Added PBR required resources
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examples/models/resources/pbr/trooper.obj
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examples/models/resources/pbr/trooper.obj
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examples/models/resources/pbr/trooper_albedo.png
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examples/models/resources/pbr/trooper_albedo.png
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examples/models/resources/pbr/trooper_ao.png
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examples/models/resources/pbr/trooper_ao.png
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examples/models/resources/pbr/trooper_metalness.png
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examples/models/resources/pbr/trooper_metalness.png
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examples/models/resources/pbr/trooper_normals.png
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examples/models/resources/pbr/trooper_normals.png
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examples/models/resources/pbr/trooper_roughness.png
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examples/models/resources/pbr/trooper_roughness.png
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examples/models/resources/pinetree.hdr
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examples/models/resources/pinetree.hdr
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examples/models/resources/shaders/brdf.fs
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examples/models/resources/shaders/brdf.fs
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/*******************************************************************************************
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*
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* rPBR [shader] - Bidirectional reflectance distribution function 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_SAMPLES 1024u
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// Input vertex attributes (from vertex shader)
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in vec2 fragTexCoord;
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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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float DistributionGGX(vec3 N, vec3 H, float roughness);
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float RadicalInverse_VdC(uint bits);
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vec2 Hammersley(uint i, uint N);
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vec3 ImportanceSampleGGX(vec2 Xi, vec3 N, 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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vec2 IntegrateBRDF(float NdotV, float roughness);
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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 RadicalInverse_VdC(uint bits)
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{
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bits = (bits << 16u) | (bits >> 16u);
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bits = ((bits & 0x55555555u) << 1u) | ((bits & 0xAAAAAAAAu) >> 1u);
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bits = ((bits & 0x33333333u) << 2u) | ((bits & 0xCCCCCCCCu) >> 2u);
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bits = ((bits & 0x0F0F0F0Fu) << 4u) | ((bits & 0xF0F0F0F0u) >> 4u);
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bits = ((bits & 0x00FF00FFu) << 8u) | ((bits & 0xFF00FF00u) >> 8u);
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return float(bits) * 2.3283064365386963e-10; // / 0x100000000
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}
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vec2 Hammersley(uint i, uint N)
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{
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return vec2(float(i)/float(N), RadicalInverse_VdC(i));
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}
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vec3 ImportanceSampleGGX(vec2 Xi, vec3 N, float roughness)
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{
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float a = roughness*roughness;
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float phi = 2.0 * PI * Xi.x;
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float cosTheta = sqrt((1.0 - Xi.y)/(1.0 + (a*a - 1.0)*Xi.y));
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float sinTheta = sqrt(1.0 - cosTheta*cosTheta);
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// Transform from spherical coordinates to cartesian coordinates (halfway vector)
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vec3 H = vec3(cos(phi)*sinTheta, sin(phi)*sinTheta, cosTheta);
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// Transform from tangent space H vector to world space sample vector
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vec3 up = ((abs(N.z) < 0.999) ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0));
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vec3 tangent = normalize(cross(up, N));
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vec3 bitangent = cross(N, tangent);
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vec3 sampleVec = tangent*H.x + bitangent*H.y + N*H.z;
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return normalize(sampleVec);
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}
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float GeometrySchlickGGX(float NdotV, float roughness)
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{
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// For IBL k is calculated different
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float k = (roughness*roughness)/2.0;
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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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vec2 IntegrateBRDF(float NdotV, float roughness)
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{
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vec3 V = vec3(sqrt(1.0 - NdotV*NdotV), 0.0, NdotV);
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float A = 0.0;
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float B = 0.0;
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vec3 N = vec3(0.0, 0.0, 1.0);
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for(uint i = 0u; i < MAX_SAMPLES; i++)
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{
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// Generate a sample vector that's biased towards the preferred alignment direction (importance sampling)
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vec2 Xi = Hammersley(i, MAX_SAMPLES);
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vec3 H = ImportanceSampleGGX(Xi, N, roughness);
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vec3 L = normalize(2.0*dot(V, H)*H - V);
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float NdotL = max(L.z, 0.0);
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float NdotH = max(H.z, 0.0);
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float VdotH = max(dot(V, H), 0.0);
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if (NdotL > 0.0)
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{
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float G = GeometrySmith(N, V, L, roughness);
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float G_Vis = (G*VdotH)/(NdotH*NdotV);
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float Fc = pow(1.0 - VdotH, 5.0);
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A += (1.0 - Fc)*G_Vis;
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B += Fc*G_Vis;
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}
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}
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// Calculate brdf average sample
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A /= float(MAX_SAMPLES);
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B /= float(MAX_SAMPLES);
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return vec2(A, B);
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}
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void main()
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{
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// Calculate brdf based on texture coordinates
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vec2 brdf = IntegrateBRDF(fragTexCoord.x, fragTexCoord.y);
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// Calculate final fragment color
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finalColor = vec4(brdf.r, brdf.g, 0.0, 1.0);
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}
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examples/models/resources/shaders/brdf.vs
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examples/models/resources/shaders/brdf.vs
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/*******************************************************************************************
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*
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* rPBR [shader] - Bidirectional reflectance distribution function vertex 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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// Input vertex attributes
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in vec3 vertexPosition;
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in vec2 vertexTexCoord;
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// Output vertex attributes (to fragment shader)
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out vec2 fragTexCoord;
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void main()
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{
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// Calculate fragment position based on model transformations
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fragTexCoord = vertexTexCoord;
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// Calculate final vertex position
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gl_Position = vec4(vertexPosition, 1.0);
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}
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examples/models/resources/shaders/cubemap.fs
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examples/models/resources/shaders/cubemap.fs
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/*******************************************************************************************
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*
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* rPBR [shader] - Equirectangular to cubemap 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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// Input vertex attributes (from vertex shader)
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in vec3 fragPos;
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// Input uniform values
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uniform sampler2D equirectangularMap;
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// Output fragment color
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out vec4 finalColor;
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vec2 SampleSphericalMap(vec3 v)
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{
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vec2 uv = vec2(atan(v.z, v.x), asin(v.y));
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uv *= vec2(0.1591, 0.3183);
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uv += 0.5;
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return uv;
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}
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void main()
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{
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// Normalize local position
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vec2 uv = SampleSphericalMap(normalize(fragPos));
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// Fetch color from texture map
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vec3 color = texture(equirectangularMap, uv).rgb;
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// Calculate final fragment color
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finalColor = vec4(color, 1.0);
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}
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examples/models/resources/shaders/cubemap.vs
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examples/models/resources/shaders/cubemap.vs
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/*******************************************************************************************
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*
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* rPBR [shader] - Equirectangular to cubemap vertex 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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// Input vertex attributes
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in vec3 vertexPosition;
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// Input uniform values
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uniform mat4 projection;
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uniform mat4 view;
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// Output vertex attributes (to fragment shader)
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out vec3 fragPos;
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void main()
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{
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// Calculate fragment position based on model transformations
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fragPos = vertexPosition;
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// Calculate final vertex position
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gl_Position = projection*view*vec4(vertexPosition, 1.0);
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}
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examples/models/resources/shaders/irradiance.fs
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examples/models/resources/shaders/irradiance.fs
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/*******************************************************************************************
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*
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* rPBR [shader] - Irradiance cubemap 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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// Input vertex attributes (from vertex shader)
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in vec3 fragPos;
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// Input uniform values
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uniform samplerCube environmentMap;
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// Constant values
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const float PI = 3.14159265359f;
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// Output fragment color
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out vec4 finalColor;
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void main()
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{
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// The sample direction equals the hemisphere's orientation
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vec3 normal = normalize(fragPos);
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vec3 irradiance = vec3(0.0);
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vec3 up = vec3(0.0, 1.0, 0.0);
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vec3 right = cross(up, normal);
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up = cross(normal, right);
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float sampleDelta = 0.025f;
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float nrSamples = 0.0f;
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for (float phi = 0.0; phi < 2.0*PI; phi += sampleDelta)
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{
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for (float theta = 0.0; theta < 0.5*PI; theta += sampleDelta)
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{
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// Spherical to cartesian (in tangent space)
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vec3 tangentSample = vec3(sin(theta)*cos(phi), sin(theta)*sin(phi), cos(theta));
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// tangent space to world
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vec3 sampleVec = tangentSample.x*right + tangentSample.y*up + tangentSample.z*normal;
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// Fetch color from environment cubemap
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irradiance += texture(environmentMap, sampleVec).rgb*cos(theta)*sin(theta);
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nrSamples++;
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}
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}
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// Calculate irradiance average value from samples
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irradiance = PI*irradiance*(1.0/float(nrSamples));
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// Calculate final fragment color
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finalColor = vec4(irradiance, 1.0);
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}
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examples/models/resources/shaders/pbr.fs
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examples/models/resources/shaders/pbr.fs
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/*******************************************************************************************
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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_LIGHTS 4
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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 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
|
||||
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);
|
||||
}
|
49
examples/models/resources/shaders/pbr.vs
Normal file
49
examples/models/resources/shaders/pbr.vs
Normal file
@ -0,0 +1,49 @@
|
||||
/*******************************************************************************************
|
||||
*
|
||||
* 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 vec3 vertexTangent;
|
||||
|
||||
// Input uniform values
|
||||
uniform mat4 mvpMatrix;
|
||||
uniform mat4 mMatrix;
|
||||
|
||||
// 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, vertexTangent);
|
||||
|
||||
// Calculate fragment normal based on normal transformations
|
||||
mat3 normalMatrix = transpose(inverse(mat3(mMatrix)));
|
||||
|
||||
// Calculate fragment position based on model transformations
|
||||
fragPosition = vec3(mMatrix*vec4(vertexPosition, 1.0f));
|
||||
|
||||
// Send vertex attributes to fragment shader
|
||||
fragTexCoord = vertexTexCoord;
|
||||
fragNormal = normalize(normalMatrix*vertexNormal);
|
||||
fragTangent = normalize(normalMatrix*vertexTangent);
|
||||
fragTangent = normalize(fragTangent - dot(fragTangent, fragNormal)*fragNormal);
|
||||
fragBinormal = normalize(normalMatrix*vertexBinormal);
|
||||
fragBinormal = cross(fragNormal, fragTangent);
|
||||
|
||||
// Calculate final vertex position
|
||||
gl_Position = mvpMatrix*vec4(vertexPosition, 1.0);
|
||||
}
|
120
examples/models/resources/shaders/prefilter.fs
Normal file
120
examples/models/resources/shaders/prefilter.fs
Normal file
@ -0,0 +1,120 @@
|
||||
/*******************************************************************************************
|
||||
*
|
||||
* 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 fragPos;
|
||||
|
||||
// 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(fragPos);
|
||||
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);
|
||||
}
|
31
examples/models/resources/shaders/skybox.fs
Normal file
31
examples/models/resources/shaders/skybox.fs
Normal file
@ -0,0 +1,31 @@
|
||||
/*******************************************************************************************
|
||||
*
|
||||
* rPBR [shader] - Background skybox fragment shader
|
||||
*
|
||||
* Copyright (c) 2017 Victor Fisac
|
||||
*
|
||||
**********************************************************************************************/
|
||||
|
||||
#version 330
|
||||
|
||||
// Input vertex attributes (from vertex shader)
|
||||
in vec3 fragPos;
|
||||
|
||||
// Input uniform values
|
||||
uniform samplerCube environmentMap;
|
||||
|
||||
// Output fragment color
|
||||
out vec4 finalColor;
|
||||
|
||||
void main()
|
||||
{
|
||||
// Fetch color from texture map
|
||||
vec3 color = texture(environmentMap, fragPos).rgb;
|
||||
|
||||
// Apply gamma correction
|
||||
color = color/(color + vec3(1.0));
|
||||
color = pow(color, vec3(1.0/2.2));
|
||||
|
||||
// Calculate final fragment color
|
||||
finalColor = vec4(color, 1.0);
|
||||
}
|
32
examples/models/resources/shaders/skybox.vs
Normal file
32
examples/models/resources/shaders/skybox.vs
Normal file
@ -0,0 +1,32 @@
|
||||
/*******************************************************************************************
|
||||
*
|
||||
* rPBR [shader] - Background skybox vertex shader
|
||||
*
|
||||
* Copyright (c) 2017 Victor Fisac
|
||||
*
|
||||
**********************************************************************************************/
|
||||
|
||||
#version 330
|
||||
|
||||
// Input vertex attributes
|
||||
in vec3 vertexPosition;
|
||||
|
||||
// Input uniform values
|
||||
uniform mat4 projection;
|
||||
uniform mat4 view;
|
||||
|
||||
// Output vertex attributes (to fragment shader)
|
||||
out vec3 fragPos;
|
||||
|
||||
void main()
|
||||
{
|
||||
// Calculate fragment position based on model transformations
|
||||
fragPos = vertexPosition;
|
||||
|
||||
// Remove translation from the view matrix
|
||||
mat4 rotView = mat4(mat3(view));
|
||||
vec4 clipPos = projection*rotView*vec4(vertexPosition, 1.0);
|
||||
|
||||
// Calculate final vertex position
|
||||
gl_Position = clipPos.xyww;
|
||||
}
|
Loading…
Reference in New Issue
Block a user