g++11 错误 C1101 中的 OpenGL GSL 着色器构建错误:不明确的重载函数引用 "mod(uint, float)"
OpenGL GSL shader build error in g++11 error C1101: ambiguous overloaded function reference "mod(uint, float)"
这样的错误:
frag: PBRClusteredShader.frag, vert: PBRClusteredShader.vert
Fragment shader compilation failed 0(213) : error C1101: ambiguous overloaded function reference "mod(uint, float)"
(0) : gp5 float64_t mod(float64_t, float64_t)
(0) : float mod(float, float)
开始编译这两个着色器时出现错误
PBRfrag
:
#version 430 core
//Naming scheme clarification
// mS = model Space
// vS = view Space
// wS = world Space
// tS = tangent Space
out vec4 FragColor;
in VS_OUT{
vec3 fragPos_wS;
vec2 texCoords;
vec4 fragPos_lS;
vec3 T;
vec3 B;
vec3 N;
mat3 TBN;
} fs_in;
//Dir light uniform
struct DirLight{
vec3 direction;
vec3 color;
};
uniform DirLight dirLight;
//PBR Textures to sample from
uniform sampler2D albedoMap;
uniform sampler2D emissiveMap;
uniform sampler2D normalsMap;
uniform sampler2D lightMap;
uniform sampler2D metalRoughMap;
uniform sampler2D shadowMap;
//IBL textures to sample, all pre-computed
//Really these would be mostly the same for all objects, so why not make this be binded directly?
uniform samplerCube irradianceMap;
uniform samplerCube prefilterMap;
uniform sampler2D brdfLUT;
uniform vec3 cameraPos_wS;
//To be changed in the future..
//This is at the core as to why I want to change the current shadow mapping system to something
//like a virtual texture addressing, so we don't have to explicitely tell the compiler how many shadow casting
//lights there will be in a given scene
#define SHADOW_CASTING_POINT_LIGHTS 4
#define M_PI 3.1415926535897932384626433832795
//Cluster shading structs and buffers
struct PointLight{
vec4 position;
vec4 color;
bool enabled;
float intensity;
float range;
};
struct LightGrid{
uint offset;
uint count;
};
layout (std430, binding = 2) buffer screenToView{
mat4 inverseProjection;
uvec4 tileSizes;
uvec2 screenDimensions;
float scale;
float bias;
};
layout (std430, binding = 3) buffer lightSSBO{
PointLight pointLight[];
};
layout (std430, binding = 4) buffer lightIndexSSBO{
uint globalLightIndexList[];
};
layout (std430, binding = 5) buffer lightGridSSBO{
LightGrid lightGrid[];
};
//TODO:: Probably should be a buffer...
vec3 sampleOffsetDirections[20] = vec3[]
(
vec3( 1, 1, 1), vec3( 1, -1, 1), vec3(-1, -1, 1), vec3(-1, 1, 1),
vec3( 1, 1, -1), vec3( 1, -1, -1), vec3(-1, -1, -1), vec3(-1, 1, -1),
vec3( 1, 1, 0), vec3( 1, -1, 0), vec3(-1, -1, 0), vec3(-1, 1, 0),
vec3( 1, 0, 1), vec3(-1, 0, 1), vec3( 1, 0, -1), vec3(-1, 0, -1),
vec3( 0, 1, 1), vec3( 0, -1, 1), vec3( 0, -1, -1), vec3( 0, 1, -1)
);
vec3 colors[8] = vec3[](
vec3(0, 0, 0), vec3( 0, 0, 1), vec3( 0, 1, 0), vec3(0, 1, 1),
vec3(1, 0, 0), vec3( 1, 0, 1), vec3( 1, 1, 0), vec3(1, 1, 1)
);
//TODO: change far plane to a different location
uniform samplerCube depthMaps[SHADOW_CASTING_POINT_LIGHTS];
uniform float far_plane;
uniform float zFar;
uniform float zNear;
//TODO:: Instead of bools I could detect upstream if I am going to need these things and have different shaders?
//Or maybe have default ao and normal map values that they can read instead so no if/else branching is necessary
//although I'm not sure if branching here is problematic, since all fragments will actuall have the same result
//since they come from the same mesh. TODO:: profile!
uniform bool normalMapped;
uniform bool aoMapped;
uniform bool IBL;
uniform bool slices;
//Function prototypes
vec3 calcDirLight(DirLight light, vec3 normal, vec3 viewDir, vec3 albedo, float rough, float metal, float shadow, vec3 F0);
float calcDirShadow(vec4 fragPosLightSpace);
vec3 calcPointLight(uint index, vec3 normal, vec3 fragPos, vec3 viewDir, vec3 albedo, float rough, float metal, vec3 F0, float viewDistance);
float calcPointLightShadows(samplerCube depthMap, vec3 fragPos, float viewDistance);
float linearDepth(float depthSample);
//PBR Functions
vec3 fresnelSchlick(float cosTheta, vec3 F0);
vec3 fresnelSchlickRoughness(float cosTheta, vec3 F0, float roughness);
float distributionGGX(vec3 N, vec3 H, float rough);
float geometrySchlickGGX(float nDotV, float rough);
float geometrySmith(float nDotV, float nDotL, float rough);
void main(){
//Texture Reads
vec4 color = texture(albedoMap, fs_in.texCoords).rgba;
vec3 emissive = texture(emissiveMap, fs_in.texCoords).rgb;
float ao = texture(lightMap, fs_in.texCoords).r;
vec2 metalRough = texture(metalRoughMap, fs_in.texCoords).bg;
float metallic = metalRough.x;
float roughness = metalRough.y;
vec3 albedo = color.rgb;
float alpha = color .a;
//TODO::this kills perf, look for alternatives?
if(alpha < 0.5){
discard;
}
//Normal mapping
vec3 norm = vec3(0.0);
if(normalMapped){
vec3 normal = normalize(2.0 * texture(normalsMap, fs_in.texCoords).rgb - 1.0);
mat3 TBN = mat3(fs_in.T, fs_in.B, fs_in.N);
norm = normalize(TBN * normal ); //going -1 to 1
}
else{
//default to using the vertex normal if no normal map is used
norm = normalize(fs_in.N);
}
//Components common to all light types
vec3 viewDir = normalize(cameraPos_wS - fs_in.fragPos_wS);
vec3 R = reflect(-viewDir, norm);
//Correcting zero incidence reflection
vec3 F0 = vec3(0.04);
F0 = mix(F0, albedo, metallic);
//Locating which cluster you are a part of
uint zTile = uint(max(log2(linearDepth(gl_FragCoord.z)) * scale + bias, 0.0));
uvec3 tiles = uvec3( uvec2( gl_FragCoord.xy / tileSizes[3] ), zTile);
uint tileIndex = tiles.x +
tileSizes.x * tiles.y +
(tileSizes.x * tileSizes.y) * tiles.z;
//Solving outgoing reflectance of fragment
vec3 radianceOut = vec3(0.0);
// shadow calcs
float shadow = calcDirShadow(fs_in.fragPos_lS);
float viewDistance = length(cameraPos_wS - fs_in.fragPos_wS);
//Directional light
radianceOut = calcDirLight(dirLight, norm, viewDir, albedo, roughness, metallic, shadow, F0) ;
// Point lights
uint lightCount = lightGrid[tileIndex].count;
uint lightIndexOffset = lightGrid[tileIndex].offset;
//Reading from the global light list and calculating the radiance contribution of each light.
for(uint i = 0; i < lightCount; i++){
uint lightVectorIndex = globalLightIndexList[lightIndexOffset + i];
radianceOut += calcPointLight(lightVectorIndex, norm, fs_in.fragPos_wS, viewDir, albedo, roughness, metallic, F0, viewDistance);
}
//Treating the ambient light term as the incoming indirect light affecting the fragment
//We have two options, if IBL is not enabled for hte given object, we use a flat ambient term
//which generally looks terrible but it's an okay fallback
//If IBL is enabled it will use an environment map to do a very rough incoming light approximation from it
vec3 ambient = vec3(0.025)* albedo;
if(IBL){
vec3 kS = fresnelSchlickRoughness(max(dot(norm, viewDir), 0.0), F0, roughness);
vec3 kD = 1.0 - kS;
kD *= 1.0 - metallic;
vec3 irradiance = texture(irradianceMap, norm).rgb;
vec3 diffuse = irradiance * albedo;
const float MAX_REFLECTION_LOD = 4.0;
vec3 prefilteredColor = textureLod(prefilterMap, R, roughness * MAX_REFLECTION_LOD).rgb;
vec2 envBRDF = texture(brdfLUT, vec2(max(dot(norm, viewDir), 0.0), roughness)).rg;
vec3 specular = prefilteredColor * (kS * envBRDF.x + envBRDF.y);
ambient = (kD * diffuse + specular);
}
if(aoMapped){
ambient *= ao;
}
radianceOut += ambient;
//Adding any emissive if there is an assigned map
radianceOut += emissive;
if(slices){
FragColor = vec4(colors[uint(mod(zTile, 8.0))], 1.0);
}
else{
FragColor = vec4(radianceOut, 1.0);
}
}
vec3 calcDirLight(DirLight light, vec3 normal, vec3 viewDir, vec3 albedo, float rough, float metal, float shadow, vec3 F0){
//Variables common to BRDFs
vec3 lightDir = normalize(-light.direction);
vec3 halfway = normalize(lightDir + viewDir);
float nDotV = max(dot(normal, viewDir), 0.0);
float nDotL = max(dot(normal, lightDir), 0.0);
vec3 radianceIn = dirLight.color;
//Cook-Torrance BRDF
float NDF = distributionGGX(normal, halfway, rough);
float G = geometrySmith(nDotV, nDotL, rough);
vec3 F = fresnelSchlick(max(dot(halfway,viewDir), 0.0), F0);
//Finding specular and diffuse component
vec3 kS = F;
vec3 kD = vec3(1.0) - kS;
kD *= 1.0 - metal;
vec3 numerator = NDF * G * F;
float denominator = 4.0 * nDotV * nDotL;
vec3 specular = numerator / max (denominator, 0.0001);
vec3 radiance = (kD * (albedo / M_PI) + specular ) * radianceIn * nDotL;
radiance *= (1.0 - shadow);
return radiance;
}
//Sample offsets for the pcf are the same for both dir and point shadows
float calcDirShadow(vec4 fragPosLightSpace){
vec3 projCoords = fragPosLightSpace.xyz / fragPosLightSpace.w;
projCoords = projCoords * 0.5 + 0.5;
float bias = 0.0;
int samples = 9;
float shadow = 0.0;
vec2 texelSize = 1.0 / textureSize(shadowMap, 0);
for(int i = 0; i < samples; ++i){
float pcfDepth = texture(shadowMap, projCoords.xy + sampleOffsetDirections[i].xy * texelSize).r;
shadow += projCoords.z - bias > pcfDepth ? 0.111111 : 0.0;
}
return shadow;
}
vec3 calcPointLight(uint index, vec3 normal, vec3 fragPos,
vec3 viewDir, vec3 albedo, float rough,
float metal, vec3 F0, float viewDistance){
//Point light basics
vec3 position = pointLight[index].position.xyz;
vec3 color = 100.0 * pointLight[index].color.rgb;
float radius = pointLight[index].range;
//Stuff common to the BRDF subfunctions
vec3 lightDir = normalize(position - fragPos);
vec3 halfway = normalize(lightDir + viewDir);
float nDotV = max(dot(normal, viewDir), 0.0);
float nDotL = max(dot(normal, lightDir), 0.0);
//Attenuation calculation that is applied to all
float distance = length(position - fragPos);
float attenuation = pow(clamp(1 - pow((distance / radius), 4.0), 0.0, 1.0), 2.0)/(1.0 + (distance * distance) );
vec3 radianceIn = color * attenuation;
//Cook-Torrance BRDF
float NDF = distributionGGX(normal, halfway, rough);
float G = geometrySmith(nDotV, nDotL, rough);
vec3 F = fresnelSchlick(max(dot(halfway,viewDir), 0.0), F0);
//Finding specular and diffuse component
vec3 kS = F;
vec3 kD = vec3(1.0) - kS;
kD *= 1.0 - metal;
vec3 numerator = NDF * G * F;
float denominator = 4.0 * nDotV * nDotL;
vec3 specular = numerator / max(denominator, 0.0000001);
// vec3 specular = numerator / denominator;
vec3 radiance = (kD * (albedo / M_PI) + specular ) * radianceIn * nDotL;
//shadow stuff
vec3 fragToLight = fragPos - position;
float shadow = calcPointLightShadows(depthMaps[index], fragToLight, viewDistance);
radiance *= (1.0 - shadow);
return radiance;
}
//sample amount is small but this was killing perf
//This will probably be re-written as soon as the shadow mapping update comes in
float calcPointLightShadows(samplerCube depthMap, vec3 fragToLight, float viewDistance){
float shadow = 0.0;
float bias = 0.0;
int samples = 8;
float fraction = 1.0/float(samples);
float diskRadius = (1.0 + (viewDistance / far_plane)) / 25.0;
float currentDepth = (length(fragToLight) - bias);
for(int i = 0; i < samples; ++i){
float closestDepth = texture(depthMap, fragToLight + sampleOffsetDirections[i], diskRadius).r;
closestDepth *= far_plane;
if(currentDepth > closestDepth){
shadow += fraction;
}
}
return shadow;
}
float linearDepth(float depthSample){
float depthRange = 2.0 * depthSample - 1.0;
// Near... Far... wherever you are...
float linear = 2.0 * zNear * zFar / (zFar + zNear - depthRange * (zFar - zNear));
return linear;
}
// PBR functions
vec3 fresnelSchlick(float cosTheta, vec3 F0){
float val = 1.0 - cosTheta;
return F0 + (1.0 - F0) * (val*val*val*val*val); //Faster than pow
}
vec3 fresnelSchlickRoughness(float cosTheta, vec3 F0, float roughness){
float val = 1.0 - cosTheta;
return F0 + (max(vec3(1.0 - roughness), F0) - F0) * (val*val*val*val*val); //Faster than pow
}
float distributionGGX(vec3 N, vec3 H, float rough){
float a = rough * rough;
float a2 = a * a;
float nDotH = max(dot(N, H), 0.0);
float nDotH2 = nDotH * nDotH;
float num = a2;
float denom = (nDotH2 * (a2 - 1.0) + 1.0);
denom = 1 / (M_PI * denom * denom);
return num * denom;
}
float geometrySchlickGGX(float nDotV, float rough){
float r = (rough + 1.0);
float k = r*r / 8.0;
float num = nDotV;
float denom = 1 / (nDotV * (1.0 - k) + k);
return num * denom;
}
float geometrySmith(float nDotV, float nDotL, float rough){
float ggx2 = geometrySchlickGGX(nDotV, rough);
float ggx1 = geometrySchlickGGX(nDotL, rough);
return ggx1 * ggx2;
}
PBRvert
:
#version 430 core
//Naming scheme clarification
// mS = model Space
// vS = view Space
// wS = world Space
// tS = tangent Space
layout (location = 0) in vec3 vertexPos_mS; // the position variable has attribute position 0
layout (location = 1) in vec3 normal_mS;
layout (location = 2) in vec2 aTexCoord;
layout (location = 3) in vec3 tangent_tS;
layout (location = 4) in vec3 biTangent_tS;
out VS_OUT{
vec3 fragPos_wS;
vec2 texCoords;
vec4 fragPos_lS;
vec3 T;
vec3 B;
vec3 N;
mat3 TBN;
} vs_out;
uniform mat4 MVP;
uniform mat4 M;
uniform mat4 lightSpaceMatrix; // Technically this only allows for one directional light, but will do for now
void main(){
//Position in clip space
gl_Position = MVP*vec4(vertexPos_mS, 1.0);
//Passing texture coords
vs_out.texCoords = aTexCoord;
//World Space fragment position
vs_out.fragPos_wS = mat3(M) * vertexPos_mS;
//Generating tangent matrix
vs_out.T = normalize(mat3(M) * tangent_tS);
vs_out.B = normalize(mat3(M) * biTangent_tS);
vs_out.N = normalize(mat3(M) * normal_mS);
//Lights space output
vs_out.fragPos_lS = lightSpaceMatrix * vec4(vs_out.fragPos_wS, 1.0);
}
我的环境:
- Ubuntu21.10
- g++11
有人知道我为什么会出现编译错误以及如何编辑它吗?
错误信息很清楚。 mod
没有重载,它接受 uint 和 float 作为参数。 mod 的所有重载要求参数具有相同的基类型(float 或 double)。
要解决您的问题,请将 uint 转换为浮点数并使用该重载:
mod(float(zTile), 8.0)
这样的错误:
frag: PBRClusteredShader.frag, vert: PBRClusteredShader.vert
Fragment shader compilation failed 0(213) : error C1101: ambiguous overloaded function reference "mod(uint, float)"
(0) : gp5 float64_t mod(float64_t, float64_t)
(0) : float mod(float, float)
开始编译这两个着色器时出现错误
PBRfrag
:
#version 430 core
//Naming scheme clarification
// mS = model Space
// vS = view Space
// wS = world Space
// tS = tangent Space
out vec4 FragColor;
in VS_OUT{
vec3 fragPos_wS;
vec2 texCoords;
vec4 fragPos_lS;
vec3 T;
vec3 B;
vec3 N;
mat3 TBN;
} fs_in;
//Dir light uniform
struct DirLight{
vec3 direction;
vec3 color;
};
uniform DirLight dirLight;
//PBR Textures to sample from
uniform sampler2D albedoMap;
uniform sampler2D emissiveMap;
uniform sampler2D normalsMap;
uniform sampler2D lightMap;
uniform sampler2D metalRoughMap;
uniform sampler2D shadowMap;
//IBL textures to sample, all pre-computed
//Really these would be mostly the same for all objects, so why not make this be binded directly?
uniform samplerCube irradianceMap;
uniform samplerCube prefilterMap;
uniform sampler2D brdfLUT;
uniform vec3 cameraPos_wS;
//To be changed in the future..
//This is at the core as to why I want to change the current shadow mapping system to something
//like a virtual texture addressing, so we don't have to explicitely tell the compiler how many shadow casting
//lights there will be in a given scene
#define SHADOW_CASTING_POINT_LIGHTS 4
#define M_PI 3.1415926535897932384626433832795
//Cluster shading structs and buffers
struct PointLight{
vec4 position;
vec4 color;
bool enabled;
float intensity;
float range;
};
struct LightGrid{
uint offset;
uint count;
};
layout (std430, binding = 2) buffer screenToView{
mat4 inverseProjection;
uvec4 tileSizes;
uvec2 screenDimensions;
float scale;
float bias;
};
layout (std430, binding = 3) buffer lightSSBO{
PointLight pointLight[];
};
layout (std430, binding = 4) buffer lightIndexSSBO{
uint globalLightIndexList[];
};
layout (std430, binding = 5) buffer lightGridSSBO{
LightGrid lightGrid[];
};
//TODO:: Probably should be a buffer...
vec3 sampleOffsetDirections[20] = vec3[]
(
vec3( 1, 1, 1), vec3( 1, -1, 1), vec3(-1, -1, 1), vec3(-1, 1, 1),
vec3( 1, 1, -1), vec3( 1, -1, -1), vec3(-1, -1, -1), vec3(-1, 1, -1),
vec3( 1, 1, 0), vec3( 1, -1, 0), vec3(-1, -1, 0), vec3(-1, 1, 0),
vec3( 1, 0, 1), vec3(-1, 0, 1), vec3( 1, 0, -1), vec3(-1, 0, -1),
vec3( 0, 1, 1), vec3( 0, -1, 1), vec3( 0, -1, -1), vec3( 0, 1, -1)
);
vec3 colors[8] = vec3[](
vec3(0, 0, 0), vec3( 0, 0, 1), vec3( 0, 1, 0), vec3(0, 1, 1),
vec3(1, 0, 0), vec3( 1, 0, 1), vec3( 1, 1, 0), vec3(1, 1, 1)
);
//TODO: change far plane to a different location
uniform samplerCube depthMaps[SHADOW_CASTING_POINT_LIGHTS];
uniform float far_plane;
uniform float zFar;
uniform float zNear;
//TODO:: Instead of bools I could detect upstream if I am going to need these things and have different shaders?
//Or maybe have default ao and normal map values that they can read instead so no if/else branching is necessary
//although I'm not sure if branching here is problematic, since all fragments will actuall have the same result
//since they come from the same mesh. TODO:: profile!
uniform bool normalMapped;
uniform bool aoMapped;
uniform bool IBL;
uniform bool slices;
//Function prototypes
vec3 calcDirLight(DirLight light, vec3 normal, vec3 viewDir, vec3 albedo, float rough, float metal, float shadow, vec3 F0);
float calcDirShadow(vec4 fragPosLightSpace);
vec3 calcPointLight(uint index, vec3 normal, vec3 fragPos, vec3 viewDir, vec3 albedo, float rough, float metal, vec3 F0, float viewDistance);
float calcPointLightShadows(samplerCube depthMap, vec3 fragPos, float viewDistance);
float linearDepth(float depthSample);
//PBR Functions
vec3 fresnelSchlick(float cosTheta, vec3 F0);
vec3 fresnelSchlickRoughness(float cosTheta, vec3 F0, float roughness);
float distributionGGX(vec3 N, vec3 H, float rough);
float geometrySchlickGGX(float nDotV, float rough);
float geometrySmith(float nDotV, float nDotL, float rough);
void main(){
//Texture Reads
vec4 color = texture(albedoMap, fs_in.texCoords).rgba;
vec3 emissive = texture(emissiveMap, fs_in.texCoords).rgb;
float ao = texture(lightMap, fs_in.texCoords).r;
vec2 metalRough = texture(metalRoughMap, fs_in.texCoords).bg;
float metallic = metalRough.x;
float roughness = metalRough.y;
vec3 albedo = color.rgb;
float alpha = color .a;
//TODO::this kills perf, look for alternatives?
if(alpha < 0.5){
discard;
}
//Normal mapping
vec3 norm = vec3(0.0);
if(normalMapped){
vec3 normal = normalize(2.0 * texture(normalsMap, fs_in.texCoords).rgb - 1.0);
mat3 TBN = mat3(fs_in.T, fs_in.B, fs_in.N);
norm = normalize(TBN * normal ); //going -1 to 1
}
else{
//default to using the vertex normal if no normal map is used
norm = normalize(fs_in.N);
}
//Components common to all light types
vec3 viewDir = normalize(cameraPos_wS - fs_in.fragPos_wS);
vec3 R = reflect(-viewDir, norm);
//Correcting zero incidence reflection
vec3 F0 = vec3(0.04);
F0 = mix(F0, albedo, metallic);
//Locating which cluster you are a part of
uint zTile = uint(max(log2(linearDepth(gl_FragCoord.z)) * scale + bias, 0.0));
uvec3 tiles = uvec3( uvec2( gl_FragCoord.xy / tileSizes[3] ), zTile);
uint tileIndex = tiles.x +
tileSizes.x * tiles.y +
(tileSizes.x * tileSizes.y) * tiles.z;
//Solving outgoing reflectance of fragment
vec3 radianceOut = vec3(0.0);
// shadow calcs
float shadow = calcDirShadow(fs_in.fragPos_lS);
float viewDistance = length(cameraPos_wS - fs_in.fragPos_wS);
//Directional light
radianceOut = calcDirLight(dirLight, norm, viewDir, albedo, roughness, metallic, shadow, F0) ;
// Point lights
uint lightCount = lightGrid[tileIndex].count;
uint lightIndexOffset = lightGrid[tileIndex].offset;
//Reading from the global light list and calculating the radiance contribution of each light.
for(uint i = 0; i < lightCount; i++){
uint lightVectorIndex = globalLightIndexList[lightIndexOffset + i];
radianceOut += calcPointLight(lightVectorIndex, norm, fs_in.fragPos_wS, viewDir, albedo, roughness, metallic, F0, viewDistance);
}
//Treating the ambient light term as the incoming indirect light affecting the fragment
//We have two options, if IBL is not enabled for hte given object, we use a flat ambient term
//which generally looks terrible but it's an okay fallback
//If IBL is enabled it will use an environment map to do a very rough incoming light approximation from it
vec3 ambient = vec3(0.025)* albedo;
if(IBL){
vec3 kS = fresnelSchlickRoughness(max(dot(norm, viewDir), 0.0), F0, roughness);
vec3 kD = 1.0 - kS;
kD *= 1.0 - metallic;
vec3 irradiance = texture(irradianceMap, norm).rgb;
vec3 diffuse = irradiance * albedo;
const float MAX_REFLECTION_LOD = 4.0;
vec3 prefilteredColor = textureLod(prefilterMap, R, roughness * MAX_REFLECTION_LOD).rgb;
vec2 envBRDF = texture(brdfLUT, vec2(max(dot(norm, viewDir), 0.0), roughness)).rg;
vec3 specular = prefilteredColor * (kS * envBRDF.x + envBRDF.y);
ambient = (kD * diffuse + specular);
}
if(aoMapped){
ambient *= ao;
}
radianceOut += ambient;
//Adding any emissive if there is an assigned map
radianceOut += emissive;
if(slices){
FragColor = vec4(colors[uint(mod(zTile, 8.0))], 1.0);
}
else{
FragColor = vec4(radianceOut, 1.0);
}
}
vec3 calcDirLight(DirLight light, vec3 normal, vec3 viewDir, vec3 albedo, float rough, float metal, float shadow, vec3 F0){
//Variables common to BRDFs
vec3 lightDir = normalize(-light.direction);
vec3 halfway = normalize(lightDir + viewDir);
float nDotV = max(dot(normal, viewDir), 0.0);
float nDotL = max(dot(normal, lightDir), 0.0);
vec3 radianceIn = dirLight.color;
//Cook-Torrance BRDF
float NDF = distributionGGX(normal, halfway, rough);
float G = geometrySmith(nDotV, nDotL, rough);
vec3 F = fresnelSchlick(max(dot(halfway,viewDir), 0.0), F0);
//Finding specular and diffuse component
vec3 kS = F;
vec3 kD = vec3(1.0) - kS;
kD *= 1.0 - metal;
vec3 numerator = NDF * G * F;
float denominator = 4.0 * nDotV * nDotL;
vec3 specular = numerator / max (denominator, 0.0001);
vec3 radiance = (kD * (albedo / M_PI) + specular ) * radianceIn * nDotL;
radiance *= (1.0 - shadow);
return radiance;
}
//Sample offsets for the pcf are the same for both dir and point shadows
float calcDirShadow(vec4 fragPosLightSpace){
vec3 projCoords = fragPosLightSpace.xyz / fragPosLightSpace.w;
projCoords = projCoords * 0.5 + 0.5;
float bias = 0.0;
int samples = 9;
float shadow = 0.0;
vec2 texelSize = 1.0 / textureSize(shadowMap, 0);
for(int i = 0; i < samples; ++i){
float pcfDepth = texture(shadowMap, projCoords.xy + sampleOffsetDirections[i].xy * texelSize).r;
shadow += projCoords.z - bias > pcfDepth ? 0.111111 : 0.0;
}
return shadow;
}
vec3 calcPointLight(uint index, vec3 normal, vec3 fragPos,
vec3 viewDir, vec3 albedo, float rough,
float metal, vec3 F0, float viewDistance){
//Point light basics
vec3 position = pointLight[index].position.xyz;
vec3 color = 100.0 * pointLight[index].color.rgb;
float radius = pointLight[index].range;
//Stuff common to the BRDF subfunctions
vec3 lightDir = normalize(position - fragPos);
vec3 halfway = normalize(lightDir + viewDir);
float nDotV = max(dot(normal, viewDir), 0.0);
float nDotL = max(dot(normal, lightDir), 0.0);
//Attenuation calculation that is applied to all
float distance = length(position - fragPos);
float attenuation = pow(clamp(1 - pow((distance / radius), 4.0), 0.0, 1.0), 2.0)/(1.0 + (distance * distance) );
vec3 radianceIn = color * attenuation;
//Cook-Torrance BRDF
float NDF = distributionGGX(normal, halfway, rough);
float G = geometrySmith(nDotV, nDotL, rough);
vec3 F = fresnelSchlick(max(dot(halfway,viewDir), 0.0), F0);
//Finding specular and diffuse component
vec3 kS = F;
vec3 kD = vec3(1.0) - kS;
kD *= 1.0 - metal;
vec3 numerator = NDF * G * F;
float denominator = 4.0 * nDotV * nDotL;
vec3 specular = numerator / max(denominator, 0.0000001);
// vec3 specular = numerator / denominator;
vec3 radiance = (kD * (albedo / M_PI) + specular ) * radianceIn * nDotL;
//shadow stuff
vec3 fragToLight = fragPos - position;
float shadow = calcPointLightShadows(depthMaps[index], fragToLight, viewDistance);
radiance *= (1.0 - shadow);
return radiance;
}
//sample amount is small but this was killing perf
//This will probably be re-written as soon as the shadow mapping update comes in
float calcPointLightShadows(samplerCube depthMap, vec3 fragToLight, float viewDistance){
float shadow = 0.0;
float bias = 0.0;
int samples = 8;
float fraction = 1.0/float(samples);
float diskRadius = (1.0 + (viewDistance / far_plane)) / 25.0;
float currentDepth = (length(fragToLight) - bias);
for(int i = 0; i < samples; ++i){
float closestDepth = texture(depthMap, fragToLight + sampleOffsetDirections[i], diskRadius).r;
closestDepth *= far_plane;
if(currentDepth > closestDepth){
shadow += fraction;
}
}
return shadow;
}
float linearDepth(float depthSample){
float depthRange = 2.0 * depthSample - 1.0;
// Near... Far... wherever you are...
float linear = 2.0 * zNear * zFar / (zFar + zNear - depthRange * (zFar - zNear));
return linear;
}
// PBR functions
vec3 fresnelSchlick(float cosTheta, vec3 F0){
float val = 1.0 - cosTheta;
return F0 + (1.0 - F0) * (val*val*val*val*val); //Faster than pow
}
vec3 fresnelSchlickRoughness(float cosTheta, vec3 F0, float roughness){
float val = 1.0 - cosTheta;
return F0 + (max(vec3(1.0 - roughness), F0) - F0) * (val*val*val*val*val); //Faster than pow
}
float distributionGGX(vec3 N, vec3 H, float rough){
float a = rough * rough;
float a2 = a * a;
float nDotH = max(dot(N, H), 0.0);
float nDotH2 = nDotH * nDotH;
float num = a2;
float denom = (nDotH2 * (a2 - 1.0) + 1.0);
denom = 1 / (M_PI * denom * denom);
return num * denom;
}
float geometrySchlickGGX(float nDotV, float rough){
float r = (rough + 1.0);
float k = r*r / 8.0;
float num = nDotV;
float denom = 1 / (nDotV * (1.0 - k) + k);
return num * denom;
}
float geometrySmith(float nDotV, float nDotL, float rough){
float ggx2 = geometrySchlickGGX(nDotV, rough);
float ggx1 = geometrySchlickGGX(nDotL, rough);
return ggx1 * ggx2;
}
PBRvert
:
#version 430 core
//Naming scheme clarification
// mS = model Space
// vS = view Space
// wS = world Space
// tS = tangent Space
layout (location = 0) in vec3 vertexPos_mS; // the position variable has attribute position 0
layout (location = 1) in vec3 normal_mS;
layout (location = 2) in vec2 aTexCoord;
layout (location = 3) in vec3 tangent_tS;
layout (location = 4) in vec3 biTangent_tS;
out VS_OUT{
vec3 fragPos_wS;
vec2 texCoords;
vec4 fragPos_lS;
vec3 T;
vec3 B;
vec3 N;
mat3 TBN;
} vs_out;
uniform mat4 MVP;
uniform mat4 M;
uniform mat4 lightSpaceMatrix; // Technically this only allows for one directional light, but will do for now
void main(){
//Position in clip space
gl_Position = MVP*vec4(vertexPos_mS, 1.0);
//Passing texture coords
vs_out.texCoords = aTexCoord;
//World Space fragment position
vs_out.fragPos_wS = mat3(M) * vertexPos_mS;
//Generating tangent matrix
vs_out.T = normalize(mat3(M) * tangent_tS);
vs_out.B = normalize(mat3(M) * biTangent_tS);
vs_out.N = normalize(mat3(M) * normal_mS);
//Lights space output
vs_out.fragPos_lS = lightSpaceMatrix * vec4(vs_out.fragPos_wS, 1.0);
}
我的环境:
- Ubuntu21.10
- g++11
有人知道我为什么会出现编译错误以及如何编辑它吗?
错误信息很清楚。 mod
没有重载,它接受 uint 和 float 作为参数。 mod 的所有重载要求参数具有相同的基类型(float 或 double)。
要解决您的问题,请将 uint 转换为浮点数并使用该重载:
mod(float(zTile), 8.0)