
- return size / pow(2.0, float(level));
-}
-
-vec3 getProbeAnisoSample( vec3 smpDir, float roughU, float roughV, mat3 tanFrame )
-{
- float minRough = min(roughU, roughV);
- float maxRough = max(roughU, roughV);
-
- float lodMin = log2( (minRough*3.0 + maxRough)*0.25 ) + (light_probe_offset.w - 2.0);
-
- float ratio = clamp( maxRough / minRough, 1.01, 27.0);
- vec2 texSize = textureSizeLod( light_probe_size, int(floor( lodMin )) );
- texSize = mix( texSize, texSize * 0.5, fract(lodMin) );
-
- // Boundary of 1.0..9.0 is just to keep the number of samples to within a
- // reasonable number of samples in the filter. Similarly, with the clamping
- // of the ratio to a max of 27.0 is just to prevent the step size in the filter
- // to be no bigger than 3 texels (beyond which, there are some artifacts at high
- // roughness, aka low texture res).
- float stepFig = clamp(floor( ratio ), 1.0, 9.0);
-
- // numSteps is half the number of samples we need to take, which makes it
- // the number of steps to take on each side.
- int numSteps = int( floor(stepFig * 0.5) );
-
- vec2 smpUV = getProbeSampleUV( smpDir, light_probe_rotation, light_probe_offset.xy );
- vec4 result = vec4(0.0);
-
- vec3 smpDirOfs = (maxRough == roughU) ? 0.01 * tanFrame[0] : 0.01 * tanFrame[1];
- vec2 stepPos = getProbeSampleUV(normalize(smpDir + smpDirOfs), light_probe_rotation, light_probe_offset.xy);
- vec2 stepNeg = getProbeSampleUV(normalize(smpDir - smpDirOfs), light_probe_rotation, light_probe_offset.xy);
- stepPos -= smpUV; stepNeg -= smpUV;
- stepPos *= texSize; stepNeg *= texSize;
-
- // This ensures that we step along a size that makes sense even if one of the two
- // sammpling directions wraps around the edges of the IBL texture.
- smpDirOfs /= min( length(stepPos), length(stepNeg) );
- smpDirOfs *= ratio / stepFig;
-
- float sigma = mix(0.0, 2.0, ratio / 27.0);
- sigma *= sigma;
-
- float wt = (1.0 / (ratio - 1.0)) + 1.0;
- result.xyz += wt * getProbeWeightedSample( smpDir, lodMin, minRough, tanFrame[2] );
- result.w += wt;
- for (int i = 0; i < numSteps; ++i)
- {
- wt = sigma / (sigma + float(i * i));
- vec2 uv0 = getProbeSampleUV(normalize(smpDir + smpDirOfs * float(i)), light_probe_rotation, light_probe_offset.xy);
- vec2 uv1 = getProbeSampleUV(normalize(smpDir - smpDirOfs * float(i)), light_probe_rotation, light_probe_offset.xy);
- result.xyz += wt * textureProbe( light_probe, uv0 , lodMin );
- result.w += wt;
- result.xyz += wt * textureProbe( light_probe, uv1 , lodMin );
- result.w += wt;
- }
-
- result /= result.w;
- return result.xyz;
-}
-
-vec4 sampleDiffuse( mat3 tanFrame )
-{
- if ( light_probe_props.w < 0.005 )
- return vec4( 0.0 );
-
- return vec4( light_probe_props.w * getProbeWeightedSample( tanFrame[2], light_probe_offset.w - 2.65149613, 1.0, tanFrame[2] ), 1.0 );
-}
-
-vec4 sampleDiffuseCustomMaterial( vec3 normal, vec3 worldPos, float aoFactor )
-{
-
- mat3 tanFrame = tangentFrame( normal, worldPos );
- return sampleDiffuse( tanFrame );
-}
-
-vec4 sampleGlossyAniso( mat3 tanFrame, vec3 viewDir, float roughU, float roughV )
-{
- if ( light_probe_props.w < 0.005 )
- return vec4( 0.0 );
-
- float sigmaU = smoothstep( 0.0, 1.0, clamp(roughU, 0.0001, 1.0) );
- float sigmaV = smoothstep( 0.0, 1.0, clamp(roughV, 0.0001, 1.0) );
- vec3 ret = vec3(0, 0, 0);
-
- vec3 smpDir = reflect( -viewDir, tanFrame[2] );
- float sigma = sqrt(sigmaU * sigmaV);
-
- // Compute the Geometric occlusion/self-shadowing term
- float NdotL = clamp( dot( smpDir, tanFrame[2] ), 0.0, 0.999995);
- float k = sigma * 0.31830988618; // roughness / pi
- float Gl = clamp( (NdotL / (NdotL*(1.0-k) + k) + (1.0 - k*k)) * 0.5, 0.0, 1.0 );
-
- vec3 outColor;
-
- outColor = getProbeAnisoSample( smpDir, sigmaU, sigmaV, tanFrame );
-
- return vec4( light_probe_props.w * Gl * outColor, 1.0 );
-}
-
-vec4 sampleGlossy( mat3 tanFrame, vec3 viewDir, float roughness )
-{
- return sampleGlossyAniso( tanFrame, viewDir, roughness, roughness );
-}
-
-vec4 sampleGlossyCustomMaterial( vec3 normal, vec3 worldPos, vec3 viewDir, float roughness )
-{
- mat3 tanFrame = tangentFrame( normal, worldPos );
- return sampleGlossy( tanFrame, viewDir, roughness );
-}
-
-#endif