bgfx/examples/44-sss/fs_sss_gbuffer.sc

63 lines
1.8 KiB
Scala

$input v_normal, v_texcoord0, v_texcoord1
#include "../common/common.sh"
#include "parameters.sh"
#include "normal_encoding.sh"
SAMPLER2D(s_albedo, 0);
SAMPLER2D(s_normal, 1);
// http://www.thetenthplanet.de/archives/1180
// "followup: normal mapping without precomputed tangents"
mat3 cotangentFrame(vec3 N, vec3 p, vec2 uv)
{
// get edge vectors of the pixel triangle
vec3 dp1 = dFdx(p);
vec3 dp2 = dFdy(p);
vec2 duv1 = dFdx(uv);
vec2 duv2 = dFdy(uv);
// solve the linear system
vec3 dp2perp = cross(dp2, N);
vec3 dp1perp = cross(N, dp1);
vec3 T = dp2perp * duv1.x + dp1perp * duv2.x;
vec3 B = dp2perp * duv1.y + dp1perp * duv2.y;
// construct a scale-invariant frame
float invMax = inversesqrt(max(dot(T,T), dot(B,B)));
return mat3(T*invMax, B*invMax, N);
}
void main()
{
vec3 albedo = toLinear(texture2D(s_albedo, v_texcoord0).xyz);
// get vertex normal
vec3 normal = normalize(v_normal);
// get normal map normal, unpack, and calculate z
vec3 normalMap;
normalMap.xy = texture2D(s_normal, v_texcoord0).xy;
normalMap.xy = normalMap.xy * 2.0 - 1.0;
normalMap.z = sqrt(1.0 - dot(normalMap.xy, normalMap.xy));
// swap x and y, because the brick texture looks flipped, don't copy this...
normalMap.xy = normalMap.yx;
// perturb geometry normal by normal map
vec3 pos = v_texcoord1.xyz; // contains world space pos
mat3 TBN = cotangentFrame(normal, pos, v_texcoord0);
vec3 bumpedNormal = normalize(instMul(TBN, normalMap));
// need some proxy for roughness value w/o roughness texture
// assume horizontal (blue) normal map is smooth, and then
// modulate with albedo for some higher frequency detail
float roughness = normalMap.z * mix(0.9, 1.0, albedo.y);
roughness = roughness * 0.6 + 0.2;
vec3 bufferNormal = NormalEncode(bumpedNormal);
gl_FragData[0] = vec4(toGamma(albedo), 1.0);
gl_FragData[1] = vec4(bufferNormal, roughness);
}