#version 460 #extension GL_GOOGLE_include_directive : require #extension GL_EXT_ray_query : require #include "input_structures.glsl" #include "ibl_common.glsl" #include "lighting_common.glsl" layout(location=0) in vec2 inUV; layout(location=0) out vec4 outColor; layout(set=1, binding=0) uniform sampler2D posTex; layout(set=1, binding=1) uniform sampler2D normalTex; layout(set=1, binding=2) uniform sampler2D albedoTex; layout(set=1, binding=3) uniform sampler2D extraTex; layout(set=2, binding=0) uniform sampler2D shadowTex[4]; // TLAS for ray query (optional, guarded by sceneData.rtOptions.x) #ifdef GL_EXT_ray_query layout(set=0, binding=1) uniform accelerationStructureEXT topLevelAS; #endif // Tunables for shadow quality and blending // Border smoothing width in light-space NDC (0..1). Larger = wider cross-fade. const float SHADOW_BORDER_SMOOTH_NDC = 0.08; // Base PCF radius in texels for cascade 0; higher cascades scale this up slightly. const float SHADOW_PCF_BASE_RADIUS = 1.35; // Additional per-cascade radius scale for coarser cascades (0..1 factor added across levels) const float SHADOW_PCF_CASCADE_GAIN = 2.0;// extra radius at far end // Receiver normal-based offset to reduce acne (in world units) const float SHADOW_NORMAL_OFFSET = 0.0025; // Scale for receiver-plane depth bias term (tweak if over/under biased) const float SHADOW_RPDB_SCALE = 1.0; // Minimum clamp to keep a tiny bias even on perpendicular receivers const float SHADOW_MIN_BIAS = 1e-5; // Ray query safety params const float SHADOW_RAY_TMIN = 0.02;// start a bit away from the surface const float SHADOW_RAY_ORIGIN_BIAS = 0.01;// world units // Estimate the float ULP scale at this world position magnitude, used to keep // ray bias and tMin effective even when world coordinates are very large. float world_pos_ulp(vec3 p) { float m = max(max(abs(p.x), abs(p.y)), abs(p.z)); // For IEEE-754 float, relative precision is ~2^-23 (~1.192e-7). Clamp to a // small baseline to avoid tiny values near the origin. return max(1e-4, m * 1.1920929e-7); } float shadow_ray_origin_bias(vec3 p) { return max(SHADOW_RAY_ORIGIN_BIAS, world_pos_ulp(p) * 8.0); } float shadow_ray_tmin(vec3 p) { return max(SHADOW_RAY_TMIN, world_pos_ulp(p) * 16.0); } vec3 getCameraWorldPosition() { // view = [ R^T -R^T*C ] // [ 0 1 ] // => C = -R * T, where T is view[3].xyz and R = transpose(mat3(view)) mat3 rotT = mat3(sceneData.view); mat3 rot = transpose(rotT); vec3 T = sceneData.view[3].xyz; return -rot * T; } float hash12(vec2 p) { vec3 p3 = fract(vec3(p.xyx) * 0.1031); p3 += dot(p3, p3.yzx + 33.33); return fract((p3.x + p3.y) * p3.z); } const vec2 POISSON_16[16] = vec2[16]( vec2(0.2852, -0.1883), vec2(-0.1464, 0.2591), vec2(-0.3651, -0.0974), vec2(0.0901, 0.3807), vec2(0.4740, 0.0679), vec2(-0.0512, -0.4466), vec2(-0.4497, 0.1673), vec2(0.3347, 0.3211), vec2(0.1948, -0.4196), vec2(-0.2919, -0.3291), vec2(-0.0763, 0.4661), vec2(0.4421, -0.2217), vec2(0.0281, -0.2468), vec2(-0.2104, 0.0573), vec2(0.1197, 0.0779), vec2(-0.0905, -0.1203) ); // Precomputed per-tap weights: w = 1 - smoothstep(0, 0.65, length(POISSON_16[i])). // (Rotation preserves length, so these are invariant.) const float POISSON_16_WEIGHT[16] = float[16]( 0.46137072, 0.56308092, 0.37907144, 0.34930667, 0.17150249, 0.22669642, 0.16976301, 0.19912809, 0.20140948, 0.24589236, 0.18334537, 0.14418702, 0.67350789, 0.73787198, 0.87638682, 0.86392944 ); // Compute primary cascade and an optional neighbor for cross-fade near borders struct CascadeMix { uint i0; uint i1; float w1; }; CascadeMix computeCascadeMix(vec3 worldPos) { uint primary = 3u; vec3 ndcP = vec3(0); for (uint i = 0u; i < 4u; ++i) { vec4 lclip = sceneData.lightViewProjCascades[i] * vec4(worldPos, 1.0); vec3 ndc = lclip.xyz / max(lclip.w, 1e-6); if (abs(ndc.x) <= 1.0 && abs(ndc.y) <= 1.0 && ndc.z >= 0.0 && ndc.z <= 1.0) { primary = i; ndcP = ndc; break; } } CascadeMix cm; cm.i0 = primary; cm.i1 = primary; cm.w1 = 0.0; if (primary < 3u) { float edge = max(abs(ndcP.x), abs(ndcP.y));// 0..1, 1 at border // start blending when we are within S of the border float t = clamp((edge - (1.0 - SHADOW_BORDER_SMOOTH_NDC)) / max(SHADOW_BORDER_SMOOTH_NDC, 1e-4), 0.0, 1.0); float w = smoothstep(0.0, 1.0, t); if (w > 0.0) { // Only blend if neighbor actually covers the point uint neighbor = primary + 1u; vec4 lclipN = sceneData.lightViewProjCascades[neighbor] * vec4(worldPos, 1.0); vec3 ndcN = lclipN.xyz / max(lclipN.w, 1e-6); bool insideN = (abs(ndcN.x) <= 1.0 && abs(ndcN.y) <= 1.0 && ndcN.z >= 0.0 && ndcN.z <= 1.0); if (insideN) { cm.i1 = neighbor; cm.w1 = w; } } } return cm; } // Compute receiver-plane depth gradient dz/duv using derivatives of shadow NDC // Reference: Akenine-Möller et al., "Receiver Plane Depth Bias" (PCF-friendly) vec2 receiverPlaneDepthGradient(vec3 ndc, vec3 dndc_dx, vec3 dndc_dy) { // Convert XY to shadow map UV derivatives (ndc -> uv: u = 0.5*x + 0.5) vec2 duv_dx = 0.5 * dndc_dx.xy; vec2 duv_dy = 0.5 * dndc_dy.xy; // Build Jacobian J = [du/dx du/dy; dv/dx dv/dy] (column-major) mat2 J = mat2(duv_dx.x, duv_dy.x, duv_dx.y, duv_dy.y); // Depth derivatives w.r.t screen pixels vec2 dz_dxdy = vec2(dndc_dx.z, dndc_dy.z); // Invert J to obtain dz/du and dz/dv. Guard against near-singular Jacobian. float det = J[0][0] * J[1][1] - J[1][0] * J[0][1]; if (abs(det) < 1e-8) { // Degenerate mapping; return zero gradient so only slope/const bias applies return vec2(0.0); } // Manual inverse for stability/perf on some drivers mat2 invJ = (1.0 / det) * mat2(J[1][1], -J[0][1], -J[1][0], J[0][0]); return invJ * dz_dxdy;// (dz/du, dz/dv) } float sampleCascadeShadow(uint ci, vec3 worldPos, vec3 N, vec3 L) { mat4 lightMat = sceneData.lightViewProjCascades[ci]; vec4 lclip = lightMat * vec4(worldPos, 1.0); vec3 ndc = lclip.xyz / lclip.w; vec2 suv = ndc.xy * 0.5 + 0.5; if (any(lessThan(suv, vec2(0.0))) || any(greaterThan(suv, vec2(1.0)))) return 1.0; float current = clamp(ndc.z, 0.0, 1.0); // Slope-based tiny baseline bias (cheap safety net) float NoL = max(dot(N, L), 0.0); float slopeBias = max(0.0006 * (1.0 - NoL), SHADOW_MIN_BIAS); float currentBias = current + slopeBias; // Receiver-plane depth gradient in shadow UV space vec3 dndc_dx = dFdx(ndc); vec3 dndc_dy = dFdy(ndc); vec2 dz_duv = receiverPlaneDepthGradient(ndc, dndc_dx, dndc_dy); vec2 abs_dz_duv = abs(dz_duv) * SHADOW_RPDB_SCALE; ivec2 dim = textureSize(shadowTex[ci], 0); vec2 texelSize = 1.0 / vec2(dim); float baseRadius = SHADOW_PCF_BASE_RADIUS; float radius = mix(baseRadius, baseRadius + SHADOW_PCF_CASCADE_GAIN, float(ci) / 3.0); float ang = hash12(suv * 4096.0) * 6.2831853; vec2 r = vec2(cos(ang), sin(ang)); mat2 rot = mat2(r.x, -r.y, r.y, r.x); const int TAP_COUNT = 16; float visible = 0.0; float wsum = 0.0; for (int i = 0; i < TAP_COUNT; ++i) { vec2 pu = rot * POISSON_16[i]; vec2 off = pu * radius * texelSize;// uv-space offset of this tap float w = POISSON_16_WEIGHT[i]; float mapD = texture(shadowTex[ci], suv + off).r; // Receiver-plane depth bias: conservative depth delta over this tap's offset // Approximate |Δz| ≈ |dz/du|*|Δu| + |dz/dv|*|Δv| float rpdb = dot(abs_dz_duv, abs(off)); float vis = step(mapD, currentBias + rpdb); visible += vis * w; wsum += w; } float visibility = (wsum > 0.0) ? (visible / wsum) : 1.0; return visibility; } float calcShadowVisibility(vec3 worldPos, vec3 N, vec3 L) { // Early out when shadows are globally disabled. if (sceneData.rtParams.y <= 0.0) { return 1.0; } vec3 wp = worldPos + N * SHADOW_NORMAL_OFFSET * (0.5 + 0.5 * (1.0 - max(dot(N, L), 0.0))); // RT-only mode: cast a ray and skip clipmap sampling entirely if (sceneData.rtOptions.z == 2u) { #ifdef GL_EXT_ray_query float farR = max(max(sceneData.cascadeSplitsView.x, sceneData.cascadeSplitsView.y), max(sceneData.cascadeSplitsView.z, sceneData.cascadeSplitsView.w)); float originBias = shadow_ray_origin_bias(wp); float tmin = shadow_ray_tmin(wp); rayQueryEXT rq; rayQueryInitializeEXT(rq, topLevelAS, gl_RayFlagsTerminateOnFirstHitEXT | gl_RayFlagsOpaqueEXT, 0xFF, wp + N * originBias, tmin, L, farR); while (rayQueryProceedEXT(rq)) { } bool hit = (rayQueryGetIntersectionTypeEXT(rq, true) != gl_RayQueryCommittedIntersectionNoneEXT); return hit ? 0.0 : 1.0; #else // Fallback to clipmap PCF if ray query is not available at compile time ; #endif } CascadeMix cm = computeCascadeMix(wp); float v0 = sampleCascadeShadow(cm.i0, wp, N, L); if (cm.w1 <= 0.0) { // Hybrid ray query assist (terminate-on-first-hit along -L) #ifdef GL_EXT_ray_query if (sceneData.rtOptions.x == 1u) { float NoL = max(dot(N, L), 0.0); uint mask = sceneData.rtOptions.y; bool cascadeEnabled = ((mask >> cm.i0) & 1u) == 1u; if (cascadeEnabled && NoL < sceneData.rtParams.x) { float maxT = sceneData.cascadeSplitsView[cm.i0]; float originBias = shadow_ray_origin_bias(wp); float tmin = shadow_ray_tmin(wp); rayQueryEXT rq; // tmin: small offset to avoid self-hits rayQueryInitializeEXT(rq, topLevelAS, gl_RayFlagsTerminateOnFirstHitEXT | gl_RayFlagsOpaqueEXT, 0xFF, wp + N * originBias, tmin, L, maxT); bool hit = false; while (rayQueryProceedEXT(rq)) { } hit = (rayQueryGetIntersectionTypeEXT(rq, true) != gl_RayQueryCommittedIntersectionNoneEXT); if (hit) v0 = min(v0, 0.0); } } #endif return v0; } float v1 = sampleCascadeShadow(cm.i1, wp, N, L); float vis = mix(v0, v1, clamp(cm.w1, 0.0, 1.0)); // Hybrid assist across blended border: take min if a ray hits in either cascade #ifdef GL_EXT_ray_query if (sceneData.rtOptions.x == 1u) { float NoL = max(dot(N, L), 0.0); uint mask = sceneData.rtOptions.y; bool e0 = ((mask >> cm.i0) & 1u) == 1u; bool e1 = ((mask >> cm.i1) & 1u) == 1u; if (NoL < sceneData.rtParams.x && (e0 || e1)) { float maxT0 = sceneData.cascadeSplitsView[cm.i0]; float maxT1 = sceneData.cascadeSplitsView[cm.i1]; float maxT = max(maxT0, maxT1); float originBias = shadow_ray_origin_bias(wp); float tmin = shadow_ray_tmin(wp); rayQueryEXT rq; rayQueryInitializeEXT(rq, topLevelAS, gl_RayFlagsTerminateOnFirstHitEXT | gl_RayFlagsOpaqueEXT, 0xFF, wp + N * originBias, tmin, L, maxT); while (rayQueryProceedEXT(rq)) { } bool hit = (rayQueryGetIntersectionTypeEXT(rq, true) != gl_RayQueryCommittedIntersectionNoneEXT); if (hit) vis = min(vis, 0.0); } } #endif return vis; } void main(){ vec4 posSample = texture(posTex, inUV); if (posSample.w == 0.0) { outColor = vec4(0.0); return; } vec3 pos = posSample.xyz; vec4 normalSample = texture(normalTex, inUV); vec3 N = normalize(normalSample.xyz); float roughness = clamp(normalSample.w, 0.04, 1.0); vec4 albedoSample = texture(albedoTex, inUV); vec3 albedo = albedoSample.rgb; float metallic = clamp(albedoSample.a, 0.0, 1.0); vec4 extraSample = texture(extraTex, inUV); float ao = extraSample.x; vec3 emissive = extraSample.yzw; vec3 camPos = getCameraWorldPosition(); vec3 V = normalize(camPos - pos); // Directional sun term using evaluate_brdf + cascaded shadowing vec3 Lsun = normalize(-sceneData.sunlightDirection.xyz); float sunVis = calcShadowVisibility(pos, N, Lsun); vec3 sunBRDF = evaluate_brdf(N, V, Lsun, albedo, roughness, metallic); vec3 direct = sunBRDF * sceneData.sunlightColor.rgb * sceneData.sunlightColor.a * sunVis; // Punctual point lights uint pointCount = sceneData.lightCounts.x; for (uint i = 0u; i < pointCount; ++i) { vec3 contrib = eval_point_light(sceneData.punctualLights[i], pos, N, V, albedo, roughness, metallic); // Optional RT shadow for the first few point lights (hybrid mode) #ifdef GL_EXT_ray_query if (sceneData.rtOptions.x == 1u && sceneData.rtParams.y > 0.0 && i < 4u) { vec3 toL = sceneData.punctualLights[i].position_radius.xyz - pos; float maxT = length(toL); if (maxT > 0.01) { vec3 dir = toL / maxT; float originBias = shadow_ray_origin_bias(pos); float tmin = shadow_ray_tmin(pos); vec3 origin = pos + N * originBias; rayQueryEXT rq; rayQueryInitializeEXT( rq, topLevelAS, gl_RayFlagsTerminateOnFirstHitEXT | gl_RayFlagsOpaqueEXT, 0xFF, origin, tmin, dir, maxT ); while (rayQueryProceedEXT(rq)) { } bool hit = (rayQueryGetIntersectionTypeEXT(rq, true) != gl_RayQueryCommittedIntersectionNoneEXT); if (hit) { contrib = vec3(0.0); } } } #endif direct += contrib; } // Spot lights uint spotCount = sceneData.lightCounts.y; for (uint i = 0u; i < spotCount; ++i) { vec3 contrib = eval_spot_light(sceneData.spotLights[i], pos, N, V, albedo, roughness, metallic); // Optional RT shadow for the first few spot lights (hybrid mode) #ifdef GL_EXT_ray_query if (sceneData.rtOptions.x == 1u && sceneData.rtParams.y > 0.0 && i < 4u) { vec3 toL = sceneData.spotLights[i].position_radius.xyz - pos; float maxT = length(toL); if (maxT > 0.01) { vec3 L = toL / maxT; vec3 dir = sceneData.spotLights[i].direction_cos_outer.xyz; float cosTheta = dot(-L, dir); if (cosTheta > sceneData.spotLights[i].direction_cos_outer.w) { float originBias = shadow_ray_origin_bias(pos); float tmin = shadow_ray_tmin(pos); vec3 origin = pos + N * originBias; rayQueryEXT rq; rayQueryInitializeEXT( rq, topLevelAS, gl_RayFlagsTerminateOnFirstHitEXT | gl_RayFlagsOpaqueEXT, 0xFF, origin, tmin, L, maxT ); while (rayQueryProceedEXT(rq)) { } bool hit = (rayQueryGetIntersectionTypeEXT(rq, true) != gl_RayQueryCommittedIntersectionNoneEXT); if (hit) { contrib = vec3(0.0); } } } } #endif direct += contrib; } // Image-Based Lighting: split-sum approximation vec3 R = reflect(-V, N); float NdotV = max(dot(N, V), 0.0); float levels = float(textureQueryLevels(iblSpec2D)); float lod = ibl_lod_from_roughness(roughness, levels); vec2 uv = dir_to_equirect_normalized(R); vec3 prefiltered = textureLod(iblSpec2D, uv, lod).rgb; vec2 brdf = texture(iblBRDF, vec2(NdotV, roughness)).rg; vec3 F0 = mix(vec3(0.04), albedo, metallic); vec3 specIBL = prefiltered * (F0 * brdf.x + brdf.y); vec3 diffIBL = (1.0 - metallic) * albedo * sh_eval_irradiance(N); vec3 indirect = diffIBL + specIBL; vec3 color = direct + indirect * ao + emissive; outColor = vec4(color, 1.0); }