298 lines
10 KiB
GLSL
298 lines
10 KiB
GLSL
/*******************************************************************************************
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*
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* rPBR [shader] - Physically based rendering fragment shader
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*
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* Copyright (c) 2017 Victor Fisac
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*
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**********************************************************************************************/
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#version 330
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#define MAX_REFLECTION_LOD 4.0
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#define MAX_DEPTH_LAYER 20
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#define MIN_DEPTH_LAYER 10
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#define MAX_LIGHTS 4
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#define LIGHT_DIRECTIONAL 0
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#define LIGHT_POINT 1
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struct MaterialProperty [
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vec3 color
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int useSampler
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sampler2D sampler
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]
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struct Light [
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int enabled
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int type
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vec3 position
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vec3 target
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vec4 color
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]
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# Input vertex attributes (from vertex shader)
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in vec3 fragPosition
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in vec2 fragTexCoord
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in vec3 fragNormal
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in vec3 fragTangent
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in vec3 fragBinormal
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# Input material values
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uniform MaterialProperty albedo
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uniform MaterialProperty normals
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uniform MaterialProperty metalness
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uniform MaterialProperty roughness
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uniform MaterialProperty occlusion
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uniform MaterialProperty emission
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uniform MaterialProperty height
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# Input uniform values
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uniform samplerCube irradianceMap
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uniform samplerCube prefilterMap
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uniform sampler2D brdfLUT
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# Input lighting values
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uniform Light lights[MAX_LIGHTS]
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# Other uniform values
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uniform int renderMode
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uniform vec3 viewPos
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vec2 texCoord
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# Constant values
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const float PI = 3.14159265359
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# Output fragment color
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out vec4 finalColor
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vec3 ComputeMaterialProperty(MaterialProperty property)
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float DistributionGGX(vec3 N, vec3 H, float roughness)
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float GeometrySchlickGGX(float NdotV, float roughness)
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float GeometrySmith(vec3 N, vec3 V, vec3 L, float roughness)
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vec3 fresnelSchlick(float cosTheta, vec3 F0)
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vec3 fresnelSchlickRoughness(float cosTheta, vec3 F0, float roughness)
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vec2 ParallaxMapping(vec2 texCoords, vec3 viewDir)
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vec3 ComputeMaterialProperty(MaterialProperty property)
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[
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vec3 result = vec3(0.0, 0.0, 0.0)
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if (property.useSampler == 1) result = texture(property.sampler, texCoord).rgb
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else result = property.color
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return result
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]
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float DistributionGGX(vec3 N, vec3 H, float roughness)
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[
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float a = roughness*roughness
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float a2 = a*a
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float NdotH = max(dot(N, H), 0.0)
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float NdotH2 = NdotH*NdotH
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float nom = a2
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float denom = (NdotH2*(a2 - 1.0) + 1.0)
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denom = PI*denom*denom
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return nom/denom
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]
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float GeometrySchlickGGX(float NdotV, float roughness)
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[
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float r = (roughness + 1.0)
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float k = r*r/8.0
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float nom = NdotV
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float denom = NdotV*(1.0 - k) + k
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return nom/denom
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]
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float GeometrySmith(vec3 N, vec3 V, vec3 L, float roughness)
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[
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float NdotV = max(dot(N, V), 0.0)
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float NdotL = max(dot(N, L), 0.0)
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float ggx2 = GeometrySchlickGGX(NdotV, roughness)
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float ggx1 = GeometrySchlickGGX(NdotL, roughness)
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return ggx1*ggx2
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]
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vec3 fresnelSchlick(float cosTheta, vec3 F0)
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[
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return F0 + (1.0 - F0)*pow(1.0 - cosTheta, 5.0)
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]
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vec3 fresnelSchlickRoughness(float cosTheta, vec3 F0, float roughness)
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[
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return F0 + (max(vec3(1.0 - roughness), F0) - F0)*pow(1.0 - cosTheta, 5.0)
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]
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vec2 ParallaxMapping(vec2 texCoords, vec3 viewDir)
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[
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# Calculate the number of depth layers and calculate the size of each layer
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float numLayers = mix(MAX_DEPTH_LAYER, MIN_DEPTH_LAYER, abs(dot(vec3(0.0, 0.0, 1.0), viewDir)))
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float layerDepth = 1.0/numLayers
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# Calculate depth of current layer
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float currentLayerDepth = 0.0
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# Calculate the amount to shift the texture coordinates per layer (from vector P)
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# Note: height amount is stored in height material attribute color R channel (sampler use is independent)
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vec2 P = viewDir.xy*height.color.r
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vec2 deltaTexCoords = P/numLayers
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# Store initial texture coordinates and depth values
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vec2 currentTexCoords = texCoords
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float currentDepthMapValue = texture(height.sampler, currentTexCoords).r
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while (currentLayerDepth < currentDepthMapValue)
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[
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# Shift texture coordinates along direction of P
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currentTexCoords -= deltaTexCoords
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# Get depth map value at current texture coordinates
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currentDepthMapValue = texture(height.sampler, currentTexCoords).r
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# Get depth of next layer
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currentLayerDepth += layerDepth
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]
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# Get texture coordinates before collision (reverse operations)
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vec2 prevTexCoords = currentTexCoords + deltaTexCoords
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# Get depth after and before collision for linear interpolation
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float afterDepth = currentDepthMapValue - currentLayerDepth
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float beforeDepth = texture(height.sampler, prevTexCoords).r - currentLayerDepth + layerDepth
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# Interpolation of texture coordinates
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float weight = afterDepth/(afterDepth - beforeDepth)
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vec2 finalTexCoords = prevTexCoords*weight + currentTexCoords*(1.0 - weight)
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return finalTexCoords
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]
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void main()
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[
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# Calculate TBN and RM matrices
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mat3 TBN = transpose(mat3(fragTangent, fragBinormal, fragNormal))
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# Calculate lighting required attributes
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vec3 normal = normalize(fragNormal)
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vec3 view = normalize(viewPos - fragPosition)
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vec3 refl = reflect(-view, normal)
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# Check if parallax mapping is enabled and calculate texture coordinates to use based on height map
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# NOTE: remember that 'texCoord' variable must be assigned before calling any ComputeMaterialProperty() function
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if (height.useSampler == 1) texCoord = ParallaxMapping(fragTexCoord, view)
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else texCoord = fragTexCoord # Use default texture coordinates
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# Fetch material values from texture sampler or color attributes
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vec3 color = ComputeMaterialProperty(albedo)
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vec3 metal = ComputeMaterialProperty(metalness)
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vec3 rough = ComputeMaterialProperty(roughness)
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vec3 emiss = ComputeMaterialProperty(emission)
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vec3 ao = ComputeMaterialProperty(occlusion)
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# Check if normal mapping is enabled
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if (normals.useSampler == 1)
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[
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# Fetch normal map color and transform lighting values to tangent space
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normal = ComputeMaterialProperty(normals)
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normal = normalize(normal*2.0 - 1.0)
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normal = normalize(normal*TBN)
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# Convert tangent space normal to world space due to cubemap reflection calculations
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refl = normalize(reflect(-view, normal))
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]
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# Calculate reflectance at normal incidence
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vec3 F0 = vec3(0.04)
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F0 = mix(F0, color, metal.r)
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# Calculate lighting for all lights
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vec3 Lo = vec3(0.0)
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vec3 lightDot = vec3(0.0)
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for (int i = 0 i < MAX_LIGHTS i++)
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[
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if (lights[i].enabled == 1)
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[
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# Calculate per-light radiance
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vec3 light = vec3(0.0)
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vec3 radiance = lights[i].color.rgb
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if (lights[i].type == LIGHT_DIRECTIONAL) light = -normalize(lights[i].target - lights[i].position)
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else if (lights[i].type == LIGHT_POINT)
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[
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light = normalize(lights[i].position - fragPosition)
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float distance = length(lights[i].position - fragPosition)
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float attenuation = 1.0/(distance*distance)
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radiance *= attenuation
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]
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# Cook-torrance BRDF
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vec3 high = normalize(view + light)
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float NDF = DistributionGGX(normal, high, rough.r)
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float G = GeometrySmith(normal, view, light, rough.r)
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vec3 F = fresnelSchlick(max(dot(high, view), 0.0), F0)
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vec3 nominator = NDF*G*F
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float denominator = 4*max(dot(normal, view), 0.0)*max(dot(normal, light), 0.0) + 0.001
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vec3 brdf = nominator/denominator
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# Store to kS the fresnel value and calculate energy conservation
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vec3 kS = F
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vec3 kD = vec3(1.0) - kS
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# Multiply kD by the inverse metalness such that only non-metals have diffuse lighting
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kD *= 1.0 - metal.r
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# Scale light by dot product between normal and light direction
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float NdotL = max(dot(normal, light), 0.0)
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# Add to outgoing radiance Lo
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# Note: BRDF is already multiplied by the Fresnel so it doesn't need to be multiplied again
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Lo += (kD*color/PI + brdf)*radiance*NdotL*lights[i].color.a
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lightDot += radiance*NdotL + brdf*lights[i].color.a
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]
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]
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# Calculate ambient lighting using IBL
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vec3 F = fresnelSchlickRoughness(max(dot(normal, view), 0.0), F0, rough.r)
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vec3 kS = F
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vec3 kD = 1.0 - kS
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kD *= 1.0 - metal.r
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# Calculate indirect diffuse
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vec3 irradiance = texture(irradianceMap, fragNormal).rgb
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vec3 diffuse = color*irradiance
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# Sample both the prefilter map and the BRDF lut and combine them together as per the Split-Sum approximation
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vec3 prefilterColor = textureLod(prefilterMap, refl, rough.r*MAX_REFLECTION_LOD).rgb
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vec2 brdf = texture(brdfLUT, vec2(max(dot(normal, view), 0.0), rough.r)).rg
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vec3 reflection = prefilterColor*(F*brdf.x + brdf.y)
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# Calculate final lighting
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vec3 ambient = (kD*diffuse + reflection)*ao
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# Calculate fragment color based on render mode
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vec3 fragmentColor = ambient + Lo + emiss # Physically Based Rendering
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if (renderMode == 1) fragmentColor = color # Albedo
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else if (renderMode == 2) fragmentColor = normal # Normals
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else if (renderMode == 3) fragmentColor = metal # Metalness
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else if (renderMode == 4) fragmentColor = rough # Roughness
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else if (renderMode == 5) fragmentColor = ao # Ambient Occlusion
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else if (renderMode == 6) fragmentColor = emiss # Emission
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else if (renderMode == 7) fragmentColor = lightDot # Lighting
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else if (renderMode == 8) fragmentColor = kS # Fresnel
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else if (renderMode == 9) fragmentColor = irradiance # Irradiance
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else if (renderMode == 10) fragmentColor = reflection # Reflection
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# Apply HDR tonemapping
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fragmentColor = fragmentColor/(fragmentColor + vec3(1.0))
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# Apply gamma correction
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fragmentColor = pow(fragmentColor, vec3(1.0/2.2))
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# Calculate final fragment color
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finalColor = vec4(fragmentColor, 1.0)
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]
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