125 lines
3.5 KiB
Python
125 lines
3.5 KiB
Python
$input v_view, v_normal
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/*
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* Copyright 2014-2016 Dario Manesku. All rights reserved.
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* License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
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*/
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#include "../common/common.sh"
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#include "uniforms.sh"
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SAMPLERCUBE(s_texCube, 0);
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SAMPLERCUBE(s_texCubeIrr, 1);
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vec3 calcFresnel(vec3 _cspec, float _dot)
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{
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return _cspec + (1.0 - _cspec)*pow(1.0 - _dot, 5.0);
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}
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vec3 calcLambert(vec3 _cdiff, float _ndotl)
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{
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return _cdiff*_ndotl;
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}
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vec3 calcBlinn(vec3 _cspec, float _ndoth, float _ndotl, float _specPwr)
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{
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float norm = (_specPwr+8.0)*0.125;
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float brdf = pow(_ndoth, _specPwr)*_ndotl*norm;
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return _cspec*brdf;
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}
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float specPwr(float _gloss)
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{
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return exp2(10.0*_gloss+2.0);
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}
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// Ref: http://the-witness.net/news/2012/02/seamless-cube-map-filtering/
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vec3 fixCubeLookup(vec3 _v, float _lod, float _topLevelCubeSize)
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{
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float ax = abs(_v.x);
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float ay = abs(_v.y);
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float az = abs(_v.z);
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float vmax = max(max(ax, ay), az);
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float scale = 1.0 - exp2(_lod) / _topLevelCubeSize;
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if (ax != vmax) { _v.x *= scale; }
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if (ay != vmax) { _v.y *= scale; }
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if (az != vmax) { _v.z *= scale; }
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return _v;
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}
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void main()
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{
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// Light.
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vec3 ld = normalize(u_lightDir);
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vec3 clight = u_lightCol;
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// Input.
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vec3 nn = normalize(v_normal);
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vec3 vv = normalize(v_view);
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vec3 hh = normalize(vv + ld);
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float ndotv = clamp(dot(nn, vv), 0.0, 1.0);
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float ndotl = clamp(dot(nn, ld), 0.0, 1.0);
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float ndoth = clamp(dot(nn, hh), 0.0, 1.0);
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float hdotv = clamp(dot(hh, vv), 0.0, 1.0);
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// Material params.
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vec3 albedo = u_rgbDiff.xyz;
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float reflectivity = u_reflectivity;
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float gloss = u_glossiness;
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// Reflection.
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vec3 refl;
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if (0.0 == u_metalOrSpec) // Metalness workflow.
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{
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refl = mix(vec3_splat(0.04), albedo, reflectivity);
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}
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else // Specular workflow.
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{
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refl = u_rgbSpec.xyz * vec3_splat(reflectivity);
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}
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vec3 dirF0 = calcFresnel(refl, hdotv);
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vec3 envF0 = calcFresnel(refl, ndotv);
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// Direct lighting.
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vec3 dirSpec = dirF0;
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vec3 dirDiff = albedo * 1.0-dirF0;
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vec3 lambert = u_doDiffuse * calcLambert(dirDiff, ndotl);
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vec3 blinn = u_doSpecular * calcBlinn(dirSpec, ndoth, ndotl, specPwr(gloss));
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vec3 direct = (lambert + blinn)*clight;
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// Indirect lighting.
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vec3 envSpec = envF0;
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vec3 envDiff = albedo * 1.0-envF0;
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// Note: Environment textures are filtered with cmft: https://github.com/dariomanesku/cmft
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// Params used:
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// --excludeBase true //!< First level mip is not filtered.
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// --mipCount 7 //!< 7 mip levels are used in total, [256x256 .. 4x4]. Lower res mip maps should be avoided.
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// --glossScale 10 //!< Spec power scale. See: specPwr().
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// --glossBias 2 //!< Spec power bias. See: specPwr().
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// --edgeFixup warp //!< This must be used on DirectX9. When fileted with 'warp', fixCubeLookup() should be used.
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float mip = 1.0 + 5.0*(1.0 - gloss); // Use mip levels [1..6] for radiance.
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mat4 mtx;
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mtx[0] = u_mtx0;
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mtx[1] = u_mtx1;
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mtx[2] = u_mtx2;
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mtx[3] = u_mtx3;
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vec3 vr = 2.0*ndotv*nn - vv; // Same as: -reflect(vv, nn);
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vec3 cubeR = normalize(instMul(mtx, vec4(vr, 0.0)).xyz);
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vec3 cubeN = normalize(instMul(mtx, vec4(nn, 0.0)).xyz);
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cubeR = fixCubeLookup(cubeR, mip, 256.0);
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vec3 radiance = u_doDiffuseIbl * envSpec * toLinear(textureCubeLod(s_texCube, cubeR, mip).xyz);
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vec3 irradiance = u_doSpecularIbl * envDiff * toLinear(textureCube(s_texCubeIrr, cubeN).xyz);
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vec3 indirect = radiance + irradiance;
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// Color.
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vec3 color = direct + indirect;
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color = color * exp2(u_exposure);
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gl_FragColor.xyz = toFilmic(color);
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gl_FragColor.w = 1.0;
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}
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