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@ -24,8 +24,8 @@ in mat3 TBN;
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// Output fragment color
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out vec4 finalColor;
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// Input uniform values
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// Input uniform values
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uniform int numOfLights;
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uniform sampler2D albedoMap;
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uniform sampler2D mraMap;
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@ -55,15 +55,14 @@ uniform vec3 viewPos;
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uniform vec3 ambientColor;
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uniform float ambient;
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// refl in range 0 to 1
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// returns base reflectivity to 1
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// incrase reflectivity when surface view at larger angle
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vec3 schlickFresnel(float hDotV,vec3 refl)
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// Reflectivity in range 0.0 to 1.0
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// NOTE: Reflectivity is increased when surface view at larger angle
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vec3 SchlickFresnel(float hDotV,vec3 refl)
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{
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return refl + (1.0 - refl) * pow(1.0 - hDotV,5.0);
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return refl + (1.0 - refl)*pow(1.0 - hDotV, 5.0);
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}
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float ggxDistribution(float nDotH,float roughness)
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float GgxDistribution(float nDotH,float roughness)
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{
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float a = roughness * roughness * roughness * roughness;
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float d = nDotH * nDotH * (a - 1.0) + 1.0;
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@ -71,89 +70,93 @@ float ggxDistribution(float nDotH,float roughness)
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return a / max(d,0.0000001);
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}
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float geomSmith(float nDotV,float nDotL,float roughness)
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float GeomSmith(float nDotV,float nDotL,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 k = r*r / 8.0;
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float ik = 1.0 - k;
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float ggx1 = nDotV / (nDotV * ik + k);
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float ggx2 = nDotL / (nDotL * ik + k);
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return ggx1 * ggx2;
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float ggx1 = nDotV/(nDotV*ik + k);
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float ggx2 = nDotL/(nDotL*ik + k);
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return ggx1*ggx2;
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}
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vec3 pbr(){
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vec3 albedo = texture(albedoMap,vec2(fragTexCoord.x*tiling.x+offset.x,fragTexCoord.y*tiling.y+offset.y)).rgb;
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albedo = vec3(albedoColor.x*albedo.x,albedoColor.y*albedo.y,albedoColor.z*albedo.z);
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float metallic = clamp(metallicValue,0.0,1.0);
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float roughness = clamp(roughnessValue,0.0,1.0);
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float ao = clamp(aoValue,0.0,1.0);
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if(useTexMRA == 1) {
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vec4 mra = texture(mraMap, vec2(fragTexCoord.x * tiling.x + offset.x, fragTexCoord.y * tiling.y + offset.y)) * useTexMRA;
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metallic = clamp(mra.r+metallicValue,0.04,1.0);
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roughness = clamp(mra.g+roughnessValue,0.04,1.0);
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ao = (mra.b+aoValue)*0.5;
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vec3 ComputePBR()
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{
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vec3 albedo = texture(albedoMap,vec2(fragTexCoord.x*tiling.x + offset.x, fragTexCoord.y*tiling.y + offset.y)).rgb;
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albedo = vec3(albedoColor.x*albedo.x, albedoColor.y*albedo.y, albedoColor.z*albedo.z);
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float metallic = clamp(metallicValue, 0.0, 1.0);
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float roughness = clamp(roughnessValue, 0.0, 1.0);
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float ao = clamp(aoValue, 0.0, 1.0);
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if (useTexMRA == 1)
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{
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vec4 mra = texture(mraMap, vec2(fragTexCoord.x*tiling.x + offset.x, fragTexCoord.y*tiling.y + offset.y))*useTexMRA;
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metallic = clamp(mra.r + metallicValue, 0.04, 1.0);
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roughness = clamp(mra.g + roughnessValue, 0.04, 1.0);
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ao = (mra.b + aoValue)*0.5;
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}
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vec3 N = normalize(fragNormal);
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if(useTexNormal == 1) {
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N = texture(normalMap, vec2(fragTexCoord.x * tiling.x + offset.y, fragTexCoord.y * tiling.y + offset.y)).rgb;
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N = normalize(N * 2.0 - 1.0);
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N = normalize(N * TBN);
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if (useTexNormal == 1)
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{
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N = texture(normalMap, vec2(fragTexCoord.x*tiling.x + offset.y, fragTexCoord.y*tiling.y + offset.y)).rgb;
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N = normalize(N*2.0 - 1.0);
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N = normalize(N*TBN);
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}
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vec3 V = normalize(viewPos - fragPosition);
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vec3 e = vec3(0);
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e = (texture(emissiveMap, vec2(fragTexCoord.x*tiling.x+offset.x, fragTexCoord.y*tiling.y+offset.y)).rgb).g * emissiveColor.rgb*emissivePower * useTexEmissive;
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vec3 emissive = vec3(0);
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emissive = (texture(emissiveMap, vec2(fragTexCoord.x*tiling.x+offset.x, fragTexCoord.y*tiling.y+offset.y)).rgb).g * emissiveColor.rgb*emissivePower * useTexEmissive;
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// return N;//vec3(metallic,metallic,metallic);
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// if dia-electric use base reflectivity of 0.04 otherwise ut is a metal use albedo as base reflectivity
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vec3 baseRefl = mix(vec3(0.04), albedo.rgb, metallic);
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vec3 lightAccum = vec3(0.0); // Acumulate lighting lum
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for (int i = 0; i < numOfLights; i++)
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{
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vec3 L = normalize(lights[i].position - fragPosition); // Compute light vector
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vec3 H = normalize(V + L); // Compute halfway bisecting vector
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float dist = length(lights[i].position - fragPosition); // Compute distance to light
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float attenuation = 1.0/(dist*dist*0.23); // Compute attenuation
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vec3 radiance = lights[i].color.rgb*lights[i].intensity*attenuation; // Compute input radiance, light energy comming in
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// Cook-Torrance BRDF distribution function
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float nDotV = max(dot(N,V), 0.0000001);
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float nDotL = max(dot(N,L), 0.0000001);
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float hDotV = max(dot(H,V), 0.0);
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float nDotH = max(dot(N,H), 0.0);
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float D = GgxDistribution(nDotH, roughness); // Larger the more micro-facets aligned to H
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float G = GeomSmith(nDotV, nDotL, roughness); // Smaller the more micro-facets shadow
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vec3 F = SchlickFresnel(hDotV, baseRefl); // Fresnel proportion of specular reflectance
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vec3 spec = (D*G*F)/(4.0*nDotV*nDotL);
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//return N;//vec3(metallic,metallic,metallic);
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//if dia-electric use base reflectivity of 0.04 otherwise ut is a metal use albedo as base reflectivity
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vec3 baseRefl = mix(vec3(0.04),albedo.rgb,metallic);
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vec3 Lo = vec3(0.0); // acumulate lighting lum
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for(int i=0;i<numOfLights;++i){
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vec3 L = normalize(lights[i].position - fragPosition); // calc light vector
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vec3 H = normalize(V + L); // calc halfway bisecting vector
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float dist = length(lights[i].position - fragPosition); // calc distance to light
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float attenuation = 1.0 / (dist * dist * 0.23); // calc attenuation
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vec3 radiance = lights[i].color.rgb * lights[i].intensity * attenuation; // calc input radiance,light energy comming in
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//Cook-Torrance BRDF distribution function
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float nDotV = max(dot(N,V),0.0000001);
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float nDotL = max(dot(N,L),0.0000001);
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float hDotV = max(dot(H,V),0.0);
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float nDotH = max(dot(N,H),0.0);
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float D = ggxDistribution(nDotH,roughness); // larger the more micro-facets aligned to H
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float G = geomSmith(nDotV,nDotL,roughness); // smaller the more micro-facets shadow
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vec3 F = schlickFresnel(hDotV, baseRefl); // fresnel proportion of specular reflectance
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vec3 spec = (D * G * F) / (4.0 * nDotV * nDotL);
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// difuse and spec light can't be above 1.0
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// Difuse and spec light can't be above 1.0
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// kD = 1.0 - kS diffuse component is equal 1.0 - spec comonent
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vec3 kD = vec3(1.0) - F;
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//mult kD by the inverse of metallnes , only non-metals should have diffuse light
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// Mult kD by the inverse of metallnes, only non-metals should have diffuse light
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kD *= 1.0 - metallic;
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Lo += ((kD * albedo.rgb / PI + spec) * radiance * nDotL)*lights[i].enabled; // angle of light has impact on result
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lightAccum += ((kD*albedo.rgb/PI + spec)*radiance*nDotL)*lights[i].enabled; // Angle of light has impact on result
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}
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vec3 ambient_final = (ambientColor + albedo)* ambient * 0.5;
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return ambient_final+Lo*ao+e;
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vec3 ambientFinal = (ambientColor + albedo)*ambient*0.5;
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return ambientFinal + lightAccum*ao + emissive;
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}
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void main()
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{
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vec3 color = pbr();
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vec3 color = ComputePBR();
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//HDR tonemapping
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color = pow(color,color + vec3(1.0));
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//gamma correction
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color = pow(color,vec3(1.0/2.2));
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// HDR tonemapping
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color = pow(color, color + vec3(1.0));
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finalColor = vec4(color,1.0);
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// Gamma correction
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color = pow(color, vec3(1.0/2.2));
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finalColor = vec4(color, 1.0);
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}
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@ -25,17 +25,16 @@ const float normalOffset = 0.1;
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void main()
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{
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// calc binormal from vertex normal and tangent
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// Compute binormal from vertex normal and tangent
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vec3 vertexBinormal = cross(vertexNormal, vertexTangent);
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// calc fragment normal based on normal transformations
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mat3 normalMatrix = transpose(inverse(mat3(matModel)));
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// calc fragment position based on model transformations
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// Compute fragment normal based on normal transformations
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mat3 normalMatrix = transpose(inverse(mat3(matModel)));
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// Compute fragment position based on model transformations
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fragPosition = vec3(matModel*vec4(vertexPosition, 1.0f));
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fragTexCoord = vertexTexCoord*2.0;
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fragNormal = normalize(normalMatrix*vertexNormal);
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vec3 fragTangent = normalize(normalMatrix*vertexTangent);
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fragTangent = normalize(fragTangent - dot(fragTangent, fragNormal)*fragNormal);
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@ -45,5 +44,5 @@ void main()
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TBN = transpose(mat3(fragTangent, fragBinormal, fragNormal));
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// Calculate final vertex position
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gl_Position = mvp * vec4(vertexPosition, 1.0);
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gl_Position = mvp*vec4(vertexPosition, 1.0);
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}
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