diff --git a/examples/models/models_material_pbr.c b/examples/models/models_material_pbr.c index 0da741408..f6000aef5 100644 --- a/examples/models/models_material_pbr.c +++ b/examples/models/models_material_pbr.c @@ -2,6 +2,9 @@ * * raylib [models] example - PBR material * +* NOTE: This example requires raylib OpenGL 3.3 for shaders support and only #version 330 +* is currently supported. OpenGL ES 2.0 platforms are not supported at the moment. +* * This example has been created using raylib 1.8 (www.raylib.com) * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) * diff --git a/examples/models/resources/shaders/glsl100/brdf.fs b/examples/models/resources/shaders/glsl100/brdf.fs deleted file mode 100644 index d04bc6618..000000000 --- a/examples/models/resources/shaders/glsl100/brdf.fs +++ /dev/null @@ -1,133 +0,0 @@ -/******************************************************************************************* -* -* BRDF LUT Generation - Bidirectional reflectance distribution function fragment shader -* -* REF: https://github.com/HectorMF/BRDFGenerator -* -* Copyright (c) 2017 Victor Fisac -* -**********************************************************************************************/ - -#version 330 - - -// Input vertex attributes (from vertex shader) -in vec2 fragTexCoord; - -// Constant values -const float PI = 3.14159265359; -const uint MAX_SAMPLES = 1024u; - -// Output fragment color -out vec4 finalColor; - -vec2 Hammersley(uint i, uint N); -float RadicalInverseVdC(uint bits); -float GeometrySchlickGGX(float NdotV, float roughness); -float GeometrySmith(vec3 N, vec3 V, vec3 L, float roughness); -vec3 ImportanceSampleGGX(vec2 Xi, vec3 N, float roughness); -vec2 IntegrateBRDF(float NdotV, float roughness); - -float RadicalInverseVdC(uint bits) -{ - bits = (bits << 16u) | (bits >> 16u); - bits = ((bits & 0x55555555u) << 1u) | ((bits & 0xAAAAAAAAu) >> 1u); - bits = ((bits & 0x33333333u) << 2u) | ((bits & 0xCCCCCCCCu) >> 2u); - bits = ((bits & 0x0F0F0F0Fu) << 4u) | ((bits & 0xF0F0F0F0u) >> 4u); - bits = ((bits & 0x00FF00FFu) << 8u) | ((bits & 0xFF00FF00u) >> 8u); - return float(bits) * 2.3283064365386963e-10; // / 0x100000000 -} - -// Compute Hammersley coordinates -vec2 Hammersley(uint i, uint N) -{ - return vec2(float(i)/float(N), RadicalInverseVdC(i)); -} - -// Integrate number of importance samples for (roughness and NoV) -vec3 ImportanceSampleGGX(vec2 Xi, vec3 N, float roughness) -{ - float a = roughness*roughness; - float phi = 2.0 * PI * Xi.x; - float cosTheta = sqrt((1.0 - Xi.y)/(1.0 + (a*a - 1.0)*Xi.y)); - float sinTheta = sqrt(1.0 - cosTheta*cosTheta); - - // Transform from spherical coordinates to cartesian coordinates (halfway vector) - vec3 H = vec3(cos(phi)*sinTheta, sin(phi)*sinTheta, cosTheta); - - // Transform from tangent space H vector to world space sample vector - vec3 up = ((abs(N.z) < 0.999) ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0)); - vec3 tangent = normalize(cross(up, N)); - vec3 bitangent = cross(N, tangent); - vec3 sampleVec = tangent*H.x + bitangent*H.y + N*H.z; - - return normalize(sampleVec); -} - -float GeometrySchlickGGX(float NdotV, float roughness) -{ - // For IBL k is calculated different - float k = (roughness*roughness)/2.0; - - float nom = NdotV; - float denom = NdotV*(1.0 - k) + k; - - return nom/denom; -} - -// Compute the geometry term for the BRDF given roughness squared, NoV, NoL -float GeometrySmith(vec3 N, vec3 V, vec3 L, float roughness) -{ - float NdotV = max(dot(N, V), 0.0); - float NdotL = max(dot(N, L), 0.0); - float ggx2 = GeometrySchlickGGX(NdotV, roughness); - float ggx1 = GeometrySchlickGGX(NdotL, roughness); - - return ggx1*ggx2; -} - -vec2 IntegrateBRDF(float NdotV, float roughness) -{ - float A = 0.0; - float B = 0.0; - vec3 V = vec3(sqrt(1.0 - NdotV*NdotV), 0.0, NdotV); - vec3 N = vec3(0.0, 0.0, 1.0); - - for (uint i = 0u; i < MAX_SAMPLES; i++) - { - // Generate a sample vector that's biased towards the preferred alignment direction (importance sampling) - - vec2 Xi = Hammersley(i, MAX_SAMPLES); // Compute a Hammersely coordinate - vec3 H = ImportanceSampleGGX(Xi, N, roughness); // Integrate number of importance samples for (roughness and NoV) - vec3 L = normalize(2.0*dot(V, H)*H - V); // Compute reflection vector L - - float NdotL = max(L.z, 0.0); // Compute normal dot light - float NdotH = max(H.z, 0.0); // Compute normal dot half - float VdotH = max(dot(V, H), 0.0); // Compute view dot half - - if (NdotL > 0.0) - { - float G = GeometrySmith(N, V, L, roughness); // Compute the geometry term for the BRDF given roughness squared, NoV, NoL - float GVis = (G*VdotH)/(NdotH*NdotV); // Compute the visibility term given G, VoH, NoH, NoV, NoL - float Fc = pow(1.0 - VdotH, 5.0); // Compute the fresnel term given VoH - - A += (1.0 - Fc)*GVis; // Sum the result given fresnel, geometry, visibility - B += Fc*GVis; - } - } - - // Calculate brdf average sample - A /= float(MAX_SAMPLES); - B /= float(MAX_SAMPLES); - - return vec2(A, B); -} - -void main() -{ - // Calculate brdf based on texture coordinates - vec2 brdf = IntegrateBRDF(fragTexCoord.x, fragTexCoord.y); - - // Calculate final fragment color - finalColor = vec4(brdf.r, brdf.g, 0.0, 1.0); -} diff --git a/examples/models/resources/shaders/glsl100/brdf.vs b/examples/models/resources/shaders/glsl100/brdf.vs deleted file mode 100644 index 06384673b..000000000 --- a/examples/models/resources/shaders/glsl100/brdf.vs +++ /dev/null @@ -1,25 +0,0 @@ -/******************************************************************************************* -* -* rPBR [shader] - Bidirectional reflectance distribution function vertex shader -* -* Copyright (c) 2017 Victor Fisac -* -**********************************************************************************************/ - -#version 330 - -// Input vertex attributes -in vec3 vertexPosition; -in vec2 vertexTexCoord; - -// Output vertex attributes (to fragment shader) -out vec2 fragTexCoord; - -void main() -{ - // Calculate fragment position based on model transformations - fragTexCoord = vertexTexCoord; - - // Calculate final vertex position - gl_Position = vec4(vertexPosition, 1.0); -} \ No newline at end of file diff --git a/examples/models/resources/shaders/glsl100/irradiance.fs b/examples/models/resources/shaders/glsl100/irradiance.fs deleted file mode 100644 index b42d2143e..000000000 --- a/examples/models/resources/shaders/glsl100/irradiance.fs +++ /dev/null @@ -1,58 +0,0 @@ -/******************************************************************************************* -* -* rPBR [shader] - Irradiance cubemap fragment shader -* -* Copyright (c) 2017 Victor Fisac -* -**********************************************************************************************/ - -#version 330 - -// Input vertex attributes (from vertex shader) -in vec3 fragPosition; - -// Input uniform values -uniform samplerCube environmentMap; - -// Constant values -const float PI = 3.14159265359f; - -// Output fragment color -out vec4 finalColor; - -void main() -{ - // The sample direction equals the hemisphere's orientation - vec3 normal = normalize(fragPosition); - - vec3 irradiance = vec3(0.0); - - vec3 up = vec3(0.0, 1.0, 0.0); - vec3 right = cross(up, normal); - up = cross(normal, right); - - float sampleDelta = 0.025f; - float nrSamples = 0.0f; - - for (float phi = 0.0; phi < 2.0*PI; phi += sampleDelta) - { - for (float theta = 0.0; theta < 0.5*PI; theta += sampleDelta) - { - // Spherical to cartesian (in tangent space) - vec3 tangentSample = vec3(sin(theta)*cos(phi), sin(theta)*sin(phi), cos(theta)); - - // tangent space to world - vec3 sampleVec = tangentSample.x*right + tangentSample.y*up + tangentSample.z*normal; - - // Fetch color from environment cubemap - irradiance += texture(environmentMap, sampleVec).rgb*cos(theta)*sin(theta); - nrSamples++; - } - } - - // Calculate irradiance average value from samples - irradiance = PI*irradiance*(1.0/float(nrSamples)); - - // Calculate final fragment color - finalColor = vec4(irradiance, 1.0); -} diff --git a/examples/models/resources/shaders/glsl100/pbr.fs b/examples/models/resources/shaders/glsl100/pbr.fs deleted file mode 100644 index 38d56c5d7..000000000 --- a/examples/models/resources/shaders/glsl100/pbr.fs +++ /dev/null @@ -1,298 +0,0 @@ -/******************************************************************************************* -* -* rPBR [shader] - Physically based rendering fragment shader -* -* Copyright (c) 2017 Victor Fisac -* -**********************************************************************************************/ - -#version 330 - -#define MAX_REFLECTION_LOD 4.0 -#define MAX_DEPTH_LAYER 20 -#define MIN_DEPTH_LAYER 10 - -#define MAX_LIGHTS 4 -#define LIGHT_DIRECTIONAL 0 -#define LIGHT_POINT 1 - -struct MaterialProperty { - vec3 color; - int useSampler; - sampler2D sampler; -}; - -struct Light { - int enabled; - int type; - vec3 position; - vec3 target; - vec4 color; -}; - -// Input vertex attributes (from vertex shader) -in vec3 fragPosition; -in vec2 fragTexCoord; -in vec3 fragNormal; -in vec3 fragTangent; -in vec3 fragBinormal; - -// Input material values -uniform MaterialProperty albedo; -uniform MaterialProperty normals; -uniform MaterialProperty metalness; -uniform MaterialProperty roughness; -uniform MaterialProperty occlusion; -uniform MaterialProperty emission; -uniform MaterialProperty height; - -// Input uniform values -uniform samplerCube irradianceMap; -uniform samplerCube prefilterMap; -uniform sampler2D brdfLUT; - -// Input lighting values -uniform Light lights[MAX_LIGHTS]; - -// Other uniform values -uniform int renderMode; -uniform vec3 viewPos; -vec2 texCoord; - -// Constant values -const float PI = 3.14159265359; - -// Output fragment color -out vec4 finalColor; - -vec3 ComputeMaterialProperty(MaterialProperty property); -float DistributionGGX(vec3 N, vec3 H, float roughness); -float GeometrySchlickGGX(float NdotV, float roughness); -float GeometrySmith(vec3 N, vec3 V, vec3 L, float roughness); -vec3 fresnelSchlick(float cosTheta, vec3 F0); -vec3 fresnelSchlickRoughness(float cosTheta, vec3 F0, float roughness); -vec2 ParallaxMapping(vec2 texCoords, vec3 viewDir); - -vec3 ComputeMaterialProperty(MaterialProperty property) -{ - vec3 result = vec3(0.0, 0.0, 0.0); - - if (property.useSampler == 1) result = texture(property.sampler, texCoord).rgb; - else result = property.color; - - return result; -} - -float DistributionGGX(vec3 N, vec3 H, float roughness) -{ - float a = roughness*roughness; - float a2 = a*a; - float NdotH = max(dot(N, H), 0.0); - float NdotH2 = NdotH*NdotH; - - float nom = a2; - float denom = (NdotH2*(a2 - 1.0) + 1.0); - denom = PI*denom*denom; - - return nom/denom; -} - -float GeometrySchlickGGX(float NdotV, float roughness) -{ - float r = (roughness + 1.0); - float k = r*r/8.0; - - float nom = NdotV; - float denom = NdotV*(1.0 - k) + k; - - return nom/denom; -} -float GeometrySmith(vec3 N, vec3 V, vec3 L, float roughness) -{ - float NdotV = max(dot(N, V), 0.0); - float NdotL = max(dot(N, L), 0.0); - float ggx2 = GeometrySchlickGGX(NdotV, roughness); - float ggx1 = GeometrySchlickGGX(NdotL, roughness); - - return ggx1*ggx2; -} - -vec3 fresnelSchlick(float cosTheta, vec3 F0) -{ - return F0 + (1.0 - F0)*pow(1.0 - cosTheta, 5.0); -} - -vec3 fresnelSchlickRoughness(float cosTheta, vec3 F0, float roughness) -{ - return F0 + (max(vec3(1.0 - roughness), F0) - F0)*pow(1.0 - cosTheta, 5.0); -} - -vec2 ParallaxMapping(vec2 texCoords, vec3 viewDir) -{ - // Calculate the number of depth layers and calculate the size of each layer - float numLayers = mix(MAX_DEPTH_LAYER, MIN_DEPTH_LAYER, abs(dot(vec3(0.0, 0.0, 1.0), viewDir))); - float layerDepth = 1.0/numLayers; - - // Calculate depth of current layer - float currentLayerDepth = 0.0; - - // Calculate the amount to shift the texture coordinates per layer (from vector P) - // Note: height amount is stored in height material attribute color R channel (sampler use is independent) - vec2 P = viewDir.xy*height.color.r; - vec2 deltaTexCoords = P/numLayers; - - // Store initial texture coordinates and depth values - vec2 currentTexCoords = texCoords; - float currentDepthMapValue = texture(height.sampler, currentTexCoords).r; - - while (currentLayerDepth < currentDepthMapValue) - { - // Shift texture coordinates along direction of P - currentTexCoords -= deltaTexCoords; - - // Get depth map value at current texture coordinates - currentDepthMapValue = texture(height.sampler, currentTexCoords).r; - - // Get depth of next layer - currentLayerDepth += layerDepth; - } - - // Get texture coordinates before collision (reverse operations) - vec2 prevTexCoords = currentTexCoords + deltaTexCoords; - - // Get depth after and before collision for linear interpolation - float afterDepth = currentDepthMapValue - currentLayerDepth; - float beforeDepth = texture(height.sampler, prevTexCoords).r - currentLayerDepth + layerDepth; - - // Interpolation of texture coordinates - float weight = afterDepth/(afterDepth - beforeDepth); - vec2 finalTexCoords = prevTexCoords*weight + currentTexCoords*(1.0 - weight); - - return finalTexCoords; -} - -void main() -{ - // Calculate TBN and RM matrices - mat3 TBN = transpose(mat3(fragTangent, fragBinormal, fragNormal)); - - // Calculate lighting required attributes - vec3 normal = normalize(fragNormal); - vec3 view = normalize(viewPos - fragPosition); - vec3 refl = reflect(-view, normal); - - // Check if parallax mapping is enabled and calculate texture coordinates to use based on height map - // NOTE: remember that 'texCoord' variable must be assigned before calling any ComputeMaterialProperty() function - if (height.useSampler == 1) texCoord = ParallaxMapping(fragTexCoord, view); - else texCoord = fragTexCoord; // Use default texture coordinates - - // Fetch material values from texture sampler or color attributes - vec3 color = ComputeMaterialProperty(albedo); - vec3 metal = ComputeMaterialProperty(metalness); - vec3 rough = ComputeMaterialProperty(roughness); - vec3 emiss = ComputeMaterialProperty(emission); - vec3 ao = ComputeMaterialProperty(occlusion); - - // Check if normal mapping is enabled - if (normals.useSampler == 1) - { - // Fetch normal map color and transform lighting values to tangent space - normal = ComputeMaterialProperty(normals); - normal = normalize(normal*2.0 - 1.0); - normal = normalize(normal*TBN); - - // Convert tangent space normal to world space due to cubemap reflection calculations - refl = normalize(reflect(-view, normal)); - } - - // Calculate reflectance at normal incidence - vec3 F0 = vec3(0.04); - F0 = mix(F0, color, metal.r); - - // Calculate lighting for all lights - vec3 Lo = vec3(0.0); - vec3 lightDot = vec3(0.0); - - for (int i = 0; i < MAX_LIGHTS; i++) - { - if (lights[i].enabled == 1) - { - // Calculate per-light radiance - vec3 light = vec3(0.0); - vec3 radiance = lights[i].color.rgb; - if (lights[i].type == LIGHT_DIRECTIONAL) light = -normalize(lights[i].target - lights[i].position); - else if (lights[i].type == LIGHT_POINT) - { - light = normalize(lights[i].position - fragPosition); - float distance = length(lights[i].position - fragPosition); - float attenuation = 1.0/(distance*distance); - radiance *= attenuation; - } - - // Cook-torrance BRDF - vec3 high = normalize(view + light); - float NDF = DistributionGGX(normal, high, rough.r); - float G = GeometrySmith(normal, view, light, rough.r); - vec3 F = fresnelSchlick(max(dot(high, view), 0.0), F0); - vec3 nominator = NDF*G*F; - float denominator = 4*max(dot(normal, view), 0.0)*max(dot(normal, light), 0.0) + 0.001; - vec3 brdf = nominator/denominator; - - // Store to kS the fresnel value and calculate energy conservation - vec3 kS = F; - vec3 kD = vec3(1.0) - kS; - - // Multiply kD by the inverse metalness such that only non-metals have diffuse lighting - kD *= 1.0 - metal.r; - - // Scale light by dot product between normal and light direction - float NdotL = max(dot(normal, light), 0.0); - - // Add to outgoing radiance Lo - // Note: BRDF is already multiplied by the Fresnel so it doesn't need to be multiplied again - Lo += (kD*color/PI + brdf)*radiance*NdotL*lights[i].color.a; - lightDot += radiance*NdotL + brdf*lights[i].color.a; - } - } - - // Calculate ambient lighting using IBL - vec3 F = fresnelSchlickRoughness(max(dot(normal, view), 0.0), F0, rough.r); - vec3 kS = F; - vec3 kD = 1.0 - kS; - kD *= 1.0 - metal.r; - - // Calculate indirect diffuse - vec3 irradiance = texture(irradianceMap, fragNormal).rgb; - vec3 diffuse = color*irradiance; - - // Sample both the prefilter map and the BRDF lut and combine them together as per the Split-Sum approximation - vec3 prefilterColor = textureLod(prefilterMap, refl, rough.r*MAX_REFLECTION_LOD).rgb; - vec2 brdf = texture(brdfLUT, vec2(max(dot(normal, view), 0.0), rough.r)).rg; - vec3 reflection = prefilterColor*(F*brdf.x + brdf.y); - - // Calculate final lighting - vec3 ambient = (kD*diffuse + reflection)*ao; - - // Calculate fragment color based on render mode - vec3 fragmentColor = ambient + Lo + emiss; // Physically Based Rendering - - if (renderMode == 1) fragmentColor = color; // Albedo - else if (renderMode == 2) fragmentColor = normal; // Normals - else if (renderMode == 3) fragmentColor = metal; // Metalness - else if (renderMode == 4) fragmentColor = rough; // Roughness - else if (renderMode == 5) fragmentColor = ao; // Ambient Occlusion - else if (renderMode == 6) fragmentColor = emiss; // Emission - else if (renderMode == 7) fragmentColor = lightDot; // Lighting - else if (renderMode == 8) fragmentColor = kS; // Fresnel - else if (renderMode == 9) fragmentColor = irradiance; // Irradiance - else if (renderMode == 10) fragmentColor = reflection; // Reflection - - // Apply HDR tonemapping - fragmentColor = fragmentColor/(fragmentColor + vec3(1.0)); - - // Apply gamma correction - fragmentColor = pow(fragmentColor, vec3(1.0/2.2)); - - // Calculate final fragment color - finalColor = vec4(fragmentColor, 1.0); -} diff --git a/examples/models/resources/shaders/glsl100/pbr.vs b/examples/models/resources/shaders/glsl100/pbr.vs deleted file mode 100644 index 8bd3faa14..000000000 --- a/examples/models/resources/shaders/glsl100/pbr.vs +++ /dev/null @@ -1,49 +0,0 @@ -/******************************************************************************************* -* -* rPBR [shader] - Physically based rendering vertex shader -* -* Copyright (c) 2017 Victor Fisac -* -**********************************************************************************************/ - -#version 330 - -// Input vertex attributes -in vec3 vertexPosition; -in vec2 vertexTexCoord; -in vec3 vertexNormal; -in vec4 vertexTangent; - -// Input uniform values -uniform mat4 mvp; -uniform mat4 matModel; - -// Output vertex attributes (to fragment shader) -out vec3 fragPosition; -out vec2 fragTexCoord; -out vec3 fragNormal; -out vec3 fragTangent; -out vec3 fragBinormal; - -void main() -{ - // Calculate binormal from vertex normal and tangent - vec3 vertexBinormal = cross(vertexNormal, vec3(vertexTangent)); - - // Calculate fragment normal based on normal transformations - mat3 normalMatrix = transpose(inverse(mat3(matModel))); - - // Calculate fragment position based on model transformations - fragPosition = vec3(matModel*vec4(vertexPosition, 1.0f)); - - // Send vertex attributes to fragment shader - fragTexCoord = vertexTexCoord; - fragNormal = normalize(normalMatrix*vertexNormal); - fragTangent = normalize(normalMatrix*vec3(vertexTangent)); - fragTangent = normalize(fragTangent - dot(fragTangent, fragNormal)*fragNormal); - fragBinormal = normalize(normalMatrix*vertexBinormal); - fragBinormal = cross(fragNormal, fragTangent); - - // Calculate final vertex position - gl_Position = mvp*vec4(vertexPosition, 1.0); -} \ No newline at end of file diff --git a/examples/models/resources/shaders/glsl100/prefilter.fs b/examples/models/resources/shaders/glsl100/prefilter.fs deleted file mode 100644 index 9439810d7..000000000 --- a/examples/models/resources/shaders/glsl100/prefilter.fs +++ /dev/null @@ -1,120 +0,0 @@ -/******************************************************************************************* -* -* rPBR [shader] - Prefiltered environment for reflections fragment shader -* -* Copyright (c) 2017 Victor Fisac -* -**********************************************************************************************/ - -#version 330 -#define MAX_SAMPLES 1024u -#define CUBEMAP_RESOLUTION 1024.0 - -// Input vertex attributes (from vertex shader) -in vec3 fragPosition; - -// Input uniform values -uniform samplerCube environmentMap; -uniform float roughness; - -// Constant values -const float PI = 3.14159265359f; - -// Output fragment color -out vec4 finalColor; - -float DistributionGGX(vec3 N, vec3 H, float roughness); -float RadicalInverse_VdC(uint bits); -vec2 Hammersley(uint i, uint N); -vec3 ImportanceSampleGGX(vec2 Xi, vec3 N, float roughness); - -float DistributionGGX(vec3 N, vec3 H, float roughness) -{ - float a = roughness*roughness; - float a2 = a*a; - float NdotH = max(dot(N, H), 0.0); - float NdotH2 = NdotH*NdotH; - - float nom = a2; - float denom = (NdotH2*(a2 - 1.0) + 1.0); - denom = PI*denom*denom; - - return nom/denom; -} - -float RadicalInverse_VdC(uint bits) -{ - bits = (bits << 16u) | (bits >> 16u); - bits = ((bits & 0x55555555u) << 1u) | ((bits & 0xAAAAAAAAu) >> 1u); - bits = ((bits & 0x33333333u) << 2u) | ((bits & 0xCCCCCCCCu) >> 2u); - bits = ((bits & 0x0F0F0F0Fu) << 4u) | ((bits & 0xF0F0F0F0u) >> 4u); - bits = ((bits & 0x00FF00FFu) << 8u) | ((bits & 0xFF00FF00u) >> 8u); - return float(bits) * 2.3283064365386963e-10; // / 0x100000000 -} - -vec2 Hammersley(uint i, uint N) -{ - return vec2(float(i)/float(N), RadicalInverse_VdC(i)); -} - -vec3 ImportanceSampleGGX(vec2 Xi, vec3 N, float roughness) -{ - float a = roughness*roughness; - float phi = 2.0 * PI * Xi.x; - float cosTheta = sqrt((1.0 - Xi.y)/(1.0 + (a*a - 1.0)*Xi.y)); - float sinTheta = sqrt(1.0 - cosTheta*cosTheta); - - // Transform from spherical coordinates to cartesian coordinates (halfway vector) - vec3 H = vec3(cos(phi)*sinTheta, sin(phi)*sinTheta, cosTheta); - - // Transform from tangent space H vector to world space sample vector - vec3 up = ((abs(N.z) < 0.999) ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0)); - vec3 tangent = normalize(cross(up, N)); - vec3 bitangent = cross(N, tangent); - vec3 sampleVec = tangent*H.x + bitangent*H.y + N*H.z; - - return normalize(sampleVec); -} - -void main() -{ - // Make the simplyfying assumption that V equals R equals the normal - vec3 N = normalize(fragPosition); - vec3 R = N; - vec3 V = R; - - vec3 prefilteredColor = vec3(0.0); - float totalWeight = 0.0; - - for (uint i = 0u; i < MAX_SAMPLES; i++) - { - // Generate a sample vector that's biased towards the preferred alignment direction (importance sampling) - vec2 Xi = Hammersley(i, MAX_SAMPLES); - vec3 H = ImportanceSampleGGX(Xi, N, roughness); - vec3 L = normalize(2.0*dot(V, H)*H - V); - - float NdotL = max(dot(N, L), 0.0); - if(NdotL > 0.0) - { - // Sample from the environment's mip level based on roughness/pdf - float D = DistributionGGX(N, H, roughness); - float NdotH = max(dot(N, H), 0.0); - float HdotV = max(dot(H, V), 0.0); - float pdf = D*NdotH/(4.0*HdotV) + 0.0001; - - float resolution = CUBEMAP_RESOLUTION; - float saTexel = 4.0*PI/(6.0*resolution*resolution); - float saSample = 1.0/(float(MAX_SAMPLES)*pdf + 0.0001); - float mipLevel = ((roughness == 0.0) ? 0.0 : 0.5*log2(saSample/saTexel)); - - prefilteredColor += textureLod(environmentMap, L, mipLevel).rgb*NdotL; - totalWeight += NdotL; - } - } - - // Calculate prefilter average color - prefilteredColor = prefilteredColor/totalWeight; - - // Calculate final fragment color - finalColor = vec4(prefilteredColor, 1.0); -} diff --git a/examples/shaders/shaders_raymarching.c b/examples/shaders/shaders_raymarching.c index 06ad0f92e..92272e918 100644 --- a/examples/shaders/shaders_raymarching.c +++ b/examples/shaders/shaders_raymarching.c @@ -2,12 +2,8 @@ * * raylib [shaders] example - Raymarching shapes generation * -* NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support, -* OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version. -* -* NOTE: Shaders used in this example are #version 330 (OpenGL 3.3), to test this example -* on OpenGL ES 2.0 platforms (Android, Raspberry Pi, HTML5), use #version 100 shaders -* raylib comes with shaders ready for both versions, check raylib/shaders install folder +* NOTE: This example requires raylib OpenGL 3.3 for shaders support and only #version 330 +* is currently supported. OpenGL ES 2.0 platforms are not supported at the moment. * * This example has been created using raylib 2.0 (www.raylib.com) * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) @@ -20,7 +16,7 @@ #if defined(PLATFORM_DESKTOP) #define GLSL_VERSION 330 -#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB +#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB -> Not supported at this moment #define GLSL_VERSION 100 #endif