all files / src/shader/source/deferred/ chunk.glsl.js

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export default "@export clay.deferred.chunk.light_head\nuniform sampler2D gBufferTexture1;\nuniform sampler2D gBufferTexture2;\nuniform sampler2D gBufferTexture3;\nuniform vec2 windowSize: WINDOW_SIZE;\nuniform vec4 viewport: VIEWPORT;\nuniform mat4 viewProjectionInv;\n#ifdef DEPTH_ENCODED\n@import clay.util.decode_float\n#endif\n@end\n@export clay.deferred.chunk.gbuffer_read\n    vec2 uv = gl_FragCoord.xy / windowSize;\n    vec2 uv2 = (gl_FragCoord.xy - viewport.xy) / viewport.zw;\n    vec4 texel1 = texture2D(gBufferTexture1, uv);\n    vec4 texel3 = texture2D(gBufferTexture3, uv);\n    if (dot(texel1.rgb, vec3(1.0)) == 0.0) {\n        discard;\n    }\n    float glossiness = texel1.a;\n    float metalness = texel3.a;\n    vec3 N = texel1.rgb * 2.0 - 1.0;\n    float z = texture2D(gBufferTexture2, uv).r * 2.0 - 1.0;\n    vec2 xy = uv2 * 2.0 - 1.0;\n    vec4 projectedPos = vec4(xy, z, 1.0);\n    vec4 p4 = viewProjectionInv * projectedPos;\n    vec3 position = p4.xyz / p4.w;\n    vec3 albedo = texel3.rgb;\n    vec3 diffuseColor = albedo * (1.0 - metalness);\n    vec3 specularColor = mix(vec3(0.04), albedo, metalness);\n@end\n@export clay.deferred.chunk.light_equation\nfloat D_Phong(in float g, in float ndh) {\n    float a = pow(8192.0, g);\n    return (a + 2.0) / 8.0 * pow(ndh, a);\n}\nfloat D_GGX(in float g, in float ndh) {\n    float r = 1.0 - g;\n    float a = r * r;\n    float tmp = ndh * ndh * (a - 1.0) + 1.0;\n    return a / (3.1415926 * tmp * tmp);\n}\nvec3 F_Schlick(in float ndv, vec3 spec) {\n    return spec + (1.0 - spec) * pow(1.0 - ndv, 5.0);\n}\nvec3 lightEquation(\n    in vec3 lightColor, in vec3 diffuseColor, in vec3 specularColor,\n    in float ndl, in float ndh, in float ndv, in float g\n)\n{\n    return ndl * lightColor\n        * (diffuseColor + D_Phong(g, ndh) * F_Schlick(ndv, specularColor));\n}\n@end";